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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.2 by root, Thu Aug 17 20:23:32 2006 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: spell_effect.C,v 1.2 2006/08/17 20:23:32 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 wand->destroy ();
79 remove_ob(wand);
80 free_object(wand);
81 tmp = get_archetype("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 78
79 if (!tmp->stats.dam)
80 tmp->stats.dam = 1;
81
84 tmp->stats.hp = tmp->stats.dam / 2; 82 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 83
84 if (tmp->stats.hp < 2)
85 tmp->stats.hp = 2;
86
87 tmp->insert_at (op);
88 return 1;
89 }
90
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
93 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
95 else { 95 else
96 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand)); 98 return 0;
98 return 0;
99 } 99 }
100 if (!ncharges) ncharges = 1;
101 100
101 if (!ncharges)
102 ncharges = 1;
103
102 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 105 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)); 106
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 {
106 SET_FLAG(wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
108 update_ob_speed(wand);
109 } 111 }
112
110 return 1; 113 return 1;
111} 114}
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
406 115
407/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* 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 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
409 * arrows. 118 * arrows.
410 * Sets the plus based on the casters level. It is also settable with the 119 * Sets the plus based on the casters level. It is also settable with the
412 * great a plus, the default is used. 121 * great a plus, the default is used.
413 * The # of arrows created also goes up with level, so if a 30th level mage 122 * 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 123 * wants LOTS of arrows, and doesn't care what the plus is he could
415 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
416 */ 125 */
417 126int
418int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
419{ 128{
420 int missile_plus=0, bonus_plus=0; 129 int bonus_plus = 0;
421 const char *missile_name; 130 const char *missile_name = "arrow";
422 object *tmp, *missile;
423 tag_t tag;
424 131
425 missile_name = "arrow";
426
427 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
428 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
429 missile_name=tmp->race; 134 missile_name = tmp->race;
430 }
431 135
432 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
433 137
434 if (find_archetype(missile_name)==NULL) { 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
141 {
435 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
436 missile_name); 143 return 0;
437 return 0;
438 } 144 }
439 missile = get_archetype(missile_name);
440 145
146 object *missile = missile_arch->instance ();
147
441 if (stringarg) { 148 if (stringarg)
149 {
442 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
443 if (isalpha(*stringarg)) { 151 if (isalpha (*stringarg))
152 {
444 artifact *al = find_artifactlist(missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
445 154
446 for ( ; al != NULL; al=al->next) 155 for (; al; al = al->next)
447 if (!strcasecmp(al->item->name, stringarg)) break; 156 if (!strcasecmp (al->item->name, stringarg))
157 break;
448 158
449 if (!al) { 159 if (!al)
450 free_object(missile); 160 {
161 missile->destroy ();
451 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
452 stringarg); 163 return 0;
453 return 0; 164 }
454 } 165
455 if (al->item->slaying) { 166 if (al->item->slaying)
456 free_object(missile); 167 {
168 missile->destroy ();
457 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
458 missile_name, stringarg); 170 return 0;
459 return 0; 171 }
460 } 172
461 give_artifact_abilities(missile, al->item); 173 give_artifact_abilities (missile, al->item);
462 /* These special arrows cost something extra. Don't have them also be magical - 174 /* 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 175 * 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. 176 * the parsing of having to do both plus and type.
465 */ 177 */
466 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
467 missile_plus=0; 179 missile_plus = 0;
468 } else 180 }
469 if (atoi(stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
470 missile_plus = atoi(stringarg); 182 missile_plus = atoi (stringarg);
471 } 183 }
472 if (missile_plus > 4)
473 missile_plus = 4;
474 else if (missile_plus < -4)
475 missile_plus = -4;
476 184
185 missile_plus = clamp (missile_plus, -4, 4);
186
477 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
478 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
189
479 if (missile->nrof < 1) 190 if (missile->nrof < 1)
480 missile->nrof=1; 191 missile->nrof = 1;
481 192
482 missile->magic = missile_plus; 193 missile->magic = missile_plus;
483 /* Can't get any money for these objects */ 194 /* Can't get any money for these objects */
484 missile->value=0; 195 missile->value = 0;
485 196
486 SET_FLAG(missile, FLAG_IDENTIFIED); 197 SET_FLAG (missile, FLAG_IDENTIFIED);
487 tag = missile->count;
488 198
489 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
490 && ! was_destroyed (missile, tag))
491 {
492 pick_up(op, missile); 200 pick_up (op, missile);
493 } 201
494 return 1; 202 return 1;
495} 203}
496 204
497 205
498/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
499 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If stringarg is NULL, it will create food dependent on level --PeterM*/
208int
500int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
501{ 210{
502 int food_value; 211 int food_value;
503 archetype *at=NULL; 212 archetype *at = NULL;
504 object *new_op; 213 object *new_op;
505 214
506 food_value=spell_ob->stats.food + 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
507 + 50 * SP_level_duration_adjust(caster,spell_ob);
508 216
509 if(stringarg) { 217 if (stringarg)
218 {
510 at = find_archetype_by_object_type_name(FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
511 if (at == NULL) 220 if (at == NULL)
512 at = find_archetype_by_object_type_name(DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
513 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
514 stringarg = NULL; 223 stringarg = NULL;
515 } 224 }
516 225
517 if(!stringarg) { 226 if (!stringarg)
227 {
518 archetype *at_tmp; 228 archetype *at_tmp;
519 229
520 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
521 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
522 * function, and addition of new food types is automatically added. 232 * function, and addition of new food types is automatically added.
523 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
524 * to be altered from the donor. 234 * to be altered from the donor.
525 */ 235 */
526 236
527 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
528 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 238 for_all_archetypes (at_tmp)
239 {
529 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
241 {
530 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
531 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
532 * the item we have now, take it instead. 244 * the item we have now, take it instead.
533 */ 245 */
534 if (at_tmp->clone.stats.food<=food_value && 246 if (at_tmp->stats.food <= food_value
535 (!at || at_tmp->clone.stats.food>at->clone.stats.food)) 247 && (!at
536 at=at_tmp; 248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
251 at = at_tmp;
252 }
253 }
537 } 254 }
538 } 255
539 }
540 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
541 * know 257 * know
542 */ 258 */
543 if (!at) { 259 if (!at)
260 {
544 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
545 return 0; 262 return 0;
546 } 263 }
547 264
548 food_value/=at->clone.stats.food; 265 food_value /= at->stats.food;
549 new_op = get_object(); 266 new_op = arch_to_object (at);
550 copy_object(&at->clone, new_op);
551 new_op->nrof = food_value; 267 new_op->nrof = food_value;
552 268
553 new_op->value = 0; 269 new_op->value = 0;
554 if (new_op->nrof<1) new_op->nrof = 1; 270 if (new_op->nrof < 1)
271 new_op->nrof = 1;
555 272
556 cast_create_obj(op, caster,new_op, dir); 273 cast_create_obj (op, caster, new_op, dir);
557 return 1; 274 return 1;
558} 275}
559 276
277int
560int probe(object *op, object *caster, object *spell_ob, int dir) { 278probe (object *op, object *caster, object *spell_ob, int dir)
279{
561 int r, mflags, maxrange; 280 int r, mflags, maxrange;
562 object *tmp; 281 object *tmp;
563 mapstruct *m; 282 maptile *m;
564 283
565
566 if(!dir) { 284 if (!dir)
285 {
567 examine_monster(op,op); 286 examine_monster (op, op);
568 return 1; 287 return 1;
569 } 288 }
289
570 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
571 for(r=1;r < maxrange; r++) { 291 for (r = 1; r < maxrange; r++)
292 {
572 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
573 294
574 m = op->map; 295 m = op->map;
575 mflags = get_map_flags(m, &m, x, y, &x, &y); 296 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 297
577 if (mflags & P_OUT_OF_MAP) break; 298 if (mflags & P_OUT_OF_MAP)
299 break;
578 300
579 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 {
580 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
581 return 0; 304 return 0;
582 } 305 }
583 if (mflags & P_IS_ALIVE) { 306 if (mflags & P_IS_ALIVE)
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 307 {
308 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))) { 309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
587 if(tmp->head!=NULL) 312 if (tmp->head != NULL)
588 tmp=tmp->head; 313 tmp = tmp->head;
589 examine_monster(op,tmp); 314 examine_monster (op, tmp);
590 return 1; 315 return 1;
591 } 316 }
592 } 317 }
593 } 318 }
319
594 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 320 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
595 return 1; 321 return 1;
596} 322}
597
598 323
599/* This checks to see if 'pl' is invisible to 'mon'. 324/* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc 325 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false 326 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It 327 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that 328 * only checks the racial adjustments, and in fact that
604 * pl is invisible. 329 * pl is invisible.
605 */ 330 */
331int
606int makes_invisible_to(object *pl, object *mon) 332makes_invisible_to (object *pl, object *mon)
607{ 333{
608
609 if (!pl->invisible) return 0; 334 if (!pl->invisible)
335 return 0;
336
610 if (pl->type == PLAYER ) { 337 if (pl->type == PLAYER)
338 {
611 /* If race isn't set, then invisible unless it is undead */ 339 /* If race isn't set, then invisible unless it is undead */
612 if (!pl->contr->invis_race) { 340 if (!pl->contr->invis_race)
341 {
613 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 342 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0;
344
614 return 1; 345 return 1;
615 } 346 }
347
616 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
618 return 1; 350 return 1;
351
619 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
620 if (!mon->race) return 0; 353 if (!mon->race)
354 return 0;
355
621 if (strstr(mon->race, pl->contr->invis_race)) return 1; 356 if (strstr (mon->race, pl->contr->invis_race))
357 return 1;
358
622 /* Nothing matched above, return 0 */ 359 /* Nothing matched above, return 0 */
623 return 0; 360 return 0;
624 } else { 361 }
362 else
363 {
625 /* monsters are invisible to everything */ 364 /* monsters are invisible to everything */
626 return 1; 365 return 1;
627 } 366 }
628} 367}
629 368
630/* Makes the player or character invisible. 369/* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways. 370 * Note the spells to 'stack', but perhaps in odd ways.
634 * will determine if you are invisible to undead or normal monsters. 373 * 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 374 * 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/ 375 * lose the improved part of it, and the above statement about undead/
637 * normal applies. 376 * normal applies.
638 */ 377 */
378int
639int cast_invisible(object *op, object *caster, object *spell_ob) { 379cast_invisible (object *op, object *caster, object *spell_ob)
640 object *tmp; 380{
641
642 if(op->invisible>1000) { 381 if (op->invisible > 1000)
382 {
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
644 return 0; 384 return 0;
645 } 385 }
646 386
647 /* Remove the switch with 90% duplicate code - just handle the differences with 387 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two. 388 * and if statement or two.
649 */ 389 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
651 /* max duration */ 391 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000; 392 if (op->invisible > 1000)
393 op->invisible = 1000;
653 394
654 if (op->type == PLAYER) { 395 if (op->type == PLAYER)
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 396 {
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race); 397 op->contr->invis_race = spell_ob->race;
398
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
659 op->contr->tmp_invis=0; 400 op->contr->tmp_invis = 0;
660 else 401 else
661 op->contr->tmp_invis=1; 402 op->contr->tmp_invis = 1;
662 403
663 op->contr->hidden = 0; 404 op->contr->hidden = 0;
664 } 405 }
406
665 if (makes_invisible_to(op, op)) 407 if (makes_invisible_to (op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
667 else 409 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
669 411
670 update_object(op,UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
671 413
672 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
673 * harm to the player. 415 * harm to the player.
674 */ 416 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
676 if (tmp->enemy == op) 418 if (tmp->enemy == op)
677 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
678 return 1; 421 return 1;
679} 422}
680 423
681/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
682 */ 425 */
426int
683int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 427cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{
684 object *tmp, *next; 429 object *tmp, *next;
685 int range,i,j, mflags; 430 int range, i, j, mflags;
686 sint16 sx, sy; 431 sint16 sx, sy;
687 mapstruct *m; 432 maptile *m;
688 433
689 if(op->type!=PLAYER) 434 if (op->type != PLAYER)
690 return 0; 435 return 0;
691 436
692 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
693 438
694 for(i= -range;i<=range;i++) 439 for (i = -range; i <= range; i++)
695 for(j= -range;j<=range;j++) { 440 for (j = -range; j <= range; j++)
441 {
696 sx = op->x + i; 442 sx = op->x + i;
697 sy = op->y + j; 443 sy = op->y + j;
698 m = op->map; 444 m = op->map;
699 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
700 446
701 if (mflags & P_OUT_OF_MAP) continue; 447 if (mflags & P_OUT_OF_MAP)
448 continue;
702 449
703 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be teared down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
705 { 452 {
706 next = tmp->above; 453 next = tmp->above;
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 } 456 }
710 } 457 }
458
711 return 1; 459 return 1;
712} 460}
713 461
714 462void
715void execute_word_of_recall(object *op) { 463execute_word_of_recall (object *op)
716 object *wor=op; 464{
717 while(op!=NULL && op->type!=PLAYER) 465 if (object *pl = op->in_player ())
718 op=op->env; 466 {
719 467 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."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
723 else 469 else
724 enter_exit(op,wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
725 } 471 }
726 remove_ob(wor); 472
727 free_object(wor); 473 op->destroy ();
728} 474}
729 475
730/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
732 * time delay effect. 478 * time delay effect.
733 */ 479 */
480int
734int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{
735 object *dummy; 483 object *dummy;
736 int time; 484 int time;
737 485
738 if(op->type!=PLAYER) 486 if (op->type != PLAYER)
739 return 0; 487 return 0;
740 488
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
742 { 490 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
744 return 1; 492 return 1;
745 } 493 }
746 494
747 dummy=get_archetype(FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
748 if(dummy == NULL){ 496 if (dummy == NULL)
497 {
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0; 500 return 0;
752 } 501 }
502
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
754 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
755 506
756 /* value of speed really doesn't make much difference, as long as it is 507 /* 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 508 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
759 */ 510 */
760 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
765 515
766 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
768 */ 518 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 519 EXIT_PATH (dummy) = op->contr->savebed_map;
770 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
772 522
773 (void) insert_ob_in_ob(dummy,op); 523 op->insert (dummy);
524
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
775 return 1; 527 return 1;
776} 528}
777 529
778/* cast_wonder 530/* cast_wonder
779 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
780 * spell. 532 * spell.
781 */ 533 */
534int
782int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 535cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536{
783 object *newspell; 537 object *newspell;
784 538
785 if(!rndm(0, 3)) 539 if (!rndm (0, 3))
786 return cast_cone(op,caster,dir, spell_ob); 540 return cast_cone (op, caster, dir, spell_ob);
787 541
788 if (spell_ob->randomitems) { 542 if (spell_ob->randomitems)
543 {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level); 544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
790 if (!newspell) { 545 if (!newspell)
546 {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
792 return 0; 548 return 0;
793 } 549 }
794 if (newspell->type != SPELL) { 550 if (newspell->type != SPELL)
551 {
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 552 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; 553 return 0;
798 } 554 }
799 /* Prevent inifinit recursion */ 555 /* Prevent inifinit recursion */
800 if (newspell->subtype == SP_WONDER) { 556 if (newspell->subtype == SP_WONDER)
557 {
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
802 return 0; 559 return 0;
803 } 560 }
804 return cast_spell(op,caster,dir,newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
805 } 562 }
806 return 1; 563 return 1;
807} 564}
808 565
809 566int
810int perceive_self(object *op) { 567perceive_self (object *op)
811 char *cp=describe_item(op, op), buf[MAX_BUF]; 568{
569 const char *cp = describe_item (op, op);
812 archetype *at=find_archetype(ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
813 object *tmp;
814 int i;
815 571
816 tmp=find_god(determine_god(op)); 572 dynbuf_text buf;
817 if (tmp) 573
818 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 574 if (player *pl = op->contr)
575 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
577
578 if (object *god = find_god (determine_god (op)))
579 buf << "You worship " << &god->name << ".\n";
819 else 580 else
820 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 581 buf << "You worship no god.\n";
821 582
822 tmp=present_arch_in_ob(at,op); 583 object *tmp = present_arch_in_ob (at, op);
823 584
824 if(*cp=='\0' && tmp==NULL) 585 if (*cp == '\0' && tmp == NULL)
825 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 586 buf << "You feel very mundane. ";
826 else { 587 else
827 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 588 {
828 new_draw_info(NDI_UNIQUE, 0,op,cp); 589 buf << "You have: " << cp << ".\n";
829 if (tmp!=NULL) { 590
591 if (tmp)
830 for (i=0; i<NUM_STATS; i++) { 592 for (int i = 0; i < NUM_STATS; i++)
831 if (get_attr_value(&tmp->stats, i)<0) { 593 if (tmp->stats.stat (i) < 0)
832 new_draw_info_format(NDI_UNIQUE, 0,op, 594 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 } 595 }
837 }
838 }
839 596
840 if (is_dragon_pl(op)) { 597 if (is_dragon_pl (op))
841 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 599 for (tmp = op->inv; tmp; tmp = tmp->below)
600 {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
844 if(tmp->stats.exp == 0) { 602 {
845 sprintf(buf, "Your metabolism isn't focused on anything."); 603 if (tmp->stats.exp == 0)
846 } else { 604 buf << "Your metabolism isn't focused on anything.\n";
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 605 else
848 } 606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
849 new_draw_info(NDI_UNIQUE, 0,op, buf); 607
850 break; 608 break;
851 } 609 }
852 }
853 } 610 }
611
612 buf << '\0'; // zero-terminate
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615
854 return 1; 616 return 1;
855} 617}
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 618
1105/* This creates magic walls. Really, it can create most any object, 619/* This creates magic walls. Really, it can create most any object,
1106 * within some reason. 620 * within some reason.
1107 */ 621 */
1108 622int
1109int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 623magic_wall (object *op, object *caster, int dir, object *spell_ob)
1110 object *tmp, *tmp2; 624{
625 object *tmp;
1111 int i,posblocked,negblocked, maxrange; 626 int i, posblocked, negblocked, maxrange;
1112 sint16 x, y; 627 sint16 x, y;
1113 mapstruct *m; 628 maptile *m;
1114 const char *name; 629 const char *name;
1115 archetype *at; 630 archetype *at;
1116 631
1117 if(!dir) { 632 if (!dir)
633 {
1118 dir=op->facing; 634 dir = op->facing;
1119 x = op->x; 635 x = op->x;
1120 y = op->y; 636 y = op->y;
1121 } else { 637 }
638 else
639 {
1122 x = op->x+freearr_x[dir]; 640 x = op->x + freearr_x[dir];
1123 y = op->y+freearr_y[dir]; 641 y = op->y + freearr_y[dir];
1124 } 642 }
643
1125 m = op->map; 644 m = op->map;
1126 645
1127 if ((spell_ob->move_block || x != op->x || y != op->y) && 646 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) || 647 (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))) { 648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 {
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1131 return 0; 651 return 0;
1132 } 652 }
653
1133 if (spell_ob->other_arch) { 654 if (spell_ob->other_arch)
1134 tmp = arch_to_object(spell_ob->other_arch); 655 tmp = arch_to_object (spell_ob->other_arch);
1135 } else if (spell_ob->race) { 656 else if (spell_ob->race)
657 {
1136 char buf1[MAX_BUF]; 658 char buf1[MAX_BUF];
1137 659
1138 sprintf(buf1,spell_ob->race,dir); 660 sprintf (buf1, spell_ob->race, dir);
1139 at = find_archetype(buf1); 661 at = archetype::find (buf1);
1140 if (!at) { 662 if (!at)
663 {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666 return 0;
667 }
668
669 tmp = arch_to_object (at);
670 }
671 else
672 {
673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
1143 return 0; 674 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 } 675 }
1151 676
1152 if (tmp->type == SPELL_EFFECT) { 677 if (tmp->type == SPELL_EFFECT)
678 {
1153 tmp->attacktype = spell_ob->attacktype; 679 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration + 680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1155 SP_level_duration_adjust(caster, spell_ob); 681 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; 682 tmp->range = 0;
683 }
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 684 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
1160 tmp->stats.hp = spell_ob->duration + 685 {
1161 SP_level_duration_adjust(caster, spell_ob); 686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp; 687 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op);
1164 set_spell_skill(op, caster, spell_ob, tmp);
1165 } 688 }
689
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
1167 tmp->stats.food = spell_ob->duration + 691 {
1168 SP_level_duration_adjust(caster, spell_ob); 692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1169 SET_FLAG(tmp, FLAG_IS_USED_UP); 693 SET_FLAG (tmp, FLAG_IS_USED_UP);
1170 } 694 }
695
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
697 {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp; 699 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN); 700 SET_FLAG (tmp, FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE); 701 SET_FLAG (tmp, FLAG_ALIVE);
1176 } 702 }
1177 703
1178 /* This can't really hurt - if the object doesn't kill anything, 704 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used. 705 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts.
1180 */ 707 */
708 if (tmp->type != EARTHWALL) //TODO
1181 set_owner(tmp,op); 709 tmp->set_owner (op);
710
1182 set_spell_skill(op, caster, spell_ob, tmp); 711 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; 712 tmp->level = caster_level (caster, spell_ob) / 2;
1186 713
1187 name = tmp->name; 714 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 715 if (!(tmp = m->insert (tmp, x, y, op)))
716 {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1190 return 0; 718 return 0;
1191 } 719 }
720
1192 /* If this is a spellcasting wall, need to insert the spell object */ 721 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 722 if (tmp->other_arch && tmp->other_arch->type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
1195 724
1196 /* This code causes the wall to extend some distance in 725 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered. 726 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the 727 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through 728 * created wall can extend, it won't go extend through
1200 * blocked spaces. 729 * blocked spaces.
1201 */ 730 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1203 posblocked=0; 732 posblocked = 0;
1204 negblocked=0; 733 negblocked = 0;
1205 734
1206 for(i=1; i<=maxrange; i++) { 735 for (i = 1; i <= maxrange; i++)
1207 int dir2; 736 {
1208 737 int dir2;
738
1209 dir2 = (dir<4)?(dir+2):dir-2; 739 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1210 740
1211 x = tmp->x+i*freearr_x[dir2]; 741 x = tmp->x + i * freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2]; 742 y = tmp->y + i * freearr_y[dir2];
1213 m = tmp->map; 743 m = tmp->map;
1214 744
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 745 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) && 746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1217 !posblocked) { 747 {
1218 tmp2 = get_object(); 748 object *tmp2 = tmp->clone ();
1219 copy_object(tmp,tmp2); 749 m->insert (tmp2, x, y, op);
1220 tmp2->x = x; 750
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 */ 751 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 753 tmp2->insert (arch_to_object (tmp2->other_arch));
1226 754
1227 } else posblocked=1; 755 }
756 else
757 posblocked = 1;
1228 758
1229 x = tmp->x-i*freearr_x[dir2]; 759 x = tmp->x - i * freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2]; 760 y = tmp->y - i * freearr_y[dir2];
1231 m = tmp->map; 761 m = tmp->map;
1232 762
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 763 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) && 764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1235 !negblocked) { 765 {
1236 tmp2 = get_object(); 766 object *tmp2 = tmp->clone ();
1237 copy_object(tmp,tmp2); 767 m->insert (tmp2, x, y, op);
1238 tmp2->x = x; 768
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 770 tmp2->insert (arch_to_object (tmp2->other_arch));
1243 } else negblocked=1; 771 }
772 else
773 negblocked = 1;
1244 } 774 }
1245 775
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1247 update_all_los(op->map, op->x, op->y); 777 update_all_los (op->map, op->x, op->y);
1248 778
779 return 1;
780}
781
782int
783dimension_door (object *op, object *caster, object *spob, int dir)
784{
785 uint32 dist, maxdist;
786 int mflags;
787 maptile *m;
788 sint16 sx, sy;
789
790 if (op->type != PLAYER)
791 return 0;
792
793 if (!dir)
794 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
796 return 0;
797 }
798
799 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in.
801 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803
804 if (op->contr->count)
805 {
806 if (op->contr->count > maxdist)
807 {
808 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
809 return 0;
810 }
811
812 for (dist = 0; dist < op->contr->count; dist++)
813 {
814 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
815
816 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
817 break;
818
819 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
820 break;
821 }
822
823 if (dist < op->contr->count)
824 {
825 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
826 op->contr->count = 0;
827 return 0;
828 }
829
830 op->contr->count = 0;
831
832 /* Remove code that puts player on random space on maps. IMO,
833 * a lot of maps probably have areas the player should not get to,
834 * but may not be marked as NO_MAGIC (as they may be bounded
835 * by such squares). Also, there are probably treasure rooms and
836 * lots of other maps that protect areas with no magic, but the
837 * areas themselves don't contain no magic spaces.
838 */
839 /* This call here is really just to normalize the coordinates */
840 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
841 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
842 {
843 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
844 return 1; /* Maybe the penalty should be more severe... */
845 }
846 }
847 else
848 {
849 /* Player didn't specify a distance, so lets see how far
850 * we can move the player. Don't know why this stopped on
851 * spaces that blocked the players view.
852 */
853
854 for (dist = 0; dist < maxdist; dist++)
855 {
856 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
857
858 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
859 break;
860
861 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
862 break;
863
864 }
865
866 /* If the destination is blocked, keep backing up until we
867 * find a place for the player.
868 */
869 for (; dist > 0; dist--)
870 {
871 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
872 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
873 continue;
874
875
876 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
877 break;
878
879 }
880 if (!dist)
881 {
882 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
883 return 0;
884 }
885 }
886
887 /* Actually move the player now */
888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1249 return 1; 889 return 1;
1250}
1251 890
1252int dimension_door(object *op,object *caster, object *spob, int dir) {
1253 uint32 dist, maxdist;
1254 int mflags;
1255 mapstruct *m;
1256 sint16 sx, sy;
1257
1258 if(op->type!=PLAYER)
1259 return 0;
1260
1261 if(!dir) {
1262 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
1263 return 0;
1264 }
1265
1266 /* Given the new outdoor maps, can't let players dimension door for
1267 * ever, so put limits in.
1268 */
1269 maxdist = spob->range +
1270 SP_level_range_adjust(caster, spob);
1271
1272 if(op->contr->count) {
1273 if (op->contr->count > maxdist) {
1274 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1275 return 0;
1276 }
1277
1278 for(dist=0;dist<op->contr->count; dist++) {
1279 mflags = get_map_flags(op->map, &m,
1280 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
1281 &sx, &sy);
1282
1283 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1284
1285 if ((mflags & P_BLOCKSVIEW) &&
1286 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1287 }
1288
1289 if(dist<op->contr->count) {
1290 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
1291 op->contr->count=0;
1292 return 0;
1293 }
1294 op->contr->count=0;
1295
1296 /* Remove code that puts player on random space on maps. IMO,
1297 * a lot of maps probably have areas the player should not get to,
1298 * but may not be marked as NO_MAGIC (as they may be bounded
1299 * by such squares). Also, there are probably treasure rooms and
1300 * lots of other maps that protect areas with no magic, but the
1301 * areas themselves don't contain no magic spaces.
1302 */
1303 /* This call here is really just to normalize the coordinates */
1304 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1305 &sx, &sy);
1306 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1307 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1308 return 1; /* Maybe the penalty should be more severe... */
1309 }
1310 } else {
1311 /* Player didn't specify a distance, so lets see how far
1312 * we can move the player. Don't know why this stopped on
1313 * spaces that blocked the players view.
1314 */
1315
1316 for(dist=0; dist < maxdist; dist++) {
1317 mflags = get_map_flags(op->map, &m,
1318 op->x+freearr_x[dir] * (dist+1),
1319 op->y+freearr_y[dir] * (dist+1),
1320 &sx, &sy);
1321
1322 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1323
1324 if ((mflags & P_BLOCKSVIEW) &&
1325 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1326
1327 }
1328
1329 /* If the destination is blocked, keep backing up until we
1330 * find a place for the player.
1331 */
1332 for(;dist>0; dist--) {
1333 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1334 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1335
1336
1337 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1338
1339 }
1340 if(!dist) {
1341 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1342 return 0;
1343 }
1344 }
1345
1346 /* Actually move the player now */
1347 remove_ob(op);
1348 op->x+=freearr_x[dir]*dist;
1349 op->y+=freearr_y[dir]*dist;
1350 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1351 return 1;
1352
1353 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1354 return 1; 892 return 1;
1355} 893}
1356
1357 894
1358/* cast_heal: Heals something. 895/* cast_heal: Heals something.
1359 * op is the caster. 896 * op is the caster.
1360 * dir is the direction he is casting it in. 897 * dir is the direction he is casting it in.
1361 * spell is the spell object. 898 * spell is the spell object.
1362 */ 899 */
900int
1363int cast_heal(object *op,object *caster, object *spell, int dir) { 901cast_heal (object *op, object *caster, object *spell, int dir)
902{
1364 object *tmp; 903 object *tmp;
1365 archetype *at; 904 archetype *at;
1366 object *poison; 905 object *poison;
1367 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1368 907
1369 tmp = find_target_for_friendly_spell(op,dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1370 909
1371 if (tmp==NULL) return 0; 910 if (!tmp)
911 return 0;
1372 912
1373 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1374 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1375 */ 915 */
1376 heal = spell->stats.dam; 916 heal = spell->stats.dam;
1377 if (spell->stats.hp) 917 if (spell->stats.hp)
1378 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1379 spell->stats.hp;
1380 919
1381 if (heal) { 920 if (heal)
921 {
1382 if (tmp->stats.hp >= tmp->stats.maxhp) { 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1383 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1384 } 924 else
1385 else { 925 {
1386 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1387 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1388 * on amount of damage healed. 928 * on amount of damage healed.
1389 */ 929 */
1390 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1391 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
932
1392 tmp->stats.hp += heal; 933 tmp->stats.hp += heal;
1393 934
1394 if (tmp->stats.hp >= tmp->stats.maxhp) { 935 if (tmp->stats.hp >= tmp->stats.maxhp)
1395 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 936 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1396 } else if (heal > 50) { 937 else if (heal > 50)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1398 } else if (heal > 25) { 939 else if (heal > 25)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1400 } else if (heal > 10) { 941 else if (heal > 10)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1402 } else { 943 else
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1404 } 945
1405 success=1;
1406 }
1407 }
1408 if (spell->attacktype & AT_DISEASE)
1409 if (cure_disease (tmp, op))
1410 success = 1; 946 success = 1;
947 }
948 }
1411 949
950 if (spell->attacktype & AT_DISEASE)
951 if (cure_disease (tmp, op, spell))
952 success = 1;
953
1412 if (spell->attacktype & AT_POISON) { 954 if (spell->attacktype & AT_POISON)
1413 at = find_archetype("poisoning"); 955 {
956 at = archetype::find ("poisoning");
1414 poison=present_arch_in_ob(at,tmp); 957 poison = present_arch_in_ob (at, tmp);
1415 if (poison) { 958 if (poison)
959 {
1416 success = 1; 960 success = 1;
1417 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1418 poison->stats.food = 1; 962 poison->stats.food = 1;
1419 } 963 }
1420 } 964 }
965
1421 if (spell->attacktype & AT_CONFUSION) { 966 if (spell->attacktype & AT_CONFUSION)
967 {
1422 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 968 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1423 if (poison) { 969 if (poison)
970 {
1424 success = 1; 971 success = 1;
1425 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1426 poison->duration = 1; 973 poison->duration = 1;
1427 } 974 }
1428 } 975 }
976
1429 if (spell->attacktype & AT_BLIND) { 977 if (spell->attacktype & AT_BLIND)
1430 at=find_archetype("blindness"); 978 {
979 at = archetype::find ("blindness");
1431 poison=present_arch_in_ob(at,tmp); 980 poison = present_arch_in_ob (at, tmp);
1432 if (poison) { 981 if (poison)
982 {
1433 success = 1; 983 success = 1;
1434 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1435 poison->stats.food = 1; 985 poison->stats.food = 1;
1436 } 986 }
1437 } 987 }
988
1438 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 989 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
990 {
1439 tmp->stats.sp += spell->last_sp; 991 tmp->stats.sp += spell->last_sp;
1440 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 992 if (tmp->stats.sp > tmp->stats.maxsp)
993 tmp->stats.sp = tmp->stats.maxsp;
1441 success = 1; 994 success = 1;
1442 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 995 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1443 } 996 }
997
1444 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 998 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
999 {
1445 tmp->stats.grace += spell->last_grace; 1000 tmp->stats.grace += spell->last_grace;
1446 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1001 if (tmp->stats.grace > tmp->stats.maxgrace)
1002 tmp->stats.grace = tmp->stats.maxgrace;
1447 success = 1; 1003 success = 1;
1448 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1449 } 1005 }
1006
1450 if (spell->stats.food && tmp->stats.food < 999) { 1007 if (spell->stats.food && tmp->stats.food < 999)
1008 {
1451 tmp->stats.food += spell->stats.food; 1009 tmp->stats.food += spell->stats.food;
1452 if (tmp->stats.food > 999) tmp->stats.food=999; 1010
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013
1453 success = 1; 1014 success = 1;
1454 /* We could do something a bit better like the messages for healing above */ 1015 /* We could do something a bit better like the messages for healing above */
1455 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1456 } 1017 }
1018
1457 return success; 1019 return success;
1458} 1020}
1459
1460 1021
1461/* This is used for the spells that gain stats. There are no spells 1022/* This is used for the spells that gain stats. There are no spells
1462 * right now that icnrease wis/int/pow on a temp basis, so no 1023 * right now that icnrease wis/int/pow on a temp basis, so no
1463 * good comments for those. 1024 * good comments for those.
1464 */ 1025 */
1465static const char* const no_gain_msgs[NUM_STATS] = { 1026static const char *const no_gain_msgs[NUM_STATS] = {
1466"You grow no stronger.", 1027 "You grow no stronger.",
1467"You grow no more agile.", 1028 "You grow no more agile.",
1468"You don't feel any healthier.", 1029 "You don't feel any healthier.",
1469"no wis", 1030 "You didn't grow any more intelligent.",
1031 "You do not feel any wiser.",
1032 "You don't feel any more powerful."
1470"You are no easier to look at.", 1033 "You are no easier to look at.",
1471"no int",
1472"no pow"
1473}; 1034};
1474 1035
1036int
1475int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1476 object *tmp, *tmp2=NULL; 1038{
1477 object *force=NULL; 1039 object *force = NULL;
1478 int i; 1040 int i;
1479 1041
1480 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1042 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1481 if(dir!=0) { 1043 object *tmp = dir
1482 tmp=find_target_for_friendly_spell(op,dir); 1044 ? find_target_for_friendly_spell (op, dir)
1483 } else { 1045 : op;
1484 tmp = op;
1485 }
1486 1046
1487 if(tmp==NULL) return 0; 1047 if (!tmp)
1488 1048 return 0;
1049
1489 /* If we've already got a force of this type, don't add a new one. */ 1050 /* If we've already got a force of this type, don't add a new one. */
1490 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1051 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1052 {
1491 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1053 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1054 {
1492 if (tmp2->name == spell_ob->name) { 1055 if (tmp2->name == spell_ob->name)
1056 {
1493 force=tmp2; /* the old effect will be "refreshed" */ 1057 force = tmp2; /* the old effect will be "refreshed" */
1494 break; 1058 break;
1495 } 1059 }
1496 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1060 else if (spell_ob->race && spell_ob->race == tmp2->name)
1061 {
1497 if ( !silent ) 1062 if (!silent)
1498 new_draw_info_format(NDI_UNIQUE, 0, op, 1063 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1499 "You can not cast %s while %s is in effect", 1064 return 0;
1500 spell_ob->name, tmp2->name_pl); 1065 }
1501 return 0; 1066 }
1502 } 1067 }
1503 }
1504 }
1505 if(force==NULL) { 1068 if (force == NULL)
1069 {
1506 force=get_archetype(FORCE_NAME); 1070 force = get_archetype (FORCE_NAME);
1507 force->subtype = FORCE_CHANGE_ABILITY; 1071 force->subtype = FORCE_CHANGE_ABILITY;
1508 free_string(force->name);
1509 if (spell_ob->race) 1072 if (spell_ob->race)
1510 force->name = add_refcount(spell_ob->race); 1073 force->name = spell_ob->race;
1511 else 1074 else
1512 force->name = add_refcount(spell_ob->name); 1075 force->name = spell_ob->name;
1513 free_string(force->name_pl);
1514 force->name_pl = add_refcount(spell_ob->name); 1076 force->name_pl = spell_ob->name;
1515 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1077 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1516 1078
1517 } else { 1079 }
1080 else
1081 {
1518 int duration; 1082 int duration;
1519 1083
1520 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1084 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1521 if (duration > force->duration) { 1085 if (duration > force->duration)
1086 {
1522 force->duration = duration; 1087 force->duration = duration;
1523 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1088 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1524 } else { 1089 }
1090 else
1091 {
1525 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1093 }
1527 return 1; 1094
1095 return 1;
1528 } 1096 }
1097
1529 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1099 force->speed = 1.0;
1531 force->speed_left = -1.0; 1100 force->speed_left = -1.0;
1532 SET_FLAG(force, FLAG_APPLIED); 1101 SET_FLAG (force, FLAG_APPLIED);
1533 1102
1534 /* Now start processing the effects. First, protections */ 1103 /* Now start processing the effects. First, protections */
1535 for (i=0; i < NROFATTACKS; i++) { 1104 for (i = 0; i < NROFATTACKS; i++)
1105 {
1536 if (spell_ob->resist[i]) { 1106 if (spell_ob->resist[i])
1107 {
1537 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1538 if (force->resist[i] > 100) force->resist[i] = 100; 1109 if (force->resist[i] > 100)
1539 } 1110 force->resist[i] = 100;
1111 }
1540 } 1112 }
1113
1541 if (spell_ob->stats.hp) 1114 if (spell_ob->stats.hp)
1542 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1543 1116
1544 if (tmp->type == PLAYER) { 1117 if (tmp->type == PLAYER)
1118 {
1545 /* Stat adjustment spells */ 1119 /* Stat adjustment spells */
1546 for (i=0; i < NUM_STATS; i++) { 1120 for (i = 0; i < NUM_STATS; i++)
1547 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1121 {
1548 if (stat) { 1122 if (sint8 stat = spell_ob->stats.stat (i))
1549 sm=0; 1123 {
1550 for (k=0; k<stat; k++) 1124 sint8 sm = 0;
1551 sm += rndm(1, 3); 1125 for (sint8 k = 0; k < stat; k++)
1126 sm += rndm (1, 3);
1552 1127
1553 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1128 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1554 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1129 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1555 if (sm<0) sm = 0; 1130
1556 } 1131 force->stats.stat (i) = sm;
1557 set_attr_value(&force->stats, i, sm); 1132
1558 if (!sm) 1133 if (!sm)
1559 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1134 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1135 }
1136 }
1560 } 1137 }
1561 }
1562 }
1563 1138
1564 force->move_type = spell_ob->move_type; 1139 force->move_type = spell_ob->move_type;
1565 1140
1566 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1141 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1567 SET_FLAG(force, FLAG_SEE_IN_DARK); 1142 SET_FLAG (force, FLAG_SEE_IN_DARK);
1568 1143
1569 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1144 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1570 SET_FLAG(force, FLAG_XRAYS); 1145 SET_FLAG (force, FLAG_XRAYS);
1571 1146
1572 /* Haste/bonus speed */ 1147 /* Haste/bonus speed */
1573 if (spell_ob->stats.exp) { 1148 if (spell_ob->stats.exp)
1149 {
1150 if (op->speed > 0.5f)
1574 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1151 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1575 else 1152 else
1576 force->stats.exp = spell_ob->stats.exp; 1153 force->stats.exp = spell_ob->stats.exp;
1577 } 1154 }
1578 1155
1579 force->stats.wc = spell_ob->stats.wc; 1156 force->stats.wc = spell_ob->stats.wc;
1580 force->stats.ac = spell_ob->stats.ac; 1157 force->stats.ac = spell_ob->stats.ac;
1581 force->attacktype = spell_ob->attacktype; 1158 force->attacktype = spell_ob->attacktype;
1582 1159
1583 insert_ob_in_ob(force,tmp); 1160 insert_ob_in_ob (force, tmp);
1584 change_abil(tmp,force); /* Mostly to display any messages */ 1161 change_abil (tmp, force); /* Mostly to display any messages */
1585 fix_player(tmp); 1162 tmp->update_stats ();
1163
1586 return 1; 1164 return 1;
1587} 1165}
1588 1166
1589/* This used to be part of cast_change_ability, but it really didn't make 1167/* This used to be part of cast_change_ability, but it really didn't make
1590 * a lot of sense, since most of the values it derives are from the god 1168 * a lot of sense, since most of the values it derives are from the god
1591 * of the caster. 1169 * of the caster.
1592 */ 1170 */
1593 1171int
1594int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1172cast_bless (object *op, object *caster, object *spell_ob, int dir)
1173{
1595 int i; 1174 int i;
1596 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1597 1176
1598 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1177 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1599 if(dir!=0) { 1178 if (dir != 0)
1179 {
1600 tmp=find_target_for_friendly_spell(op,dir); 1180 tmp = find_target_for_friendly_spell (op, dir);
1601 } else { 1181 }
1602 tmp = op; 1182 else
1603 } 1183 {
1184 tmp = op;
1185 }
1604 1186
1605 /* If we've already got a force of this type, don't add a new one. */ 1187 /* If we've already got a force of this type, don't add a new one. */
1606 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1188 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1189 {
1607 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1190 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1191 {
1608 if (tmp2->name == spell_ob->name) { 1192 if (tmp2->name == spell_ob->name)
1193 {
1609 force=tmp2; /* the old effect will be "refreshed" */ 1194 force = tmp2; /* the old effect will be "refreshed" */
1610 break; 1195 break;
1611 } 1196 }
1612 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1197 else if (spell_ob->race && spell_ob->race == tmp2->name)
1613 new_draw_info_format(NDI_UNIQUE, 0, op, 1198 {
1614 "You can not cast %s while %s is in effect", 1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1615 spell_ob->name, tmp2->name_pl); 1200 return 0;
1616 return 0; 1201 }
1202 }
1617 } 1203 }
1618 }
1619 }
1620 if(force==NULL) { 1204 if (force == NULL)
1205 {
1621 force=get_archetype(FORCE_NAME); 1206 force = get_archetype (FORCE_NAME);
1622 force->subtype = FORCE_CHANGE_ABILITY; 1207 force->subtype = FORCE_CHANGE_ABILITY;
1623 free_string(force->name);
1624 if (spell_ob->race) 1208 if (spell_ob->race)
1625 force->name = add_refcount(spell_ob->race); 1209 force->name = spell_ob->race;
1626 else 1210 else
1627 force->name = add_refcount(spell_ob->name); 1211 force->name = spell_ob->name;
1628 free_string(force->name_pl);
1629 force->name_pl = add_refcount(spell_ob->name); 1212 force->name_pl = spell_ob->name;
1630 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1213 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1631 } else { 1214 }
1215 else
1216 {
1632 int duration; 1217 int duration;
1633 1218
1634 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1219 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1635 if (duration > force->duration) { 1220 if (duration > force->duration)
1221 {
1636 force->duration = duration; 1222 force->duration = duration;
1637 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1223 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1638 } else { 1224 }
1225 else
1226 {
1639 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1640 } 1228 }
1641 return 0; 1229 return 0;
1642 } 1230 }
1643 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1231 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1644 force->speed = 1.0; 1232 force->speed = 1.0;
1645 force->speed_left = -1.0; 1233 force->speed_left = -1.0;
1646 SET_FLAG(force, FLAG_APPLIED); 1234 SET_FLAG (force, FLAG_APPLIED);
1647 1235
1648 if(!god) { 1236 if (!god)
1237 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1238 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1650 } else { 1239 }
1240 else
1241 {
1651 /* Only give out good benefits, and put a max on it */ 1242 /* Only give out good benefits, and put a max on it */
1652 for (i=0; i<NROFATTACKS; i++) { 1243 for (i = 0; i < NROFATTACKS; i++)
1244 {
1653 if (god->resist[i]>0) { 1245 if (god->resist[i] > 0)
1246 {
1654 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1247 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1655 } 1248 }
1656 } 1249 }
1657 force->path_attuned|=god->path_attuned; 1250 force->path_attuned |= god->path_attuned;
1251
1658 if (spell_ob->attacktype) { 1252 if (spell_ob->attacktype)
1659 force->attacktype|=god->attacktype | AT_PHYSICAL; 1253 force->slaying = god->slaying;
1660 if(god->slaying) force->slaying = add_string(god->slaying); 1254
1661 }
1662 if (tmp != op) { 1255 if (tmp != op)
1256 {
1663 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1257 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1664 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1258 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1665 } else { 1259 }
1666 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1260 else
1667 "You are blessed by %s!",god->name); 1261 {
1668 } 1262 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1263 }
1669 1264
1670 } 1265 }
1671 force->stats.wc = spell_ob->stats.wc; 1266 force->stats.wc = spell_ob->stats.wc;
1672 force->stats.ac = spell_ob->stats.ac; 1267 force->stats.ac = spell_ob->stats.ac;
1673 1268
1674 change_abil(tmp,force); /* Mostly to display any messages */ 1269 change_abil (tmp, force); /* Mostly to display any messages */
1675 insert_ob_in_ob(force,tmp); 1270 insert_ob_in_ob (force, tmp);
1676 fix_player(tmp); 1271 tmp->update_stats ();
1677 return 1; 1272 return 1;
1678} 1273}
1679
1680
1681 1274
1682/* Alchemy code by Mark Wedel 1275/* Alchemy code by Mark Wedel
1683 * 1276 *
1684 * This code adds a new spell, called alchemy. Alchemy will turn 1277 * This code adds a new spell, called alchemy. Alchemy will turn
1685 * objects to gold nuggets, the value of the gold nuggets being 1278 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1686 * about 90% of that of the item itself. It uses the value of the
1687 * object before charisma adjustments, because the nuggets themselves
1688 * will be will be adjusted by charisma when sold.
1689 * 1279 *
1690 * Large nuggets are worth 25 gp each (base). You will always get 1280 * The value of the gold nuggets being about 90% of that of the item
1691 * the maximum number of large nuggets you could get. 1281 * itself. It uses the value of the object before charisma adjustments,
1692 * Small nuggets are worth 1 gp each (base). You will get from 0 1282 * because the nuggets themselves will be will be adjusted by charisma
1693 * to the max amount of small nuggets as you could get. 1283 * when sold.
1694 *
1695 * For example, if an item is worth 110 gold, you will get
1696 * 4 large nuggets, and from 0-10 small nuggets.
1697 * 1284 *
1698 * There is also a chance (1:30) that you will get nothing at all 1285 * There is also a chance (1:30) that you will get nothing at all
1699 * for the object. There is also a maximum weight that will be 1286 * for the object. There is also a maximum weight that will be
1700 * alchemied. 1287 * alchemised.
1701 */ 1288 */
1702 1289static void
1703/* I didn't feel like passing these as arguements to the 1290alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1704 * two functions that need them. Real values are put in them
1705 * when the spell is cast, and these are freed when the spell
1706 * is finished.
1707 */
1708static object *small, *large;
1709
1710static void alchemy_object(object *obj, int *small_nuggets,
1711 int *large_nuggets, int *weight)
1712{ 1291{
1713 uint64 value=query_cost(obj, NULL, F_TRUE); 1292 uint64 value = query_cost (obj, NULL, F_TRUE);
1714 1293
1715 /* Give third price when we alchemy money (This should hopefully 1294 /* Give third price when we alchemy money (this should hopefully
1716 * make it so that it isn't worth it to alchemy money, sell 1295 * make it so that it isn't worth it to alchemy money, sell
1717 * the nuggets, alchemy the gold from that, etc. 1296 * the nuggets, alchemy the gold from that, etc.
1718 * Otherwise, give 9 silver on the gold for other objects, 1297 * Otherwise, give 9 silver on the gold for other objects,
1719 * so that it would still be more affordable to haul 1298 * so that it would still be more affordable to haul
1720 * the stuff back to town. 1299 * the stuff back to town.
1721 */ 1300 */
1722
1723 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1301 if (QUERY_FLAG (obj, FLAG_UNPAID))
1724 value=0; 1302 value = 0;
1725 else if (obj->type==MONEY || obj->type==GEM) 1303 else if (obj->type == MONEY || obj->type == GEM)
1726 value /=3; 1304 value /= 3;
1727 else 1305 else
1728 value = (value*9)/10; 1306 value = value * 9 / 10;
1729 1307
1730 value /= 4; // fix by GHJ, don't understand, pcg
1731
1732 if ((obj->value>0) && rndm(0, 29)) { 1308 if (obj->value > 0 && rndm (0, 29))
1733 int count; 1309 total_value += value;
1734 1310
1735 count = value / large->value; 1311 total_weight += obj->total_weight ();
1736 *large_nuggets += count;
1737 value -= (uint64)count * (uint64)large->value;
1738 count = value / small->value;
1739 *small_nuggets += count;
1740 }
1741 1312
1742 /* Turn 25 small nuggets into 1 large nugget. If the value 1313 obj->destroy ();
1743 * of large nuggets is not evenly divisable by the small nugget
1744 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1745 */
1746 if (*small_nuggets * small->value >= large->value) {
1747 (*large_nuggets)++;
1748 *small_nuggets -= large->value / small->value;
1749 if (*small_nuggets && large->value % small->value)
1750 (*small_nuggets)--;
1751 }
1752 weight += obj->weight;
1753 remove_ob(obj);
1754 free_object(obj);
1755} 1314}
1756 1315
1757static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1316int
1758 int x, int y)
1759{
1760 object *tmp;
1761 int flag=0;
1762
1763 /* Put any nuggets below the player, but we can only pass this
1764 * flag if we are on the same space as the player
1765 */
1766 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR;
1767
1768 if (small_nuggets) {
1769 tmp = get_object();
1770 copy_object(small, tmp);
1771 tmp-> nrof = small_nuggets;
1772 tmp->x = x;
1773 tmp->y = y;
1774 insert_ob_in_map(tmp, m, op, flag);
1775 }
1776 if (large_nuggets) {
1777 tmp = get_object();
1778 copy_object(large, tmp);
1779 tmp-> nrof = large_nuggets;
1780 tmp->x = x;
1781 tmp->y = y;
1782 insert_ob_in_map(tmp, m, op, flag);
1783 }
1784}
1785
1786int alchemy(object *op, object *caster, object *spell_ob) 1317alchemy (object *op, object *caster, object *spell_ob)
1787{ 1318{
1788 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1789 sint16 nx, ny;
1790 object *next,*tmp;
1791 mapstruct *mp;
1792
1793 if(op->type!=PLAYER) 1319 if (op->type != PLAYER)
1794 return 0; 1320 return 0;
1795 1321
1322 archetype *nugget[3];
1323
1324 nugget[0] = archetype::find ("pyrite3");
1325 nugget[1] = archetype::find ("pyrite2");
1326 nugget[2] = archetype::find ("pyrite");
1327
1796 /* Put a maximum weight of items that can be alchemied. Limits the power 1328 /* Put a maximum weight of items that can be alchemised. Limits the power
1797 * some, and also prevents people from alcheming every table/chair/clock 1329 * some, and also prevents people from alchemising every table/chair/clock
1798 * in sight 1330 * in sight
1799 */ 1331 */
1800 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1332 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1801 weight_max *= 1000; 1333 int weight_max = duration * 1000;
1802 small=get_archetype("smallnugget"), 1334 uint64 value_max = duration * 1000;
1803 large=get_archetype("largenugget");
1804 1335
1336 int weight = 0;
1337
1805 for(y= op->y-1;y<=op->y+1;y++) { 1338 for (int y = op->y - 1; y <= op->y + 1; y++)
1806 for(x= op->x-1;x<=op->x+1;x++) { 1339 {
1807 nx = x; 1340 for (int x = op->x - 1; x <= op->x + 1; x++)
1808 ny = y; 1341 {
1342 uint64 value = 0;
1809 1343
1810 mp = op->map; 1344 sint16 nx = x;
1345 sint16 ny = y;
1811 1346
1347 maptile *mp = op->map;
1348
1812 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1349 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1813 1350
1814 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1351 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1815 continue; 1352 continue;
1816 1353
1817 /* Treat alchemy a little differently - most spell effects 1354 /* Treat alchemy a little differently - most spell effects
1818 * use fly as the movement type - for alchemy, consider it 1355 * use fly as the movement type - for alchemy, consider it
1819 * ground level effect. 1356 * ground level effect.
1820 */ 1357 */
1821 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1358 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1822 continue; 1359 continue;
1823 1360
1824 small_nuggets=0; 1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1825 large_nuggets=0; 1362 {
1363 next = tmp->above;
1826 1364
1827 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1828 next=tmp->above;
1829 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) &&
1830 !QUERY_FLAG(tmp, FLAG_ALIVE) &&
1831 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
1832
1833 if (tmp->inv) {
1834 object *next1, *tmp1;
1835 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) {
1836 next1 = tmp1->below;
1837 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1838 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1839 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1367 {
1840 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1368 if (tmp->inv)
1841 &weight); 1369 {
1842 } 1370 object *next1, *tmp1;
1371
1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1373 {
1374 next1 = tmp1->below;
1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1377 alchemy_object (tmp1, value, weight);
1378 }
1379 }
1380
1381 alchemy_object (tmp, value, weight);
1382
1383 if (weight > weight_max)
1384 break;
1385 }
1386 }
1387
1388 value -= rndm (value >> 4);
1389 value = min (value, value_max);
1390
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1392 if (int nrof = value / nugget [i]->value)
1393 {
1394 value -= nrof * nugget[i]->value;
1395
1396 object *tmp = arch_to_object (nugget[i]);
1397 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0);
1400 }
1401
1402 if (weight > weight_max)
1403 goto bailout;
1404 }
1843 } 1405 }
1844 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight);
1845
1846 if (weight>weight_max) {
1847 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1848 free_object(large);
1849 free_object(small);
1850 return 1;
1851 }
1852 } /* is alchemable object */
1853 } /* process all objects on this space */
1854 1406
1855 /* Insert all the nuggets at one time. This probably saves time, but 1407bailout:
1856 * it also prevents us from alcheming nuggets that were just created
1857 * with this spell.
1858 */
1859 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1860 }
1861 }
1862 free_object(large);
1863 free_object(small);
1864 /* reset this so that if player standing on a big pile of stuff,
1865 * it is redrawn properly.
1866 */
1867 op->contr->socket.look_position = 0;
1868 return 1; 1408 return 1;
1869} 1409}
1870
1871 1410
1872/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1873 * items. 1412 * items.
1874 */ 1413 */
1414int
1875int remove_curse(object *op, object *caster, object *spell) { 1415remove_curse (object *op, object *caster, object *spell)
1416{
1876 object *tmp; 1417 object *tmp;
1877 int success = 0, was_one = 0; 1418 int success = 0, was_one = 0;
1878 1419
1879 for (tmp = op->inv; tmp; tmp = tmp->below) 1420 for (tmp = op->inv; tmp; tmp = tmp->below)
1880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1881 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1882 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1883 1424 {
1884 was_one++; 1425 was_one++;
1426
1885 if (tmp->level <= caster_level(caster, spell)) { 1427 if (tmp->level <= caster_level (caster, spell))
1886 success++; 1428 {
1429 success++;
1887 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1888 CLEAR_FLAG(tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1889 1432
1890 CLEAR_FLAG(tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1891 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1892 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1436
1437 if (object *pl = tmp->visible_to ())
1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1439 }
1440 }
1441
1893 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1894 esrv_send_item(op, tmp); 1443 {
1895 } 1444 if (success)
1896 }
1897
1898 if (op->type==PLAYER) {
1899 if (success) {
1900 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1445 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1901 } else { 1446 else
1447 {
1902 if (was_one) 1448 if (was_one)
1903 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1904 else 1450 else
1905 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1906 } 1452 }
1907 } 1453 }
1454
1908 return success; 1455 return success;
1909} 1456}
1910 1457
1911/* Identifies objects in the players inventory/on the ground */ 1458/* Identifies objects in the players inventory/on the ground */
1912 1459int
1913int cast_identify(object *op, object *caster, object *spell) { 1460cast_identify (object *op, object *caster, object *spell)
1461{
1462 dynbuf_text buf;
1914 object *tmp; 1463 object *tmp;
1915 int success = 0, num_ident;
1916 1464
1917 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1918 1466
1919 if (num_ident < 1) num_ident=1; 1467 if (num_ident < 1)
1468 num_ident = 1;
1920 1469
1921
1922 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1470 for (tmp = op->inv; tmp; tmp = tmp->below)
1471 {
1923 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1473 {
1924 identify(tmp); 1474 identify (tmp);
1475
1925 if (op->type==PLAYER) { 1476 if (op->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, op, 1477 {
1927 "You have %s.", long_desc(tmp, op)); 1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1928 if (tmp->msg) { 1479
1929 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1480 if (tmp->msg)
1930 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1931 } 1482 }
1483
1484 num_ident--;
1485 if (!num_ident)
1486 break;
1487 }
1932 } 1488 }
1933 num_ident--; 1489
1934 success=1;
1935 if (!num_ident) break;
1936 }
1937 }
1938 /* If all the power of the spell has been used up, don't go and identify 1490 /* If all the power of the spell has been used up, don't go and identify
1939 * stuff on the floor. Only identify stuff on the floor if the spell 1491 * stuff on the floor. Only identify stuff on the floor if the spell
1940 * was not fully used. 1492 * was not fully used.
1941 */ 1493 */
1942 if (num_ident) { 1494 if (num_ident)
1943 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1495 {
1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1944 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1945 need_identify(tmp)) { 1498 {
1946
1947 identify(tmp); 1499 identify (tmp);
1948 if (op->type==PLAYER) { 1500
1949 new_draw_info_format(NDI_UNIQUE, 0,op, 1501 if (object *pl = tmp->visible_to ())
1950 "On the ground is %s.", long_desc(tmp, op)); 1502 {
1951 if (tmp->msg) { 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1952 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1504
1953 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1505 if (tmp->msg)
1954 } 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1955 esrv_send_item(op, tmp); 1507 }
1508
1509 num_ident--;
1510 if (!num_ident)
1511 break;
1512 }
1956 } 1513 }
1957 num_ident--; 1514
1958 success=1; 1515 if (buf.empty ())
1959 if (!num_ident) break;
1960 }
1961 } 1516 {
1962 if (!success) 1517 op->failmsg ("You can't reach anything unidentified.");
1963 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1518 return 0;
1519 }
1964 else { 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1965 spell_effect(spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1526 return 1;
1966 } 1527 }
1967 return success;
1968} 1528}
1969 1529
1970 1530int
1971int cast_detection(object *op, object *caster, object *spell, object *skill) { 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1532{
1972 object *tmp, *last, *god, *detect; 1533 object *tmp, *last, *god, *detect;
1973 int done_one, range, mflags, floor, level; 1534 int done_one, range, mflags, floor, level;
1974 sint16 x, y, nx, ny; 1535 sint16 x, y, nx, ny;
1975 mapstruct *m; 1536 maptile *m;
1976 1537
1977 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1978 * doing it over and over again. 1539 * doing it over and over again.
1979 */ 1540 */
1980 god=find_god(determine_god(op)); 1541 god = find_god (determine_god (op));
1981 level=caster_level(caster, spell); 1542 level = caster_level (caster, spell);
1982 range = spell->range + SP_level_range_adjust(caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1983 1544
1984 if (!skill) skill=caster; 1545 if (!skill)
1546 skill = caster;
1985 1547
1986 for (x = op->x - range; x <= op->x + range; x++) 1548 for (x = op->x - range; x <= op->x + range; x++)
1987 for (y = op->y - range; y <= op->y + range; y++) { 1549 for (y = op->y - range; y <= op->y + range; y++)
1988 1550 {
1989 m = op->map; 1551 m = op->map;
1990 mflags = get_map_flags(m, &m, x, y, &nx, &ny); 1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1991 if (mflags & P_OUT_OF_MAP) continue; 1553 if (mflags & P_OUT_OF_MAP)
1554 continue;
1992 1555
1993 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1994 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1995 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1996 * down - that is easier than working up. 1559 * down - that is easier than working up.
1997 */ 1560 */
1998 1561
1999 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp; 1562 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1563 last = tmp;
1564
2000 /* Shouldn't happen, but if there are no objects on a space, this 1565 /* Shouldn't happen, but if there are no objects on a space, this
2001 * would happen. 1566 * would happen.
2002 */ 1567 */
2003 if (!last) continue; 1568 if (!last)
1569 continue;
2004 1570
2005 done_one=0; 1571 done_one = 0;
2006 floor=0; 1572 floor = 0;
2007 detect = NULL; 1573 detect = NULL;
2008 for (tmp=last; tmp; tmp=tmp->below) { 1574 for (tmp = last; tmp; tmp = tmp->below)
2009 1575 {
2010 /* show invisible */ 1576 /* show invisible */
2011 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
2012 /* Might there be other objects that we can make visibile? */ 1578 /* Might there be other objects that we can make visible? */
2013 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
2014 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
2015 tmp->type==CF_HANDLE || 1581 tmp->type == CF_HANDLE ||
2016 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE || 1582 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
2017 tmp->type==BUTTON || tmp->type==TELEPORTER || 1583 tmp->type == BUTTON || tmp->type == TELEPORTER ||
2018 tmp->type==GATE || tmp->type==LOCKED_DOOR || 1584 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
2019 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN || 1585 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
2020 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY || 1586 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
2021 tmp->type==TREASURE || tmp->type==BOOK || 1587 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
2022 tmp->type==HOLY_ALTAR))) { 1588 {
2023 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) { 1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
2024 tmp->invisible=0; 1590 {
2025 done_one = 1; 1591 tmp->invisible = 0;
2026 } 1592 done_one = 1;
2027 } 1593 }
2028 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1594 }
2029 1595
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1597 floor = 1;
1598
2030 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
2031 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
2032 * detection to completely break out if we don't care about objects beneath 1601 * detection to completely break out if we don't care about objects beneath
2033 * the floor, but once we get to the floor, not likely a very big issue anyways. 1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
2034 */ 1603 */
2035 if (floor) continue; 1604 if (floor)
1605 continue;
2036 1606
2037 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
2038 * show the flash the magic item like it does for detect monster. 1608 * show the flash the magic item like it does for detect monster.
2039 * however, if the object is within sight, this would then make it 1609 * however, if the object is within sight, this would then make it
2040 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
2041 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparant.
2042 */ 1612 */
2043 1613
2044 /* detect magic */ 1614 /* detect magic */
2045 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
2046 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) && 1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
2047 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) && 1617 {
2048 is_magical(tmp)) {
2049 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2050 /* make runes more visibile */ 1619 /* make runes more visibile */
2051 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
2052 tmp->stats.Cha/=4; 1621 tmp->stats.Cha /= 4;
2053 done_one = 1; 1622 done_one = 1;
2054 } 1623 }
2055 /* detect monster */ 1624 /* detect monster */
2056 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1625 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
2057 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1626 {
2058 done_one = 2; 1627 done_one = 2;
2059 if (!detect) detect=tmp; 1628 if (!detect)
2060 } 1629 detect = tmp;
1630 }
2061 /* Basically, if race is set in the spell, then the creatures race must 1631 /* Basically, if race is set in the spell, then the creatures race must
2062 * match that. if the spell race is set to GOD, then the gods opposing 1632 * match that. if the spell race is set to GOD, then the gods opposing
2063 * race must match. 1633 * race must match.
2064 */ 1634 */
2065 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1635 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
2066 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1636 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
2067 (strstr(spell->race, tmp->race)))) { 1637 (strstr (spell->race, tmp->race))))
2068 done_one = 2; 1638 {
2069 if (!detect) detect=tmp; 1639 done_one = 2;
2070 } 1640 if (!detect)
1641 detect = tmp;
1642 }
2071 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1643 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2072 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1644 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1645 {
2073 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1646 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2074 done_one = 1; 1647 done_one = 1;
2075 } 1648 }
2076 } /* for stack of objects on this space */ 1649 } /* for stack of objects on this space */
2077 1650
2078 /* Code here puts an effect of the spell on the space, so you can see 1651 /* Code here puts an effect of the spell on the space, so you can see
2079 * where the magic is. 1652 * where the magic is.
2080 */ 1653 */
2081 if (done_one) { 1654 if (done_one)
1655 {
2082 object *detect_ob = arch_to_object(spell->other_arch); 1656 object *detect_ob = arch_to_object (spell->other_arch);
2083 detect_ob->x = nx; 1657
2084 detect_ob->y = ny;
2085 /* if this is set, we want to copy the face */ 1658 /* if this is set, we want to copy the face */
2086 if (done_one == 2 && detect) { 1659 if (done_one == 2 && detect)
1660 {
2087 detect_ob->face = detect->face; 1661 detect_ob->face = detect->face;
2088 detect_ob->animation_id = detect->animation_id; 1662 detect_ob->animation_id = detect->animation_id;
2089 detect_ob->anim_speed = detect->anim_speed; 1663 detect_ob->anim_speed = detect->anim_speed;
2090 detect_ob->last_anim=0; 1664 detect_ob->last_anim = 0;
2091 /* by default, the detect_ob is already animated */ 1665 /* by default, the detect_ob is already animated */
2092 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2093 } 1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2094 insert_ob_in_map(detect_ob, m, op,0); 1668 }
2095 }
2096 } /* for processing the surrounding spaces */
2097 1669
1670 m->insert (detect_ob, nx, ny, op);
1671 }
1672 } /* for processing the surrounding spaces */
2098 1673
1674
2099 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
2100 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) { 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1677 {
2101 done_one = 0; 1678 done_one = 0;
1679
2102 for (tmp = op->inv; tmp; tmp = tmp->below) { 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
1681 {
2103 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2104 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1683 {
2105 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2106 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1685 {
2107 if (op->type==PLAYER) 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2108 esrv_send_item (op, tmp); 1687
2109 } 1688 if (object *pl = tmp->visible_to ())
1689 esrv_update_item (UPD_FLAGS, pl, tmp);
1690 }
1691
2110 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2111 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1694 {
2112 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2113 if (op->type==PLAYER) 1696
2114 esrv_send_item (op, tmp); 1697 if (object *pl = tmp->visible_to ())
2115 } 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
2116 } /* if item is not identified */ 1699 }
2117 } /* for the players inventory */ 1700 } /* if item is not identified */
1701 } /* for the players inventory */
2118 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
2119 return 1; 1704 return 1;
2120} 1705}
2121 1706
2122 1707
2123/** 1708/**
2124 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1709 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2125 * level whos spell did cause the overcharge. 1710 * level whos spell did cause the overcharge.
2126 */ 1711 */
1712static void
2127static void charge_mana_effect(object *victim, int caster_level) 1713charge_mana_effect (object *victim, int caster_level)
2128{ 1714{
2129 1715
2130 /* Prevent explosions for objects without mana. Without this check, doors 1716 /* Prevent explosions for objects without mana. Without this check, doors
2131 * will explode, too. 1717 * will explode, too.
2132 */ 1718 */
2133 if (victim->stats.maxsp <= 0) 1719 if (victim->stats.maxsp <= 0)
2134 return; 1720 return;
2135 1721
2136 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1722 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2137 1723
2138 if (victim->stats.sp >= victim->stats.maxsp*2) { 1724 if (victim->stats.sp >= victim->stats.maxsp * 2)
1725 {
2139 object *tmp; 1726 object *tmp;
2140 1727
2141 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2142 1729
2143 /* Explodes a fireball centered at player */ 1730 /* Explodes a fireball centered at player */
2144 tmp = get_archetype(EXPLODING_FIREBALL); 1731 tmp = get_archetype (EXPLODING_FIREBALL);
2145 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 1732 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2146 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2147 tmp->x = victim->x; 1734
2148 tmp->y = victim->y; 1735 tmp->insert_at (victim);
2149 insert_ob_in_map(tmp, victim->map, NULL, 0);
2150 victim->stats.sp = 2*victim->stats.maxsp; 1736 victim->stats.sp = 2 * victim->stats.maxsp;
2151 } 1737 }
2152 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2153 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1739 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2154 }
2155 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2156 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2157 }
2158 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 {
2159 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2160 confuse_player(victim, victim, 99); 1745 confuse_player (victim, victim, 99);
2161 } 1746 }
2162 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2163 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2164 }
2165} 1749}
2166 1750
2167/* cast_transfer 1751/* cast_transfer
2168 * This spell transfers sp from the player to another person. 1752 * This spell transfers sp from the player to another person.
2169 * We let the target go above their normal maximum SP. 1753 * We let the target go above their normal maximum SP.
2170 */ 1754 */
2171 1755
1756int
2172int cast_transfer(object *op,object *caster, object *spell, int dir) { 1757cast_transfer (object *op, object *caster, object *spell, int dir)
1758{
2173 object *plyr=NULL; 1759 object *plyr = NULL;
2174 sint16 x, y; 1760 sint16 x, y;
2175 mapstruct *m; 1761 maptile *m;
2176 int mflags; 1762 int mflags;
2177 1763
2178 m = op->map; 1764 m = op->map;
2179 x = op->x+freearr_x[dir]; 1765 x = op->x + freearr_x[dir];
2180 y = op->y+freearr_y[dir]; 1766 y = op->y + freearr_y[dir];
2181 1767
2182 mflags = get_map_flags(m, &m, x, y, &x, &y); 1768 mflags = get_map_flags (m, &m, x, y, &x, &y);
2183 1769
2184 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 {
2185 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1772 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2186 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2187 break; 1774 break;
2188 } 1775 }
2189 1776
2190 1777
2191 /* If we did not find a player in the specified direction, transfer 1778 /* If we did not find a player in the specified direction, transfer
2192 * to anyone on top of us. This is used for the rune of transference mostly. 1779 * to anyone on top of us. This is used for the rune of transference mostly.
2193 */ 1780 */
2194 if(plyr==NULL) 1781 if (plyr == NULL)
2195 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1782 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2196 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2197 break; 1784 break;
2198 1785
2199 if (!plyr) { 1786 if (!plyr)
1787 {
2200 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1788 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2201 return 0; 1789 return 0;
2202 } 1790 }
2203 /* give sp */ 1791 /* give sp */
2204 if(spell->stats.dam > 0) { 1792 if (spell->stats.dam > 0)
1793 {
2205 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1794 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2206 charge_mana_effect(plyr, caster_level(caster, spell)); 1795 charge_mana_effect (plyr, caster_level (caster, spell));
2207 return 1; 1796 return 1;
2208 } 1797 }
2209 /* suck sp away. Can't suck sp from yourself */ 1798 /* suck sp away. Can't suck sp from yourself */
2210 else if (op != plyr) { 1799 else if (op != plyr)
1800 {
2211 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1801 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2212 1802
2213 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1803 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2214 1804
2215 if (rate > 95) rate=95; 1805 if (rate > 95)
1806 rate = 95;
2216 1807
2217 sucked = (plyr->stats.sp * rate) / 100; 1808 sucked = (plyr->stats.sp * rate) / 100;
2218 plyr->stats.sp -= sucked; 1809 plyr->stats.sp -= sucked;
2219 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1810 if (QUERY_FLAG (op, FLAG_ALIVE))
1811 {
2220 /* Player doesn't get full credit */ 1812 /* Player doesn't get full credit */
2221 sucked = (sucked * rate) / 100; 1813 sucked = (sucked * rate) / 100;
2222 op->stats.sp += sucked; 1814 op->stats.sp += sucked;
2223 if (sucked > 0) { 1815 if (sucked > 0)
1816 {
2224 charge_mana_effect(op, caster_level(caster, spell)); 1817 charge_mana_effect (op, caster_level (caster, spell));
1818 }
1819 }
1820 return 1;
2225 } 1821 }
2226 }
2227 return 1;
2228 }
2229 return 0; 1822 return 0;
2230} 1823}
2231 1824
2232 1825
2233/* counterspell: nullifies spell effects. 1826/* counterspell: nullifies spell effects.
2234 * op is the counterspell object, dir is the direction 1827 * op is the counterspell object, dir is the direction
2235 * it was cast in. 1828 * it was cast in.
2236 * Basically, if the object has a magic attacktype, 1829 * Basically, if the object has a magic attacktype,
2237 * this may nullify it. 1830 * this may nullify it.
2238 */ 1831 */
1832void
2239void counterspell(object *op,int dir) 1833counterspell (object *op, int dir)
2240{ 1834{
2241 object *tmp, *head, *next; 1835 object *tmp, *head, *next;
2242 int mflags; 1836 int mflags;
2243 mapstruct *m; 1837 maptile *m;
2244 sint16 sx,sy; 1838 sint16 sx, sy;
2245 1839
2246 sx = op->x + freearr_x[dir]; 1840 sx = op->x + freearr_x[dir];
2247 sy = op->y + freearr_y[dir]; 1841 sy = op->y + freearr_y[dir];
2248 m = op->map; 1842 m = op->map;
2249 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2250 if (mflags & P_OUT_OF_MAP) return; 1844 if (mflags & P_OUT_OF_MAP)
1845 return;
1846
1847 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2251 1848 {
2252 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2253 next = tmp->above; 1849 next = tmp->above;
2254 1850
2255 /* Need to look at the head object - otherwise, if tmp 1851 /* Need to look at the head object - otherwise, if tmp
2256 * points to a monster, we don't have all the necessary 1852 * points to a monster, we don't have all the necessary
2257 * info for it. 1853 * info for it.
2258 */ 1854 */
2259 if (tmp->head) head = tmp->head; 1855 if (tmp->head)
2260 else head = tmp; 1856 head = tmp->head;
1857 else
1858 head = tmp;
2261 1859
2262 /* don't attack our own spells */ 1860 /* don't attack our own spells */
2263 if(tmp->owner && tmp->owner == op->owner) continue; 1861 if (tmp->owner && tmp->owner == op->owner)
1862 continue;
2264 1863
2265 /* Basically, if the object is magical and not counterspell, 1864 /* Basically, if the object is magical and not counterspell,
2266 * we will more or less remove the object. Don't counterspell 1865 * we will more or less remove the object. Don't counterspell
2267 * monsters either. 1866 * monsters either.
2268 */ 1867 */
2269 1868
2270 if (head->attacktype & AT_MAGIC && 1869 if (head->attacktype & AT_MAGIC
2271 !(head->attacktype & AT_COUNTERSPELL) && 1870 && !(head->attacktype & AT_COUNTERSPELL)
2272 !QUERY_FLAG(head,FLAG_MONSTER) && 1871 && !QUERY_FLAG (head, FLAG_MONSTER)
2273 (op->level > head->level)) { 1872 && (op->level > head->level))
2274 remove_ob(head); 1873 head->destroy ();
2275 free_object(head); 1874 else
2276 } else switch(head->type) { 1875 switch (head->type)
1876 {
2277 case SPELL_EFFECT: 1877 case SPELL_EFFECT:
2278 if(op->level > head->level) { 1878 // XXX: Don't affect floor spelleffects. See also XXX comment
2279 remove_ob(head); 1879 // about sanctuary in spell_util.C
2280 free_object(head); 1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2281 } 1881 continue;
2282 break;
2283 1882
1883 if (op->level > head->level)
1884 head->destroy ();
1885
1886 break;
1887
2284 /* I really don't get this rune code that much - that 1888 /* I really don't get this rune code that much - that
2285 * random chance seems really low. 1889 * random chance seems really low.
2286 */ 1890 */
2287 case RUNE: 1891 case RUNE:
2288 if(rndm(0, 149) == 0) { 1892 if (rndm (0, 149) == 0)
1893 {
2289 head->stats.hp--; /* weaken the rune */ 1894 head->stats.hp--; /* weaken the rune */
2290 if(!head->stats.hp) { 1895 if (!head->stats.hp)
2291 remove_ob(head); 1896 head->destroy ();
2292 free_object(head); 1897 }
1898 break;
1899 }
2293 } 1900 }
2294 }
2295 break;
2296 }
2297 }
2298} 1901}
2299
2300
2301 1902
2302/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
1904int
2303int cast_consecrate(object *op, object *caster, object *spell) { 1905cast_consecrate (object *op, object *caster, object *spell)
1906{
2304 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
2305 1908
2306 object *tmp, *god=find_god(determine_god(op)); 1909 object *tmp, *god = find_god (determine_god (op));
2307 1910
2308 if(!god) { 1911 if (!god)
2309 new_draw_info(NDI_UNIQUE, 0,op, 1912 {
2310 "You can't consecrate anything if you don't worship a god!"); 1913 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2311 return 0; 1914 return 0;
2312 }
2313
2314 for(tmp=op->below;tmp;tmp=tmp->below) {
2315 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break;
2316 if(tmp->type==HOLY_ALTAR) {
2317
2318 if(tmp->level > caster_level(caster, spell)) {
2319 new_draw_info_format(NDI_UNIQUE, 0,op,
2320 "You are not powerful enough to reconsecrate the %s", tmp->name);
2321 return 0;
2322 } else {
2323 /* If we got here, we are consecrating an altar */
2324 if(tmp->name) free_string(tmp->name);
2325 sprintf(buf,"Altar of %s",god->name);
2326 tmp->name = add_string(buf);
2327 tmp->level = caster_level(caster, spell);
2328 tmp->other_arch = god->arch;
2329 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2330 new_draw_info_format(NDI_UNIQUE,0, op,
2331 "You consecrated the altar to %s!",god->name);
2332 return 1;
2333 } 1915 }
2334 } 1916
1917 for (tmp = op->below; tmp; tmp = tmp->below)
2335 } 1918 {
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1920 break;
1921 if (tmp->type == HOLY_ALTAR)
1922 {
1923
1924 if (tmp->level > caster_level (caster, spell))
1925 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1927 return 0;
1928 }
1929 else
1930 {
1931 /* If we got here, we are consecrating an altar */
1932 sprintf (buf, "Altar of %s", &god->name);
1933 tmp->name = buf;
1934 tmp->level = caster_level (caster, spell);
1935 tmp->other_arch = god->arch;
1936
1937 if (op->type == PLAYER)
1938 esrv_update_item (UPD_NAME, op, tmp);
1939
1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1941 return 1;
1942 }
1943 }
1944 }
2336 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1945 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2337 return 0; 1946 return 0;
2338} 1947}
2339 1948
2340/* animate_weapon - 1949/* animate_weapon -
2341 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1950 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2342 * The golem is based on the archetype specified, modified by the caster's level 1951 * The golem is based on the archetype specified, modified by the caster's level
2345 * This code was very odd - code early on would only let players use the spell, 1954 * This code was very odd - code early on would only let players use the spell,
2346 * yet the code wass full of player checks. I've presumed that the code 1955 * yet the code wass full of player checks. I've presumed that the code
2347 * that only let players use it was correct, and removed all the other 1956 * that only let players use it was correct, and removed all the other
2348 * player checks. MSW 2003-01-06 1957 * player checks. MSW 2003-01-06
2349 */ 1958 */
2350 1959int
2351int animate_weapon(object *op,object *caster,object *spell, int dir) { 1960animate_weapon (object *op, object *caster, object *spell, int dir)
1961{
2352 object *weapon, *tmp; 1962 object *weapon, *tmp;
2353 char buf[MAX_BUF]; 1963 char buf[MAX_BUF];
2354 int a, i; 1964 int a, i;
2355 sint16 x, y; 1965 sint16 x, y;
2356 mapstruct *m; 1966 maptile *m;
2357 materialtype_t *mt; 1967
2358
2359 if(!spell->other_arch){ 1968 if (!spell->other_arch)
1969 {
2360 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1970 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2361 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1971 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2362 return 0; 1972 return 0;
2363 } 1973 }
2364 /* exit if it's not a player using this spell. */ 1974 /* exit if it's not a player using this spell. */
2365 if(op->type!=PLAYER) return 0; 1975 if (op->type != PLAYER)
1976 return 0;
2366 1977
2367 /* if player already has a golem, abort */ 1978 /* if player already has a golem, abort */
2368 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 1979 if (object *golem = op->contr->golem)
2369 control_golem(op->contr->ranges[range_golem],dir);
2370 return 0;
2371 } 1980 {
1981 control_golem (golem, dir);
1982 return 0;
1983 }
2372 1984
2373 /* if no direction specified, pick one */ 1985 /* if no direction specified, pick one */
2374 if(!dir) 1986 if (!dir)
2375 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1987 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2376 1988
2377 m = op->map; 1989 m = op->map;
2378 x = op->x+freearr_x[dir]; 1990 x = op->x + freearr_x[dir];
2379 y = op->y+freearr_y[dir]; 1991 y = op->y + freearr_y[dir];
2380 1992
2381 /* if there's no place to put the golem, abort */ 1993 /* if there's no place to put the golem, abort */
2382 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2383 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 {
2384 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2385 return 0; 1998 return 0;
2386 } 1999 }
2387 2000
2388 /* Use the weapon marked by the player. */ 2001 /* Use the weapon marked by the player. */
2389 weapon = find_marked_object(op); 2002 weapon = find_marked_object (op);
2390 2003
2391 if (!weapon) { 2004 if (!weapon)
2005 {
2392 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2393 return 0; 2007 return 0;
2394 } 2008 }
2395 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2009 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2010 {
2396 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2397 return 0; 2012 return 0;
2398 } 2013 }
2399 if (weapon->type != WEAPON) { 2014 if (weapon->type != WEAPON)
2015 {
2400 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2401 return 0; 2017 return 0;
2402 } 2018 }
2403 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2019 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2020 {
2404 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2405 query_name(weapon)); 2022 return 0;
2406 return 0;
2407 } 2023 }
2408 2024
2409 if (weapon->nrof > 1) { 2025 weapon = weapon->split ();
2410 tmp = get_split_ob(weapon, 1);
2411 esrv_send_item(op, weapon);
2412 weapon = tmp;
2413 }
2414 2026
2415 /* create the golem object */ 2027 /* create the golem object */
2416 tmp=arch_to_object(spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2417 2029
2418 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2419 CLEAR_FLAG(tmp, FLAG_MONSTER); 2031 CLEAR_FLAG (tmp, FLAG_MONSTER);
2420 SET_FLAG(tmp, FLAG_FRIENDLY);
2421 tmp->stats.exp=0; 2032 tmp->stats.exp = 0;
2422 add_friendly_object(tmp); 2033 add_friendly_object (tmp);
2423 tmp->type=GOLEM; 2034 tmp->type = GOLEM;
2424 set_owner(tmp,op); 2035 tmp->set_owner (op);
2036 op->contr->golem = tmp;
2425 set_spell_skill(op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2426 op->contr->ranges[range_golem]=tmp;
2427 op->contr->shoottype=range_golem;
2428 op->contr->golem_count = tmp->count;
2429 2038
2430 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* Give the weapon to the golem now. A bit of a hack to check the
2431 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2432 * used above. 2041 * used above.
2433 */ 2042 */
2434 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2435 remove_ob (weapon); 2044 weapon->remove ();
2436 insert_ob_in_ob (weapon, tmp); 2045
2437 esrv_send_item(op, weapon); 2046 tmp->insert (weapon);
2047
2438 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* To do everything necessary to let a golem use the weapon is a pain,
2439 * so instead, just set it as equipped (otherwise, we need to update 2049 * so instead, just set it as equipped (otherwise, we need to update
2440 * body_info, skills, etc) 2050 * body_info, skills, etc)
2441 */ 2051 */
2442 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2443 SET_FLAG(weapon, FLAG_APPLIED); 2053 SET_FLAG (weapon, FLAG_APPLIED);
2444 fix_player(tmp); 2054 tmp->update_stats ();
2445 2055
2446 /* There used to be 'odd' code that basically seemed to take the absolute 2056 /* There used to be 'odd' code that basically seemed to take the absolute
2447 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2057 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2448 * if you're using a crappy weapon, it shouldn't be as good. 2058 * if you're using a crappy weapon, it shouldn't be as good.
2449 */ 2059 */
2450 2060
2451 /* modify weapon's animated wc */ 2061 /* modify weapon's animated wc */
2452 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2062 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2453 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2063 if (tmp->stats.wc < -127)
2454 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2064 tmp->stats.wc = -127;
2455 2065
2456 /* Modify hit points for weapon */ 2066 /* Modify hit points for weapon */
2457 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2067 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2458 SP_level_duration_adjust(caster, spell) + 2068 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2459 + 8 * weapon->magic + 12 * weapon->stats.Con; 2069 if (tmp->stats.maxhp < 0)
2460 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2070 tmp->stats.maxhp = 10;
2461 tmp->stats.hp = tmp->stats.maxhp; 2071 tmp->stats.hp = tmp->stats.maxhp;
2462 2072
2463 /* Modify weapon's damage */ 2073 /* Modify weapon's damage */
2464 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2074 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2465 + weapon->stats.dam 2075 if (tmp->stats.dam < 0)
2466 + weapon->magic 2076 tmp->stats.dam = 127;
2467 + 5 * weapon->stats.Str;
2468 if(tmp->stats.dam<0) tmp->stats.dam=127;
2469 2077
2470 2078
2471 /* attacktype */ 2079 /* attacktype */
2472 if ( ! tmp->attacktype) 2080 if (!tmp->attacktype)
2473 tmp->attacktype = AT_PHYSICAL; 2081 tmp->attacktype = AT_PHYSICAL;
2474 2082
2475 mt = NULL;
2476 if (op->materialname != NULL)
2477 mt = name_to_material(op->materialname); 2083 if (materialtype_t *mt = name_to_material (op->materialname))
2478 if (mt != NULL) { 2084 {
2479 for (i=0; i < NROFATTACKS; i++) 2085 for (i = 0; i < NROFATTACKS; i++)
2480 tmp->resist[i] = 50 - (mt->save[i] * 5); 2086 tmp->resist[i] = 50 - (mt->save[i] * 5);
2481 a = mt->save[0]; 2087 a = mt->save[0];
2482 } else { 2088 }
2089 else
2090 {
2483 for (i=0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2484 tmp->resist[i] = 5; 2092 tmp->resist[i] = 5;
2485 a = 10; 2093 a = 10;
2486 } 2094 }
2095
2487 /* Set weapon's immunity */ 2096 /* Set weapon's immunity */
2488 tmp->resist[ATNR_CONFUSION] = 100; 2097 tmp->resist[ATNR_CONFUSION] = 100;
2489 tmp->resist[ATNR_POISON] = 100; 2098 tmp->resist[ATNR_POISON] = 100;
2490 tmp->resist[ATNR_SLOW] = 100; 2099 tmp->resist[ATNR_SLOW] = 100;
2491 tmp->resist[ATNR_PARALYZE] = 100; 2100 tmp->resist[ATNR_PARALYZE] = 100;
2492 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2101 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2493 tmp->resist[ATNR_FEAR] = 100; 2102 tmp->resist[ATNR_FEAR] = 100;
2494 tmp->resist[ATNR_DEPLETE] = 100; 2103 tmp->resist[ATNR_DEPLETE] = 100;
2495 tmp->resist[ATNR_DEATH] = 100; 2104 tmp->resist[ATNR_DEATH] = 100;
2496 tmp->resist[ATNR_BLIND] = 100; 2105 tmp->resist[ATNR_BLIND] = 100;
2497 2106
2498 /* Improve weapon's armour value according to best save vs. physical of its material */ 2107 /* Improve weapon's armour value according to best save vs. physical of its material */
2499 2108
2500 if (a > 14) a = 14; 2109 if (a > 14)
2110 a = 14;
2111
2501 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2502 2113
2503 /* Determine golem's speed */ 2114 /* Determine golem's speed */
2504 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2505 2116
2506 if(tmp->speed > 3.33) tmp->speed = 3.33;
2507
2508 if (!spell->race) { 2117 if (!spell->race)
2118 {
2509 sprintf(buf, "animated %s", weapon->name); 2119 sprintf (buf, "animated %s", &weapon->name);
2510 if(tmp->name) free_string(tmp->name); 2120 tmp->name = buf;
2511 tmp->name = add_string(buf);
2512 2121
2513 tmp->face = weapon->face; 2122 tmp->face = weapon->face;
2514 tmp->animation_id = weapon->animation_id; 2123 tmp->animation_id = weapon->animation_id;
2515 tmp->anim_speed = weapon->anim_speed; 2124 tmp->anim_speed = weapon->anim_speed;
2516 tmp->last_anim = weapon->last_anim; 2125 tmp->last_anim = weapon->last_anim;
2517 tmp->state = weapon->state; 2126 tmp->state = weapon->state;
2518 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2519 SET_FLAG(tmp,FLAG_ANIMATE);
2520 } else {
2521 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2522 }
2523 update_ob_speed(tmp);
2524 } 2128 }
2525 2129
2526 /* make experience increase in proportion to the strength of the summoned creature. */ 2130 /* make experience increase in proportion to the strength of the summoned creature. */
2527 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2131 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2528 2132
2529 tmp->speed_left= -1; 2133 tmp->speed_left = -1;
2530 tmp->x=x;
2531 tmp->y=y;
2532 tmp->direction=dir; 2134 tmp->direction = dir;
2533 insert_ob_in_map(tmp,m,op,0); 2135
2136 m->insert (tmp, x, y, op);
2534 return 1; 2137 return 1;
2535} 2138}
2536 2139
2537/* cast_daylight() - changes the map darkness level *lower* */ 2140/* cast_daylight() - changes the map darkness level *lower* */
2538 2141
2539/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2142/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2540 * This changes the light level for the entire map. 2143 * This changes the light level for the entire map.
2541 */ 2144 */
2542 2145
2146int
2543int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2148{
2544 int success; 2149 int success;
2545 2150
2546 if(!op->map) return 0; /* shouldnt happen */ 2151 if (!op->map)
2152 return 0; /* shouldnt happen */
2547 2153
2548 success=change_map_light(op->map,spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2549 if(!success) { 2156 if (!success)
2157 {
2550 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2551 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2552 else 2160 else
2553 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2554 } 2162 }
2555 return success; 2163 return success;
2556} 2164}
2557
2558
2559
2560
2561 2165
2562/* create an aura spell object and put it in the player's inventory. 2166/* create an aura spell object and put it in the player's inventory.
2563 * as usual, op is player, caster is the object casting the spell, 2167 * as usual, op is player, caster is the object casting the spell,
2564 * spell is the spell object itself. 2168 * spell is the spell object itself.
2565 */ 2169 */
2170int
2566int create_aura(object *op, object *caster, object *spell) 2171create_aura (object *op, object *caster, object *spell)
2567{ 2172{
2568 int refresh=0; 2173 int refresh = 0;
2569 object *new_aura; 2174 object *new_aura;
2570 2175
2571 new_aura = present_arch_in_ob(spell->other_arch, op); 2176 new_aura = present_arch_in_ob (spell->other_arch, op);
2572 if (new_aura) refresh=1; 2177 if (new_aura)
2178 refresh = 1;
2179 else
2573 else new_aura = arch_to_object(spell->other_arch); 2180 new_aura = arch_to_object (spell->other_arch);
2574 2181
2575 new_aura->duration = spell->duration + 2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2576 10* SP_level_duration_adjust(caster,spell);
2577 2183
2578 new_aura->stats.dam = spell->stats.dam 2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2579 +SP_level_dam_adjust(caster,spell);
2580 2185
2581 set_owner(new_aura,op);
2582 set_spell_skill(op, caster, spell, new_aura); 2186 set_spell_skill (op, caster, spell, new_aura);
2583 new_aura->attacktype= spell->attacktype; 2187 new_aura->attacktype = spell->attacktype;
2584 2188
2585 new_aura->level = caster_level(caster, spell); 2189 new_aura->level = caster_level (caster, spell);
2190
2586 if (refresh) 2191 if (refresh)
2587 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2588 else 2193 else
2589 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2195
2590 insert_ob_in_ob(new_aura, op); 2196 insert_ob_in_ob (new_aura, op);
2197 new_aura->set_owner (op);
2198
2591 return 1; 2199 return 1;
2592} 2200}
2593
2594 2201
2595/* move aura function. An aura is a part of someone's inventory, 2202/* move aura function. An aura is a part of someone's inventory,
2596 * which he carries with him, but which acts on the map immediately 2203 * which he carries with him, but which acts on the map immediately
2597 * around him. 2204 * around him.
2598 * Aura parameters: 2205 * Aura parameters:
2599 * duration: duration counter. 2206 * duration: duration counter.
2600 * attacktype: aura's attacktype 2207 * attacktype: aura's attacktype
2601 * other_arch: archetype to drop where we attack 2208 * other_arch: archetype to drop where we attack
2602 */ 2209 */
2603 2210void
2604void move_aura(object *aura) { 2211move_aura (object *aura)
2605 int i, mflags; 2212{
2606 object *env;
2607 mapstruct *m;
2608
2609 /* auras belong in inventories */ 2213 /* auras belong in inventories */
2610 env = aura->env; 2214 object *env = aura->env;
2215 object *owner = aura->owner;
2611 2216
2612 /* no matter what we've gotta remove the aura... 2217 /* no matter what we've gotta remove the aura...
2613 * we'll put it back if its time isn't up. 2218 * we'll put it back if its time isn't up.
2614 */ 2219 */
2615 remove_ob(aura); 2220 aura->remove ();
2616 2221
2617 /* exit if we're out of gas */ 2222 /* exit if we're out of gas */
2618 if(aura->duration--< 0) { 2223 if (aura->duration-- < 0)
2619 free_object(aura);
2620 return;
2621 } 2224 {
2225 aura->destroy ();
2226 return;
2227 }
2622 2228
2623 /* auras only exist in inventories */ 2229 /* auras only exist in inventories */
2624 if(env == NULL || env->map==NULL) { 2230 if (!env || !env->map)
2625 free_object(aura);
2626 return;
2627 } 2231 {
2628 aura->x = env->x; 2232 aura->destroy ();
2629 aura->y = env->y; 2233 return;
2234 }
2630 2235
2631 /* we need to jump out of the inventory for a bit 2236 /* we need to jump out of the inventory for a bit
2632 * in order to hit the map conveniently. 2237 * in order to hit the map conveniently.
2633 */ 2238 */
2634 insert_ob_in_map(aura,env->map,aura,0); 2239 aura->insert_at (env, aura);
2635 2240
2636 for(i=1;i<9;i++) { 2241 for (int i = 1; i < 9; i++)
2637 sint16 nx, ny; 2242 {
2638 nx = aura->x + freearr_x[i]; 2243 mapxy pos (env);
2639 ny = aura->y + freearr_y[i]; 2244 pos.move (i);
2640 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2641 2245
2642 /* Consider the movement tyep of the person with the aura as 2246 /* Consider the movement type of the person with the aura as
2643 * movement type of the aura. Eg, if the player is flying, the aura 2247 * movement type of the aura. Eg, if the player is flying, the aura
2644 * is flying also, if player is walking, it is on the ground, etc. 2248 * is flying also, if player is walking, it is on the ground, etc.
2645 */ 2249 */
2646 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2251 {
2647 hit_map(aura,i,aura->attacktype,0); 2252 hit_map (aura, i, aura->attacktype, 0);
2648 2253
2649 if(aura->other_arch) { 2254 if (aura->other_arch)
2650 object *new_ob; 2255 pos.insert (arch_to_object (aura->other_arch), aura);
2651 2256 }
2652 new_ob = arch_to_object(aura->other_arch);
2653 new_ob->x = nx;
2654 new_ob->y = ny;
2655 insert_ob_in_map(new_ob,m,aura,0);
2656 } 2257 }
2657 } 2258
2658 }
2659 /* put the aura back in the player's inventory */ 2259 /* put the aura back in the player's inventory */
2660 remove_ob(aura); 2260 env->insert (aura);
2661 insert_ob_in_ob(aura, env); 2261 aura->set_owner (owner);
2662} 2262}
2663 2263
2664/* moves the peacemaker spell. 2264/* moves the peacemaker spell.
2665 * op is the piece object. 2265 * op is the piece object.
2666 */ 2266 */
2667 2267void
2668void move_peacemaker(object *op) { 2268move_peacemaker (object *op)
2269{
2669 object *tmp; 2270 object *tmp;
2670 2271
2671 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2273 {
2672 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2673 object *victim=tmp; 2275 object *victim = tmp->head_ ();
2674 2276
2675 if (tmp->head) victim=tmp->head;
2676 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2278 continue;
2279
2677 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2281 continue;
2282
2678 if (victim->stats.exp == 0) continue; 2283 if (victim->stats.exp == 0)
2284 continue;
2679 2285
2680 def_lev = MAX(1,victim->level); 2286 def_lev = MAX (1, victim->level);
2681 atk_lev = MAX(1,op->level); 2287 atk_lev = MAX (1, op->level);
2682 2288
2683 if (rndm(0, atk_lev-1) > def_lev) { 2289 if (rndm (0, atk_lev - 1) > def_lev)
2290 {
2684 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2685 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2686 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2687 victim->stats.exp=0; 2295 victim->stats.exp = 0;
2688#if 0 2296#if 0
2689 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2690 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2691 */ 2299 */
2692 victim->stats.dam = 0; 2300 victim->stats.dam = 0;
2693 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2694 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2695 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2696#endif 2304#endif
2697 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2698 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2699 SET_FLAG(victim,FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2700 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2701 CLEAR_FLAG(victim,FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2702 if(victim->name) { 2311 if (victim->name)
2703 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2313 }
2704 } 2314 }
2705 } 2315}
2706 } 2316
2707}
2708
2709 2317
2710/* This writes a rune that contains the appropriate message. 2318/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2319 * There really isn't any adjustments we make.
2712 */ 2320 */
2713 2321
2322int
2714int write_mark(object *op, object *spell, const char *msg) { 2323write_mark (object *op, object *spell, const char *msg)
2324{
2715 char rune[HUGE_BUF]; 2325 char rune[HUGE_BUF];
2716 object *tmp; 2326 object *tmp;
2717 2327
2718 if (!msg || msg[0] == 0) { 2328 if (!msg || msg[0] == 0)
2329 {
2719 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2720 return 0; 2331 return 0;
2721 } 2332 }
2722 2333
2723 if (strcasestr_local(msg, "endmsg")) { 2334 if (strcasestr_local (msg, "endmsg"))
2335 {
2724 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2336 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2725 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2337 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2338 return 0;
2339 }
2340 if (!spell->other_arch)
2726 return 0; 2341 return 0;
2727 }
2728 if (!spell->other_arch) return 0;
2729 tmp = arch_to_object(spell->other_arch); 2342 tmp = arch_to_object (spell->other_arch);
2730 strncpy(rune, msg, HUGE_BUF-2); 2343
2731 rune[HUGE_BUF-2] = 0; 2344 snprintf (rune, sizeof (rune), "%s\n", msg);
2732 strcat(rune, "\n"); 2345
2733 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2346 tmp->race = op->name; /*Save the owner of the rune */
2734 tmp->msg = add_string(rune); 2347 tmp->msg = rune;
2735 tmp->x = op->x; 2348
2736 tmp->y = op->y; 2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2737 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2738 return 1; 2350 return 1;
2739} 2351}

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