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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 1.99 by elmex, Tue Jan 13 13:29:57 2009 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 || 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 }
306
583 if (mflags & P_IS_ALIVE) { 307 if (mflags & P_IS_ALIVE)
584 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 308 {
309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
585 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
311 {
586 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
587 if(tmp->head!=NULL) 313 if (tmp->head != NULL)
588 tmp=tmp->head; 314 tmp = tmp->head;
589 examine_monster(op,tmp); 315 examine_monster (op, tmp);
590 return 1; 316 return 1;
591 } 317 }
592 } 318 }
593 } 319 }
320
594 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
595 return 1; 322 return 1;
596} 323}
597
598 324
599/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
600 * does race check, undead check, etc 326 * does race check, undead check, etc
601 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
602 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
603 * only checks the racial adjustments, and in fact that 329 * only checks the racial adjustments, and in fact that
604 * pl is invisible. 330 * pl is invisible.
605 */ 331 */
332int
606int makes_invisible_to(object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
607{ 334{
608
609 if (!pl->invisible) return 0; 335 if (!pl->invisible)
336 return 0;
337
610 if (pl->type == PLAYER ) { 338 if (pl->type == PLAYER)
339 {
611 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
612 if (!pl->contr->invis_race) { 341 if (!pl->contr->invis_race)
342 {
613 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
344 return 0;
345
614 return 1; 346 return 1;
615 } 347 }
348
616 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
617 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
618 return 1; 351 return 1;
352
619 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
620 if (!mon->race) return 0; 354 if (!mon->race)
621 if (strstr(mon->race, pl->contr->invis_race)) return 1; 355 return 0;
356
357 if (mon->race.contains (pl->contr->invis_race))
358 return 1;
359
622 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
623 return 0; 361 return 0;
624 } else { 362 }
363 else
364 {
625 /* monsters are invisible to everything */ 365 /* monsters are invisible to everything */
626 return 1; 366 return 1;
627 } 367 }
628} 368}
629 369
630/* Makes the player or character invisible. 370/* Makes the player or character invisible.
631 * Note the spells to 'stack', but perhaps in odd ways. 371 * Note the spells to 'stack', but perhaps in odd ways.
634 * will determine if you are invisible to undead or normal monsters. 374 * will determine if you are invisible to undead or normal monsters.
635 * For improved invis, if you cast it with a one of the others, you 375 * For improved invis, if you cast it with a one of the others, you
636 * lose the improved part of it, and the above statement about undead/ 376 * lose the improved part of it, and the above statement about undead/
637 * normal applies. 377 * normal applies.
638 */ 378 */
379int
639int cast_invisible(object *op, object *caster, object *spell_ob) { 380cast_invisible (object *op, object *caster, object *spell_ob)
640 object *tmp; 381{
641
642 if(op->invisible>1000) { 382 if (op->invisible > 1000)
383 {
643 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
644 return 0; 385 return 0;
645 } 386 }
646 387
647 /* Remove the switch with 90% duplicate code - just handle the differences with 388 /* Remove the switch with 90% duplicate code - just handle the differences with
648 * and if statement or two. 389 * and if statement or two.
649 */ 390 */
650 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
651 /* max duration */ 392 /* max duration */
652 if(op->invisible>1000) op->invisible = 1000; 393 if (op->invisible > 1000)
394 op->invisible = 1000;
653 395
654 if (op->type == PLAYER) { 396 if (op->type == PLAYER)
655 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 397 {
656 if (spell_ob->race)
657 op->contr->invis_race = add_refcount(spell_ob->race); 398 op->contr->invis_race = spell_ob->race;
399
658 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
659 op->contr->tmp_invis=0; 401 op->contr->tmp_invis = 0;
660 else 402 else
661 op->contr->tmp_invis=1; 403 op->contr->tmp_invis = 1;
662 404
663 op->contr->hidden = 0; 405 op->contr->hidden = 0;
664 } 406 }
407
665 if (makes_invisible_to(op, op)) 408 if (makes_invisible_to (op, op))
666 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
667 else 410 else
668 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
669 412
670 update_object(op,UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
671 414
672 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
673 * harm to the player. 416 * harm to the player.
674 */ 417 */
675 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
676 if (tmp->enemy == op) 419 if (tmp->enemy == op)
677 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
678 return 1; 422 return 1;
679} 423}
680 424
681/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
682 */ 426 */
427int
683int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
429{
684 object *tmp, *next; 430 object *tmp, *next;
685 int range,i,j, mflags; 431 int range, i, j, mflags;
686 sint16 sx, sy; 432 sint16 sx, sy;
687 mapstruct *m; 433 maptile *m;
688 434
689 if(op->type!=PLAYER) 435 if (op->type != PLAYER)
690 return 0; 436 return 0;
691 437
692 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
693 439
694 for(i= -range;i<=range;i++) 440 for (i = -range; i <= range; i++)
695 for(j= -range;j<=range;j++) { 441 for (j = -range; j <= range; j++)
442 {
696 sx = op->x + i; 443 sx = op->x + i;
697 sy = op->y + j; 444 sy = op->y + j;
698 m = op->map; 445 m = op->map;
699 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
700 447
701 if (mflags & P_OUT_OF_MAP) continue; 448 if (mflags & P_OUT_OF_MAP)
449 continue;
702 450
703 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
704 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
705 { 453 {
706 next = tmp->above; 454 next = tmp->above;
707 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
708 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
709 } 457 }
710 } 458 }
459
711 return 1; 460 return 1;
712} 461}
713 462
714 463void
715void execute_word_of_recall(object *op) { 464execute_word_of_recall (object *op)
716 object *wor=op; 465{
717 while(op!=NULL && op->type!=PLAYER) 466 if (object *pl = op->in_player ())
718 op=op->env; 467 {
719 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
720 if(op!=NULL && op->map) {
721 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST)))
722 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
723 else 470 else
724 enter_exit(op,wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
725 } 472 }
726 remove_ob(wor); 473
727 free_object(wor); 474 op->destroy ();
728} 475}
729 476
730/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
731 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
732 * time delay effect. 479 * time delay effect.
733 */ 480 */
481int
734int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{
735 object *dummy; 484 object *dummy;
736 int time; 485 int time;
737 486
738 if(op->type!=PLAYER) 487 if (op->type != PLAYER)
739 return 0; 488 return 0;
740 489
741 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
742 { 491 {
743 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
744 return 1; 493 return 1;
745 } 494 }
746 495
747 dummy=get_archetype(FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
748 if(dummy == NULL){ 497
498 if (!dummy)
499 {
749 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
750 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
751 return 0; 502 return 0;
752 } 503 }
504
753 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
754 if (time <1 ) time=1; 506 if (time < 1)
507 time = 1;
755 508
756 /* value of speed really doesn't make much difference, as long as it is 509 /* 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 510 * positive. Lower value may be useful so that the problem doesn't
758 * do anything really odd if it say a -1000 or something. 511 * do anything really odd if it say a -1000 or something.
759 */ 512 */
760 dummy->speed = 0.002; 513 dummy->set_speed (0.002);
761 update_ob_speed(dummy);
762 dummy->speed_left = -dummy->speed * time; 514 dummy->speed_left = -dummy->speed * time;
763 dummy->type=SPELL_EFFECT; 515 dummy->type = SPELL_EFFECT;
764 dummy->subtype = SP_WORD_OF_RECALL; 516 dummy->subtype = SP_WORD_OF_RECALL;
765 517
766 /* If we could take advantage of enter_player_savebed() here, it would be 518 /* If we could take advantage of enter_player_savebed() here, it would be
767 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
768 */ 520 */
769 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 521 EXIT_PATH (dummy) = op->contr->savebed_map;
770 EXIT_X(dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
771 EXIT_Y(dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
772 524
773 (void) insert_ob_in_ob(dummy,op); 525 op->insert (dummy);
526
774 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
775 return 1; 529 return 1;
776} 530}
777 531
778/* cast_wonder 532/* cast_wonder
779 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
780 * spell. 534 * spell.
781 */ 535 */
536int
782int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 537cast_wonder (object *op, object *caster, int dir, object *spell_ob)
538{
783 object *newspell; 539 object *newspell;
784 540
785 if(!rndm(0, 3)) 541 if (!rndm (0, 3))
786 return cast_cone(op,caster,dir, spell_ob); 542 return cast_cone (op, caster, dir, spell_ob);
787 543
788 if (spell_ob->randomitems) { 544 if (spell_ob->randomitems)
545 {
789 newspell = generate_treasure(spell_ob->randomitems, caster->level); 546 newspell = generate_treasure (spell_ob->randomitems, caster->level);
790 if (!newspell) { 547 if (!newspell)
548 {
791 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 549 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
792 return 0; 550 return 0;
793 } 551 }
794 if (newspell->type != SPELL) { 552 if (newspell->type != SPELL)
553 {
795 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 554 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; 555 return 0;
798 } 556 }
799 /* Prevent inifinit recursion */ 557 /* Prevent inifinit recursion */
800 if (newspell->subtype == SP_WONDER) { 558 if (newspell->subtype == SP_WONDER)
559 {
801 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 560 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
802 return 0; 561 return 0;
803 } 562 }
804 return cast_spell(op,caster,dir,newspell, NULL); 563 return cast_spell (op, caster, dir, newspell, NULL);
805 } 564 }
806 return 1; 565 return 1;
807} 566}
808 567
809 568int
810int perceive_self(object *op) { 569perceive_self (object *op)
811 char *cp=describe_item(op, op), buf[MAX_BUF]; 570{
571 const char *cp = describe_item (op, op);
812 archetype *at=find_archetype(ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
813 object *tmp;
814 int i;
815 573
816 tmp=find_god(determine_god(op)); 574 dynbuf_text buf;
575
576 if (player *pl = op->contr)
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
580 if (object *god = find_god (determine_god (op)))
581 buf << " - You worship " << &god->name << ".\n";
582 else
583 buf << " - You worship no god.\n";
584
585 object *tmp = present_arch_in_ob (at, op);
586
587 if (*cp == '\0' && !tmp)
588 buf << " - You feel very mundane. ";
589 else
590 {
591 buf << " - You have: " << cp << ".\n";
592
817 if (tmp) 593 if (tmp)
818 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name);
819 else
820 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god");
821
822 tmp=present_arch_in_ob(at,op);
823
824 if(*cp=='\0' && tmp==NULL)
825 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane");
826 else {
827 new_draw_info(NDI_UNIQUE, 0,op,"You have:");
828 new_draw_info(NDI_UNIQUE, 0,op,cp);
829 if (tmp!=NULL) {
830 for (i=0; i<NUM_STATS; i++) { 594 for (int i = 0; i < NUM_STATS; i++)
831 if (get_attr_value(&tmp->stats, i)<0) { 595 if (tmp->stats.stat (i) < 0)
832 new_draw_info_format(NDI_UNIQUE, 0,op, 596 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 } 597 }
837 }
838 }
839 598
840 if (is_dragon_pl(op)) { 599 if (is_dragon_pl (op))
841 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
842 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 {
843 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
844 if(tmp->stats.exp == 0) { 604 {
845 sprintf(buf, "Your metabolism isn't focused on anything."); 605 if (tmp->stats.exp == 0)
846 } else { 606 buf << " - Your metabolism isn't focused on anything.\n";
847 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 else
848 } 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
849 new_draw_info(NDI_UNIQUE, 0,op, buf); 609
850 break; 610 break;
851 } 611 }
852 }
853 } 612 }
613
614 buf << '\0'; // zero-terminate
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617
854 return 1; 618 return 1;
855} 619}
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 620
1105/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
1106 * within some reason. 622 * within some reason.
1107 */ 623 */
1108 624int
1109int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 625magic_wall (object *op, object *caster, int dir, object *spell_ob)
1110 object *tmp, *tmp2; 626{
627 object *tmp;
1111 int i,posblocked,negblocked, maxrange; 628 int i, posblocked, negblocked, maxrange;
1112 sint16 x, y; 629 sint16 x, y;
1113 mapstruct *m; 630 maptile *m;
1114 const char *name; 631 const char *name;
1115 archetype *at; 632 archetype *at;
1116 633
1117 if(!dir) { 634 if (!dir)
635 {
1118 dir=op->facing; 636 dir = op->facing;
1119 x = op->x; 637 x = op->x;
1120 y = op->y; 638 y = op->y;
1121 } else { 639 }
640 else
641 {
1122 x = op->x+freearr_x[dir]; 642 x = op->x + freearr_x[dir];
1123 y = op->y+freearr_y[dir]; 643 y = op->y + freearr_y[dir];
1124 } 644 }
645
1125 m = op->map; 646 m = op->map;
1126 647
1127 if ((spell_ob->move_block || x != op->x || y != op->y) && 648 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) || 649 (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))) { 650 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
651 {
1130 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1131 return 0; 653 return 0;
1132 } 654 }
655
1133 if (spell_ob->other_arch) { 656 if (spell_ob->other_arch)
1134 tmp = arch_to_object(spell_ob->other_arch); 657 tmp = arch_to_object (spell_ob->other_arch);
1135 } else if (spell_ob->race) { 658 else if (spell_ob->race)
659 {
1136 char buf1[MAX_BUF]; 660 char buf1[MAX_BUF];
1137 661
1138 sprintf(buf1,spell_ob->race,dir); 662 sprintf (buf1, spell_ob->race, dir);
1139 at = find_archetype(buf1); 663 at = archetype::find (buf1);
1140 if (!at) { 664 if (!at)
665 {
1141 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
1142 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
668 return 0;
669 }
670
671 tmp = arch_to_object (at);
672 }
673 else
674 {
675 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
1143 return 0; 676 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 } 677 }
1151 678
1152 if (tmp->type == SPELL_EFFECT) { 679 if (tmp->type == SPELL_EFFECT)
680 {
1153 tmp->attacktype = spell_ob->attacktype; 681 tmp->attacktype = spell_ob->attacktype;
1154 tmp->duration = spell_ob->duration + 682 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1155 SP_level_duration_adjust(caster, spell_ob); 683 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; 684 tmp->range = 0;
685 }
1159 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 686 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
1160 tmp->stats.hp = spell_ob->duration + 687 {
1161 SP_level_duration_adjust(caster, spell_ob); 688 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1162 tmp->stats.maxhp = tmp->stats.hp; 689 tmp->stats.maxhp = tmp->stats.hp;
1163 set_owner(tmp,op);
1164 set_spell_skill(op, caster, spell_ob, tmp);
1165 } 690 }
691
1166 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 692 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
1167 tmp->stats.food = spell_ob->duration + 693 {
1168 SP_level_duration_adjust(caster, spell_ob); 694 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1169 SET_FLAG(tmp, FLAG_IS_USED_UP); 695 SET_FLAG (tmp, FLAG_IS_USED_UP);
1170 } 696 }
697
1171 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
699 {
1172 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 700 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1173 tmp->stats.maxhp = tmp->stats.hp; 701 tmp->stats.maxhp = tmp->stats.hp;
1174 SET_FLAG(tmp, FLAG_TEAR_DOWN); 702 SET_FLAG (tmp, FLAG_TEAR_DOWN);
1175 SET_FLAG(tmp, FLAG_ALIVE); 703 SET_FLAG (tmp, FLAG_ALIVE);
1176 } 704 }
1177 705
1178 /* This can't really hurt - if the object doesn't kill anything, 706 /* This can't really hurt - if the object doesn't kill anything,
1179 * these fields just won't be used. 707 * these fields just won't be used. Do not set the owner for
708 * earthwalls, though, so they survive restarts.
1180 */ 709 */
710 if (tmp->type != EARTHWALL) //TODO
1181 set_owner(tmp,op); 711 tmp->set_owner (op);
712
1182 set_spell_skill(op, caster, spell_ob, tmp); 713 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; 714 tmp->level = casting_level (caster, spell_ob) / 2;
1186 715
1187 name = tmp->name; 716 name = tmp->name;
1188 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 717 if (!(tmp = m->insert (tmp, x, y, op)))
718 {
1189 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
1190 return 0; 720 return 0;
1191 } 721 }
722
1192 /* If this is a spellcasting wall, need to insert the spell object */ 723 /* If this is a spellcasting wall, need to insert the spell object */
1193 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
1194 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
1195 726
1196 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
1197 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
1198 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
1199 * created wall can extend, it won't go extend through 730 * created wall can extend, it won't go extend through
1200 * blocked spaces. 731 * blocked spaces.
1201 */ 732 */
1202 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 733 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1203 posblocked=0; 734 posblocked = 0;
1204 negblocked=0; 735 negblocked = 0;
1205 736
1206 for(i=1; i<=maxrange; i++) { 737 for (i = 1; i <= maxrange; i++)
1207 int dir2; 738 {
1208 739 int dir2;
740
1209 dir2 = (dir<4)?(dir+2):dir-2; 741 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
1210 742
1211 x = tmp->x+i*freearr_x[dir2]; 743 x = tmp->x + i * freearr_x[dir2];
1212 y = tmp->y+i*freearr_y[dir2]; 744 y = tmp->y + i * freearr_y[dir2];
1213 m = tmp->map; 745 m = tmp->map;
1214 746
1215 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 747 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) && 748 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1217 !posblocked) { 749 {
1218 tmp2 = get_object(); 750 object *tmp2 = tmp->clone ();
1219 copy_object(tmp,tmp2); 751 m->insert (tmp2, x, y, op);
1220 tmp2->x = x; 752
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 */ 753 /* If this is a spellcasting wall, need to insert the spell object */
1224 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1225 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
1226 756
1227 } else posblocked=1; 757 }
758 else
759 posblocked = 1;
1228 760
1229 x = tmp->x-i*freearr_x[dir2]; 761 x = tmp->x - i * freearr_x[dir2];
1230 y = tmp->y-i*freearr_y[dir2]; 762 y = tmp->y - i * freearr_y[dir2];
1231 m = tmp->map; 763 m = tmp->map;
1232 764
1233 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 765 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) && 766 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1235 !negblocked) { 767 {
1236 tmp2 = get_object(); 768 object *tmp2 = tmp->clone ();
1237 copy_object(tmp,tmp2); 769 m->insert (tmp2, x, y, op);
1238 tmp2->x = x; 770
1239 tmp2->y = y;
1240 insert_ob_in_map(tmp2,m,op,0);
1241 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1242 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
1243 } else negblocked=1; 773 }
774 else
775 negblocked = 1;
1244 } 776 }
1245 777
1246 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 778 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
1247 update_all_los(op->map, op->x, op->y); 779 update_all_los (op->map, op->x, op->y);
1248 780
781 return 1;
782}
783
784int
785dimension_door (object *op, object *caster, object *spob, int dir)
786{
787 uint32 dist, maxdist;
788 int mflags;
789 maptile *m;
790 sint16 sx, sy;
791
792 if (op->type != PLAYER)
793 return 0;
794
795 if (!dir)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
798 return 0;
799 }
800
801 /* Given the new outdoor maps, can't let players dimension door for
802 * ever, so put limits in.
803 */
804 maxdist = spob->range + SP_level_range_adjust (caster, spob);
805
806 if (op->contr->count)
807 {
808 if (op->contr->count > maxdist)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
811 return 0;
812 }
813
814 for (dist = 0; dist < op->contr->count; dist++)
815 {
816 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
817
818 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
819 break;
820
821 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
822 break;
823 }
824
825 if (dist < op->contr->count)
826 {
827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
828 op->contr->count = 0;
829 return 0;
830 }
831
832 op->contr->count = 0;
833
834 /* Remove code that puts player on random space on maps. IMO,
835 * a lot of maps probably have areas the player should not get to,
836 * but may not be marked as NO_MAGIC (as they may be bounded
837 * by such squares). Also, there are probably treasure rooms and
838 * lots of other maps that protect areas with no magic, but the
839 * areas themselves don't contain no magic spaces.
840 */
841 /* This call here is really just to normalize the coordinates */
842 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
843 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
844 {
845 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
846 return 1; /* Maybe the penalty should be more severe... */
847 }
848 }
849 else
850 {
851 /* Player didn't specify a distance, so lets see how far
852 * we can move the player. Don't know why this stopped on
853 * spaces that blocked the players view.
854 */
855
856 for (dist = 0; dist < maxdist; dist++)
857 {
858 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
859
860 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
861 break;
862
863 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
864 break;
865
866 }
867
868 /* If the destination is blocked, keep backing up until we
869 * find a place for the player.
870 */
871 for (; dist > 0; dist--)
872 {
873 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
874 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
875 continue;
876
877
878 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
879 break;
880
881 }
882 if (!dist)
883 {
884 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
885 return 0;
886 }
887 }
888
889 /* Actually move the player now */
890 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1249 return 1; 891 return 1;
1250}
1251 892
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 */ 893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1354 return 1; 894 return 1;
1355} 895}
1356
1357 896
1358/* cast_heal: Heals something. 897/* cast_heal: Heals something.
1359 * op is the caster. 898 * op is the caster.
1360 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
1361 * spell is the spell object. 900 * spell is the spell object.
1362 */ 901 */
902int
1363int cast_heal(object *op,object *caster, object *spell, int dir) { 903cast_heal (object *op, object *caster, object *spell, int dir)
904{
1364 object *tmp; 905 object *tmp;
1365 archetype *at; 906 archetype *at;
1366 object *poison; 907 object *poison;
1367 int heal = 0, success = 0; 908 int heal = 0, success = 0;
1368 909
1369 tmp = find_target_for_friendly_spell(op,dir); 910 tmp = find_target_for_friendly_spell (op, dir);
1370 911
1371 if (tmp==NULL) return 0; 912 if (!tmp)
913 return 0;
1372 914
1373 /* Figure out how many hp this spell might cure. 915 /* Figure out how many hp this spell might cure.
1374 * could be zero if this spell heals effects, not damage. 916 * could be zero if this spell heals effects, not damage.
1375 */ 917 */
1376 heal = spell->stats.dam; 918 heal = spell->stats.dam;
1377 if (spell->stats.hp) 919 if (spell->stats.hp)
1378 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 920 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1379 spell->stats.hp;
1380 921
1381 if (heal) { 922 if (heal)
923 {
1382 if (tmp->stats.hp >= tmp->stats.maxhp) { 924 if (tmp->stats.hp >= tmp->stats.maxhp)
1383 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1384 } 926 else
1385 else { 927 {
1386 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
1387 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
1388 * on amount of damage healed. 930 * on amount of damage healed.
1389 */ 931 */
1390 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1391 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
1392 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
1393 936
1394 if (tmp->stats.hp >= tmp->stats.maxhp) { 937 if (tmp->stats.hp >= tmp->stats.maxhp)
1395 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1396 } else if (heal > 50) { 939 else if (heal > 50)
1397 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1398 } else if (heal > 25) { 941 else if (heal > 25)
1399 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1400 } else if (heal > 10) { 943 else if (heal > 10)
1401 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1402 } else { 945 else
1403 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1404 } 947
1405 success=1;
1406 }
1407 }
1408 if (spell->attacktype & AT_DISEASE)
1409 if (cure_disease (tmp, op))
1410 success = 1; 948 success = 1;
949 }
950 }
1411 951
952 if (spell->attacktype & AT_DISEASE)
953 if (cure_disease (tmp, op, spell))
954 success = 1;
955
1412 if (spell->attacktype & AT_POISON) { 956 if (spell->attacktype & AT_POISON)
1413 at = find_archetype("poisoning"); 957 {
958 at = archetype::find ("poisoning");
1414 poison=present_arch_in_ob(at,tmp); 959 poison = present_arch_in_ob (at, tmp);
1415 if (poison) { 960 if (poison)
961 {
1416 success = 1; 962 success = 1;
1417 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1418 poison->stats.food = 1; 964 poison->stats.food = 1;
1419 } 965 }
1420 } 966 }
967
1421 if (spell->attacktype & AT_CONFUSION) { 968 if (spell->attacktype & AT_CONFUSION)
969 {
1422 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 970 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1423 if (poison) { 971 if (poison)
972 {
1424 success = 1; 973 success = 1;
1425 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1426 poison->duration = 1; 975 poison->duration = 1;
1427 } 976 }
1428 } 977 }
978
1429 if (spell->attacktype & AT_BLIND) { 979 if (spell->attacktype & AT_BLIND)
1430 at=find_archetype("blindness"); 980 {
981 at = archetype::find ("blindness");
1431 poison=present_arch_in_ob(at,tmp); 982 poison = present_arch_in_ob (at, tmp);
1432 if (poison) { 983 if (poison)
984 {
1433 success = 1; 985 success = 1;
1434 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1435 poison->stats.food = 1; 987 poison->stats.food = 1;
1436 } 988 }
1437 } 989 }
990
1438 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 991 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
992 {
1439 tmp->stats.sp += spell->last_sp; 993 tmp->stats.sp += spell->last_sp;
1440 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 994 if (tmp->stats.sp > tmp->stats.maxsp)
995 tmp->stats.sp = tmp->stats.maxsp;
1441 success = 1; 996 success = 1;
1442 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1443 } 998 }
999
1444 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1000 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1001 {
1445 tmp->stats.grace += spell->last_grace; 1002 tmp->stats.grace += spell->last_grace;
1446 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1003 if (tmp->stats.grace > tmp->stats.maxgrace)
1004 tmp->stats.grace = tmp->stats.maxgrace;
1447 success = 1; 1005 success = 1;
1448 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1006 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1449 } 1007 }
1008
1450 if (spell->stats.food && tmp->stats.food < 999) { 1009 if (spell->stats.food && tmp->stats.food < 999)
1010 {
1451 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1452 if (tmp->stats.food > 999) tmp->stats.food=999; 1012
1013 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999;
1015
1453 success = 1; 1016 success = 1;
1454 /* We could do something a bit better like the messages for healing above */ 1017 /* 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"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1456 } 1019 }
1020
1457 return success; 1021 return success;
1458} 1022}
1459
1460 1023
1461/* This is used for the spells that gain stats. There are no spells 1024/* 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 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1463 * good comments for those. 1026 * good comments for those.
1464 */ 1027 */
1465static const char* const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1466"You grow no stronger.", 1029 "You grow no stronger.",
1467"You grow no more agile.", 1030 "You grow no more agile.",
1468"You don't feel any healthier.", 1031 "You don't feel any healthier.",
1469"no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1470"You are no easier to look at.", 1035 "You are no easier to look at.",
1471"no int",
1472"no pow"
1473}; 1036};
1474 1037
1038int
1475int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1476 object *tmp, *tmp2=NULL; 1040{
1477 object *force=NULL; 1041 object *force = 0;
1478 int i; 1042 int i;
1479 1043
1480 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1481 if(dir!=0) { 1045 object *tmp = dir
1482 tmp=find_target_for_friendly_spell(op,dir); 1046 ? find_target_for_friendly_spell (op, dir)
1483 } else { 1047 : op;
1484 tmp = op;
1485 }
1486 1048
1487 if(tmp==NULL) return 0; 1049 if (!tmp)
1488 1050 return 0;
1051
1489 /* If we've already got a force of this type, don't add a new one. */ 1052 /* 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) { 1053 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1054 {
1491 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1055 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1056 {
1492 if (tmp2->name == spell_ob->name) { 1057 if (tmp2->name == spell_ob->name)
1058 {
1493 force=tmp2; /* the old effect will be "refreshed" */ 1059 force = tmp2; /* the old effect will be "refreshed" */
1494 break; 1060 break;
1495 } 1061 }
1496 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1063 {
1497 if ( !silent ) 1064 if (!silent)
1498 new_draw_info_format(NDI_UNIQUE, 0, op, 1065 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", 1066
1500 spell_ob->name, tmp2->name_pl); 1067 return 0;
1501 return 0; 1068 }
1069 }
1502 } 1070 }
1503 } 1071
1072 if (!force)
1504 } 1073 {
1505 if(force==NULL) {
1506 force=get_archetype(FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1507 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1508 free_string(force->name); 1076
1509 if (spell_ob->race) 1077 if (spell_ob->race)
1510 force->name = add_refcount(spell_ob->race); 1078 force->name = spell_ob->race;
1511 else 1079 else
1512 force->name = add_refcount(spell_ob->name); 1080 force->name = spell_ob->name;
1513 free_string(force->name_pl); 1081
1514 force->name_pl = add_refcount(spell_ob->name); 1082 force->name_pl = spell_ob->name;
1515 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1516 1084
1517 } else { 1085 }
1086 else
1087 {
1518 int duration; 1088 int duration;
1519 1089
1520 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1090 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1521 if (duration > force->duration) { 1091 if (duration > force->duration)
1092 {
1522 force->duration = duration; 1093 force->duration = duration;
1523 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1524 } else { 1095 }
1096 else
1525 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1526 } 1098
1527 return 1; 1099 return 1;
1528 } 1100 }
1101
1529 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1530 force->speed = 1.0; 1103 force->speed = 1.0;
1531 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1532 SET_FLAG(force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1533 1106
1534 /* Now start processing the effects. First, protections */ 1107 /* Now start processing the effects. First, protections */
1535 for (i=0; i < NROFATTACKS; i++) { 1108 for (i = 0; i < NROFATTACKS; i++)
1109 {
1536 if (spell_ob->resist[i]) { 1110 if (spell_ob->resist[i])
1111 {
1537 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1538 if (force->resist[i] > 100) force->resist[i] = 100; 1113 if (force->resist[i] > 100)
1539 } 1114 force->resist[i] = 100;
1115 }
1540 } 1116 }
1117
1541 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1542 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1543 1120
1544 if (tmp->type == PLAYER) { 1121 if (tmp->type == PLAYER)
1122 {
1545 /* Stat adjustment spells */ 1123 /* Stat adjustment spells */
1546 for (i=0; i < NUM_STATS; i++) { 1124 for (i = 0; i < NUM_STATS; i++)
1547 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1125 {
1548 if (stat) { 1126 if (sint8 stat = spell_ob->stats.stat (i))
1549 sm=0; 1127 {
1550 for (k=0; k<stat; k++) 1128 sint8 sm = 0;
1551 sm += rndm(1, 3); 1129 for (sint8 k = 0; k < stat; k++)
1130 sm += rndm (1, 3);
1552 1131
1553 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1132 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1554 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1133 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1555 if (sm<0) sm = 0; 1134
1556 } 1135 force->stats.stat (i) = sm;
1557 set_attr_value(&force->stats, i, sm); 1136
1558 if (!sm) 1137 if (!sm)
1559 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1138 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1139 }
1140 }
1560 } 1141 }
1561 }
1562 }
1563 1142
1564 force->move_type = spell_ob->move_type; 1143 force->move_type = spell_ob->move_type;
1565 1144
1566 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1145 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1567 SET_FLAG(force, FLAG_SEE_IN_DARK); 1146 SET_FLAG (force, FLAG_SEE_IN_DARK);
1568 1147
1569 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1148 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1570 SET_FLAG(force, FLAG_XRAYS); 1149 SET_FLAG (force, FLAG_XRAYS);
1571 1150
1572 /* Haste/bonus speed */ 1151 /* Haste/bonus speed */
1573 if (spell_ob->stats.exp) { 1152 if (spell_ob->stats.exp)
1153 {
1154 if (op->speed > 0.5f)
1574 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1155 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1575 else 1156 else
1576 force->stats.exp = spell_ob->stats.exp; 1157 force->stats.exp = spell_ob->stats.exp;
1577 } 1158 }
1578 1159
1579 force->stats.wc = spell_ob->stats.wc; 1160 force->stats.wc = spell_ob->stats.wc;
1580 force->stats.ac = spell_ob->stats.ac; 1161 force->stats.ac = spell_ob->stats.ac;
1581 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1582 1163
1583 insert_ob_in_ob(force,tmp); 1164 insert_ob_in_ob (force, tmp);
1584 change_abil(tmp,force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1585 fix_player(tmp); 1166 tmp->update_stats ();
1167
1586 return 1; 1168 return 1;
1587} 1169}
1588 1170
1589/* This used to be part of cast_change_ability, but it really didn't make 1171/* 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 1172 * a lot of sense, since most of the values it derives are from the god
1591 * of the caster. 1173 * of the caster.
1592 */ 1174 */
1593 1175int
1594int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1177{
1595 int i; 1178 int i;
1596 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1597 1180
1598 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1599 if(dir!=0) { 1182 if (dir != 0)
1183 {
1600 tmp=find_target_for_friendly_spell(op,dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1601 } else { 1185
1186 if (!tmp)
1187 return 0;
1188 }
1189 else
1602 tmp = op; 1190 tmp = op;
1603 }
1604 1191
1605 /* If we've already got a force of this type, don't add a new one. */ 1192 /* 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) { 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1194 {
1607 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1196 {
1608 if (tmp2->name == spell_ob->name) { 1197 if (tmp2->name == spell_ob->name)
1198 {
1609 force=tmp2; /* the old effect will be "refreshed" */ 1199 force = tmp2; /* the old effect will be "refreshed" */
1610 break; 1200 break;
1611 } 1201 }
1612 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1202 else if (spell_ob->race && spell_ob->race == tmp2->name)
1613 new_draw_info_format(NDI_UNIQUE, 0, op, 1203 {
1614 "You can not cast %s while %s is in effect", 1204 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); 1205 return 0;
1616 return 0; 1206 }
1207 }
1617 } 1208 }
1618 } 1209
1619 }
1620 if(force==NULL) { 1210 if (force == NULL)
1211 {
1621 force=get_archetype(FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1622 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1623 free_string(force->name);
1624 if (spell_ob->race) 1214 if (spell_ob->race)
1625 force->name = add_refcount(spell_ob->race); 1215 force->name = spell_ob->race;
1626 else 1216 else
1627 force->name = add_refcount(spell_ob->name); 1217 force->name = spell_ob->name;
1628 free_string(force->name_pl);
1629 force->name_pl = add_refcount(spell_ob->name); 1218 force->name_pl = spell_ob->name;
1630 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1219 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1631 } else { 1220 }
1221 else
1222 {
1632 int duration; 1223 int duration;
1633 1224
1634 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1225 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1635 if (duration > force->duration) { 1226 if (duration > force->duration)
1227 {
1636 force->duration = duration; 1228 force->duration = duration;
1637 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1638 } else { 1230 }
1231 else
1232 {
1639 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1233 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1640 } 1234 }
1641 return 0; 1235 return 0;
1642 } 1236 }
1643 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1237 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1644 force->speed = 1.0; 1238 force->speed = 1.0;
1645 force->speed_left = -1.0; 1239 force->speed_left = -1.0;
1646 SET_FLAG(force, FLAG_APPLIED); 1240 SET_FLAG (force, FLAG_APPLIED);
1647 1241
1648 if(!god) { 1242 if (!god)
1243 {
1649 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1244 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1650 } else { 1245 }
1246 else
1247 {
1651 /* Only give out good benefits, and put a max on it */ 1248 /* Only give out good benefits, and put a max on it */
1652 for (i=0; i<NROFATTACKS; i++) { 1249 for (i = 0; i < NROFATTACKS; i++)
1250 {
1653 if (god->resist[i]>0) { 1251 if (god->resist[i] > 0)
1252 {
1654 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1253 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1655 } 1254 }
1656 } 1255 }
1657 force->path_attuned|=god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1257
1658 if (spell_ob->attacktype) { 1258 if (spell_ob->attacktype)
1659 force->attacktype|=god->attacktype | AT_PHYSICAL; 1259 force->slaying = god->slaying;
1660 if(god->slaying) force->slaying = add_string(god->slaying); 1260
1661 }
1662 if (tmp != op) { 1261 if (tmp != op)
1262 {
1663 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1263 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); 1264 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1665 } else { 1265 }
1666 new_draw_info_format(NDI_UNIQUE, 0,tmp, 1266 else
1667 "You are blessed by %s!",god->name); 1267 {
1668 } 1268 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1269 }
1669 1270
1670 } 1271 }
1671 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1672 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1673 1274
1674 change_abil(tmp,force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1675 insert_ob_in_ob(force,tmp); 1276 insert_ob_in_ob (force, tmp);
1676 fix_player(tmp); 1277 tmp->update_stats ();
1677 return 1; 1278 return 1;
1678} 1279}
1679
1680
1681 1280
1682/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1683 * 1282 *
1684 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1685 * objects to gold nuggets, the value of the gold nuggets being 1284 * 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 * 1285 *
1690 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1691 * the maximum number of large nuggets you could get. 1287 * 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 1288 * because the nuggets themselves will be will be adjusted by charisma
1693 * to the max amount of small nuggets as you could get. 1289 * 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 * 1290 *
1698 * There is also a chance (1:30) that you will get nothing at all 1291 * 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 1292 * for the object. There is also a maximum weight that will be
1700 * alchemied. 1293 * alchemised.
1701 */ 1294 */
1702 1295static void
1703/* I didn't feel like passing these as arguements to the 1296alchemy_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{ 1297{
1713 uint64 value=query_cost(obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1714 1299
1715 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1716 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1717 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1718 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1719 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1720 * the stuff back to town. 1305 * the stuff back to town.
1721 */ 1306 */
1722
1723 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1724 value=0; 1308 value = 0;
1725 else if (obj->type==MONEY || obj->type==GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1726 value /=3; 1310 value /= 3;
1727 else 1311 else
1728 value = (value*9)/10; 1312 value = value * 9 / 10;
1729 1313
1730 value /= 4; // fix by GHJ, don't understand, pcg
1731
1732 if ((obj->value>0) && rndm(0, 29)) { 1314 if (obj->value > 0 && rndm (0, 29))
1733 int count; 1315 total_value += value;
1734 1316
1735 count = value / large->value; 1317 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 1318
1742 /* Turn 25 small nuggets into 1 large nugget. If the value 1319 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} 1320}
1756 1321
1757static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1322int
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) 1323alchemy (object *op, object *caster, object *spell_ob)
1787{ 1324{
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) 1325 if (op->type != PLAYER)
1794 return 0; 1326 return 0;
1795 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1333
1796 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* 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 1335 * some, and also prevents people from alchemising every table/chair/clock
1798 * in sight 1336 * in sight
1799 */ 1337 */
1800 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1801 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1802 small=get_archetype("smallnugget"), 1340 uint64 value_max = duration * 1000;
1803 large=get_archetype("largenugget");
1804 1341
1342 int weight = 0;
1343
1805 for(y= op->y-1;y<=op->y+1;y++) { 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1806 for(x= op->x-1;x<=op->x+1;x++) { 1345 {
1807 nx = x; 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1808 ny = y; 1347 {
1348 uint64 value = 0;
1809 1349
1810 mp = op->map; 1350 sint16 nx = x;
1351 sint16 ny = y;
1811 1352
1353 maptile *mp = op->map;
1354
1812 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1813 1356
1814 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1815 continue; 1358 continue;
1816 1359
1817 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1818 * use fly as the movement type - for alchemy, consider it 1361 * use fly as the movement type - for alchemy, consider it
1819 * ground level effect. 1362 * ground level effect.
1820 */ 1363 */
1821 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1822 continue; 1365 continue;
1823 1366
1824 small_nuggets=0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1825 large_nuggets=0; 1368 {
1369 next = tmp->above;
1826 1370
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) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1838 !QUERY_FLAG(tmp1, FLAG_ALIVE) && 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1839 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1373 {
1840 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1374 if (tmp->inv)
1841 &weight); 1375 {
1842 } 1376 object *next1, *tmp1;
1377
1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1379 {
1380 next1 = tmp1->below;
1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1383 alchemy_object (tmp1, value, weight);
1384 }
1385 }
1386
1387 alchemy_object (tmp, value, weight);
1388
1389 if (weight > weight_max)
1390 break;
1391 }
1392 }
1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1843 } 1411 }
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 1412
1855 /* Insert all the nuggets at one time. This probably saves time, but 1413bailout:
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; 1414 return 1;
1869} 1415}
1870
1871 1416
1872/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1873 * items. 1418 * items.
1874 */ 1419 */
1420int
1875int remove_curse(object *op, object *caster, object *spell) { 1421remove_curse (object *op, object *caster, object *spell)
1422{
1876 object *tmp; 1423 object *tmp;
1877 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1878 1425
1879 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (tmp = op->inv; tmp; tmp = tmp->below)
1880 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1881 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1882 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1883 1430 {
1884 was_one++; 1431 was_one++;
1432
1885 if (tmp->level <= caster_level(caster, spell)) { 1433 if (tmp->level <= casting_level (caster, spell))
1886 success++; 1434 {
1435 success++;
1887 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1888 CLEAR_FLAG(tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1889 1438
1890 CLEAR_FLAG(tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1891 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1892 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1442
1443 if (object *pl = tmp->visible_to ())
1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1445 }
1446 }
1447
1893 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1894 esrv_send_item(op, tmp); 1449 {
1895 } 1450 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."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1901 } else { 1452 else
1453 {
1902 if (was_one) 1454 if (was_one)
1903 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1904 else 1456 else
1905 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1457 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1906 } 1458 }
1907 } 1459 }
1460
1908 return success; 1461 return success;
1909} 1462}
1910 1463
1911/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1912 1465int
1913int cast_identify(object *op, object *caster, object *spell) { 1466cast_identify (object *op, object *caster, object *spell)
1467{
1468 dynbuf_text buf;
1914 object *tmp; 1469 object *tmp;
1915 int success = 0, num_ident;
1916 1470
1917 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1918 1472
1919 if (num_ident < 1) num_ident=1; 1473 if (num_ident < 1)
1474 num_ident = 1;
1920 1475
1921
1922 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1477 {
1923 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1479 {
1924 identify(tmp); 1480 identify (tmp);
1481
1925 if (op->type==PLAYER) { 1482 if (op->type == PLAYER)
1926 new_draw_info_format(NDI_UNIQUE, 0, op, 1483 {
1927 "You have %s.", long_desc(tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1928 if (tmp->msg) { 1485
1929 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1486 if (tmp->msg)
1930 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1931 } 1488 }
1489
1490 num_ident--;
1491 if (!num_ident)
1492 break;
1493 }
1932 } 1494 }
1933 num_ident--; 1495
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 1496 /* 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 1497 * stuff on the floor. Only identify stuff on the floor if the spell
1940 * was not fully used. 1498 * was not fully used.
1941 */ 1499 */
1942 if (num_ident) { 1500 if (num_ident)
1943 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1501 {
1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1944 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1945 need_identify(tmp)) { 1504 {
1946
1947 identify(tmp); 1505 identify (tmp);
1948 if (op->type==PLAYER) { 1506
1949 new_draw_info_format(NDI_UNIQUE, 0,op, 1507 if (object *pl = tmp->visible_to ())
1950 "On the ground is %s.", long_desc(tmp, op)); 1508 {
1951 if (tmp->msg) { 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1952 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1510
1953 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1511 if (tmp->msg)
1954 } 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1955 esrv_send_item(op, tmp); 1513 }
1514
1515 num_ident--;
1516 if (!num_ident)
1517 break;
1518 }
1956 } 1519 }
1957 num_ident--; 1520
1958 success=1; 1521 if (buf.empty ())
1959 if (!num_ident) break;
1960 }
1961 } 1522 {
1962 if (!success) 1523 op->failmsg ("You can't reach anything unidentified.");
1963 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified."); 1524 return 0;
1525 }
1964 else { 1526 else
1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1965 spell_effect(spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1532 return 1;
1966 } 1533 }
1967 return success;
1968} 1534}
1969 1535
1970 1536int
1971int cast_detection(object *op, object *caster, object *spell, object *skill) { 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1538{
1972 object *tmp, *last, *god, *detect; 1539 object *tmp, *last, *god, *detect;
1973 int done_one, range, mflags, floor, level; 1540 int done_one, range, mflags, floor, level;
1974 sint16 x, y, nx, ny; 1541 sint16 x, y, nx, ny;
1975 mapstruct *m; 1542 maptile *m;
1976 1543
1977 /* We precompute some values here so that we don't have to keep 1544 /* We precompute some values here so that we don't have to keep
1978 * doing it over and over again. 1545 * doing it over and over again.
1979 */ 1546 */
1980 god=find_god(determine_god(op)); 1547 god = find_god (determine_god (op));
1981 level=caster_level(caster, spell); 1548 level = casting_level (caster, spell);
1982 range = spell->range + SP_level_range_adjust(caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1983 1550
1984 if (!skill) skill=caster; 1551 if (!skill)
1552 skill = caster;
1985 1553
1986 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1987 for (y = op->y - range; y <= op->y + range; y++) { 1555 {
1988
1989 m = op->map;
1990 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1991 if (mflags & P_OUT_OF_MAP) continue;
1992
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 = m->at (nx, ny).bot; 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 }
1594 }
1595
2028 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1; 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1597 floor = 1;
2029 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 apparent.
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
2054 } 1623 done_one = 1;
1624 }
1625
2055 /* detect monster */ 1626 /* detect monster */
2056 if (QUERY_FLAG(spell, FLAG_MONSTER) && 1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
2057 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) { 1628 {
2058 done_one = 2; 1629 done_one = 2;
2059 if (!detect) detect=tmp; 1630
2060 } 1631 if (!detect)
1632 detect = tmp;
1633 }
1634
2061 /* Basically, if race is set in the spell, then the creatures race must 1635 /* 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 1636 * match that. if the spell race is set to GOD, then the gods opposing
2063 * race must match. 1637 * race must match.
2064 */ 1638 */
2065 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
2066 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
2067 (strstr(spell->race, tmp->race)))) { 1641 spell->race.contains (tmp->race)))
2068 done_one = 2; 1642 {
2069 if (!detect) detect=tmp; 1643 done_one = 2;
2070 } 1644
1645 if (!detect)
1646 detect = tmp;
1647 }
1648
2071 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2072 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1651 {
2073 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2074 done_one = 1; 1653 done_one = 1;
2075 } 1654 }
2076 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
2077 1656
2078 /* Code here puts an effect of the spell on the space, so you can see 1657 /* Code here puts an effect of the spell on the space, so you can see
2079 * where the magic is. 1658 * where the magic is.
2080 */ 1659 */
2081 if (done_one) { 1660 if (done_one)
1661 {
2082 object *detect_ob = arch_to_object(spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
2083 detect_ob->x = nx; 1663
2084 detect_ob->y = ny;
2085 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
2086 if (done_one == 2 && detect) { 1665 if (done_one == 2 && detect)
1666 {
2087 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
2088 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
2089 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
2090 detect_ob->last_anim=0; 1670 detect_ob->last_anim = 0;
2091 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
2092 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE); 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2093 } 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2094 insert_ob_in_map(detect_ob, m, op,0); 1674 }
2095 } 1675
1676 m->insert (detect_ob, nx, ny, op);
1677 }
2096 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2097 1679
2098 1680
2099 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* 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)) { 1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1683 {
2101 done_one = 0; 1684 done_one = 0;
1685
2102 for (tmp = op->inv; tmp; tmp = tmp->below) { 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 {
2103 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2104 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) && 1689 {
2105 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) { 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2106 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 1691 {
2107 if (op->type==PLAYER) 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2108 esrv_send_item (op, tmp); 1693
2109 } 1694 if (object *pl = tmp->visible_to ())
1695 esrv_update_item (UPD_FLAGS, pl, tmp);
1696 }
1697
2110 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) && 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2111 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) { 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1700 {
2112 SET_FLAG(tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2113 if (op->type==PLAYER) 1702
2114 esrv_send_item (op, tmp); 1703 if (object *pl = tmp->visible_to ())
2115 } 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2116 } /* if item is not identified */ 1705 }
2117 } /* for the players inventory */ 1706 } /* if item is not identified */
1707 } /* for the players inventory */
2118 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
2119 return 1; 1710 return 1;
2120} 1711}
2121 1712
2122 1713
2123/** 1714/**
2124 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1715 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
2125 * level whos spell did cause the overcharge. 1716 * level whos spell did cause the overcharge.
2126 */ 1717 */
1718static void
2127static void charge_mana_effect(object *victim, int caster_level) 1719charge_mana_effect (object *victim, int caster_level)
2128{ 1720{
2129 1721
2130 /* Prevent explosions for objects without mana. Without this check, doors 1722 /* Prevent explosions for objects without mana. Without this check, doors
2131 * will explode, too. 1723 * will explode, too.
2132 */ 1724 */
2133 if (victim->stats.maxsp <= 0) 1725 if (victim->stats.maxsp <= 0)
2134 return; 1726 return;
2135 1727
2136 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2137 1729
2138 if (victim->stats.sp >= victim->stats.maxsp*2) { 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
2139 object *tmp; 1731 {
2140
2141 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2142
2143 /* Explodes a fireball centered at player */
2144 tmp = get_archetype(EXPLODING_FIREBALL);
2145 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;
2147 tmp->x = victim->x;
2148 tmp->y = victim->y;
2149 insert_ob_in_map(tmp, victim->map, NULL, 0);
2150 victim->stats.sp = 2*victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
2151 } 1735 }
2152 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 1736 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."); 1737 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2154 }
2155 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2156 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2157 }
2158 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1741 {
2159 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2160 confuse_player(victim, victim, 99); 1743 confuse_player (victim, victim, 99);
2161 } 1744 }
2162 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2163 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2164 }
2165} 1747}
2166 1748
2167/* cast_transfer 1749/* cast_transfer
2168 * This spell transfers sp from the player to another person. 1750 * This spell transfers sp from the player to another person.
2169 * We let the target go above their normal maximum SP. 1751 * We let the target go above their normal maximum SP.
2170 */ 1752 */
2171 1753
1754int
2172int cast_transfer(object *op,object *caster, object *spell, int dir) { 1755cast_transfer (object *op, object *caster, object *spell, int dir)
1756{
2173 object *plyr=NULL; 1757 object *plyr = NULL;
2174 sint16 x, y; 1758 sint16 x, y;
2175 mapstruct *m; 1759 maptile *m;
2176 int mflags; 1760 int mflags;
2177 1761
2178 m = op->map; 1762 m = op->map;
2179 x = op->x+freearr_x[dir]; 1763 x = op->x + freearr_x[dir];
2180 y = op->y+freearr_y[dir]; 1764 y = op->y + freearr_y[dir];
2181 1765
2182 mflags = get_map_flags(m, &m, x, y, &x, &y); 1766 mflags = get_map_flags (m, &m, x, y, &x, &y);
2183 1767
2184 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 1768 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1769 {
2185 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 1770 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2186 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 1771 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2187 break; 1772 break;
2188 } 1773 }
2189 1774
2190 1775
2191 /* If we did not find a player in the specified direction, transfer 1776 /* 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. 1777 * to anyone on top of us. This is used for the rune of transference mostly.
2193 */ 1778 */
2194 if(plyr==NULL) 1779 if (plyr == NULL)
2195 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 1780 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)) 1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2197 break; 1782 break;
2198 1783
2199 if (!plyr) { 1784 if (!plyr)
1785 {
2200 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 1786 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
2201 return 0; 1787 return 0;
2202 } 1788 }
2203 /* give sp */ 1789 /* give sp */
2204 if(spell->stats.dam > 0) { 1790 if (spell->stats.dam > 0)
1791 {
2205 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 1792 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2206 charge_mana_effect(plyr, caster_level(caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
2207 return 1; 1794 return 1;
2208 } 1795 }
2209 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
2210 else if (op != plyr) { 1797 else if (op != plyr)
1798 {
2211 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 1799 /* old dragin magic used floats. easier to just use ints and divide by 100 */
2212 1800
2213 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 1801 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
2214 1802
2215 if (rate > 95) rate=95; 1803 if (rate > 95)
1804 rate = 95;
2216 1805
2217 sucked = (plyr->stats.sp * rate) / 100; 1806 sucked = (plyr->stats.sp * rate) / 100;
2218 plyr->stats.sp -= sucked; 1807 plyr->stats.sp -= sucked;
2219 if (QUERY_FLAG(op, FLAG_ALIVE)) { 1808 if (QUERY_FLAG (op, FLAG_ALIVE))
1809 {
2220 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
2221 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
2222 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
2223 if (sucked > 0) { 1813 if (sucked > 0)
1814 {
2224 charge_mana_effect(op, caster_level(caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
1816 }
1817 }
1818 return 1;
2225 } 1819 }
2226 }
2227 return 1;
2228 }
2229 return 0; 1820 return 0;
2230} 1821}
2231 1822
2232 1823
2233/* counterspell: nullifies spell effects. 1824/* counterspell: nullifies spell effects.
2234 * op is the counterspell object, dir is the direction 1825 * op is the counterspell object, dir is the direction
2235 * it was cast in. 1826 * it was cast in.
2236 * Basically, if the object has a magic attacktype, 1827 * Basically, if the object has a magic attacktype,
2237 * this may nullify it. 1828 * this may nullify it.
2238 */ 1829 */
1830void
2239void counterspell(object *op,int dir) 1831counterspell (object *op, int dir)
2240{ 1832{
2241 object *tmp, *head, *next; 1833 object *tmp, *head, *next;
2242 int mflags; 1834 int mflags;
2243 mapstruct *m; 1835 maptile *m;
2244 sint16 sx,sy; 1836 sint16 sx, sy;
2245 1837
2246 sx = op->x + freearr_x[dir]; 1838 sx = op->x + freearr_x[dir];
2247 sy = op->y + freearr_y[dir]; 1839 sy = op->y + freearr_y[dir];
2248 m = op->map; 1840 m = op->map;
2249 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 1841 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2250 if (mflags & P_OUT_OF_MAP) return; 1842 if (mflags & P_OUT_OF_MAP)
1843 return;
1844
1845 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2251 1846 {
2252 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
2253 next = tmp->above; 1847 next = tmp->above;
2254 1848
2255 /* Need to look at the head object - otherwise, if tmp 1849 /* Need to look at the head object - otherwise, if tmp
2256 * points to a monster, we don't have all the necessary 1850 * points to a monster, we don't have all the necessary
2257 * info for it. 1851 * info for it.
2258 */ 1852 */
2259 if (tmp->head) head = tmp->head; 1853 if (tmp->head)
2260 else head = tmp; 1854 head = tmp->head;
1855 else
1856 head = tmp;
2261 1857
2262 /* don't attack our own spells */ 1858 /* don't attack our own spells */
2263 if(tmp->owner && tmp->owner == op->owner) continue; 1859 if (tmp->owner && tmp->owner == op->owner)
1860 continue;
2264 1861
2265 /* Basically, if the object is magical and not counterspell, 1862 /* Basically, if the object is magical and not counterspell,
2266 * we will more or less remove the object. Don't counterspell 1863 * we will more or less remove the object. Don't counterspell
2267 * monsters either. 1864 * monsters either.
2268 */ 1865 */
2269 1866
2270 if (head->attacktype & AT_MAGIC && 1867 if (head->attacktype & AT_MAGIC
2271 !(head->attacktype & AT_COUNTERSPELL) && 1868 && !(head->attacktype & AT_COUNTERSPELL)
2272 !QUERY_FLAG(head,FLAG_MONSTER) && 1869 && !QUERY_FLAG (head, FLAG_MONSTER)
2273 (op->level > head->level)) { 1870 && (op->level > head->level))
2274 remove_ob(head); 1871 head->destroy ();
2275 free_object(head); 1872 else
2276 } else switch(head->type) { 1873 switch (head->type)
1874 {
2277 case SPELL_EFFECT: 1875 case SPELL_EFFECT:
2278 if(op->level > head->level) { 1876 // XXX: Don't affect floor spelleffects. See also XXX comment
2279 remove_ob(head); 1877 // about sanctuary in spell_util.C
2280 free_object(head); 1878 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2281 } 1879 continue;
2282 break;
2283 1880
1881 if (op->level > head->level)
1882 head->destroy ();
1883
1884 break;
1885
2284 /* I really don't get this rune code that much - that 1886 /* I really don't get this rune code that much - that
2285 * random chance seems really low. 1887 * random chance seems really low.
2286 */ 1888 */
2287 case RUNE: 1889 case RUNE:
2288 if(rndm(0, 149) == 0) { 1890 if (rndm (0, 149) == 0)
1891 {
2289 head->stats.hp--; /* weaken the rune */ 1892 head->stats.hp--; /* weaken the rune */
2290 if(!head->stats.hp) { 1893 if (!head->stats.hp)
2291 remove_ob(head); 1894 head->destroy ();
2292 free_object(head); 1895 }
1896 break;
1897 }
2293 } 1898 }
2294 }
2295 break;
2296 }
2297 }
2298} 1899}
2299
2300
2301 1900
2302/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
1902int
2303int cast_consecrate(object *op, object *caster, object *spell) { 1903cast_consecrate (object *op, object *caster, object *spell)
1904{
2304 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
2305 1906
2306 object *tmp, *god=find_god(determine_god(op)); 1907 object *tmp, *god = find_god (determine_god (op));
2307 1908
2308 if(!god) { 1909 if (!god)
2309 new_draw_info(NDI_UNIQUE, 0,op, 1910 {
2310 "You can't consecrate anything if you don't worship a god!"); 1911 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2311 return 0; 1912 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 } 1913 }
2334 } 1914
1915 for (tmp = op->below; tmp; tmp = tmp->below)
2335 } 1916 {
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 break;
1919 if (tmp->type == HOLY_ALTAR)
1920 {
1921
1922 if (tmp->level > casting_level (caster, spell))
1923 {
1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1925 return 0;
1926 }
1927 else
1928 {
1929 /* If we got here, we are consecrating an altar */
1930 sprintf (buf, "Altar of %s", &god->name);
1931 tmp->name = buf;
1932 tmp->level = casting_level (caster, spell);
1933 tmp->other_arch = god->arch;
1934
1935 if (op->type == PLAYER)
1936 esrv_update_item (UPD_NAME, op, tmp);
1937
1938 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1939 return 1;
1940 }
1941 }
1942 }
2336 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 1943 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2337 return 0; 1944 return 0;
2338} 1945}
2339 1946
2340/* animate_weapon - 1947/* animate_weapon -
2341 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1948 * 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 1949 * 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, 1952 * 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 1953 * 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 1954 * that only let players use it was correct, and removed all the other
2348 * player checks. MSW 2003-01-06 1955 * player checks. MSW 2003-01-06
2349 */ 1956 */
2350 1957int
2351int animate_weapon(object *op,object *caster,object *spell, int dir) { 1958animate_weapon (object *op, object *caster, object *spell, int dir)
1959{
2352 object *weapon, *tmp; 1960 object *weapon, *tmp;
2353 char buf[MAX_BUF]; 1961 char buf[MAX_BUF];
2354 int a, i; 1962 int a, i;
2355 sint16 x, y; 1963 sint16 x, y;
2356 mapstruct *m; 1964 maptile *m;
2357 materialtype_t *mt; 1965
2358
2359 if(!spell->other_arch){ 1966 if (!spell->other_arch)
1967 {
2360 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2361 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 1969 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2362 return 0; 1970 return 0;
2363 } 1971 }
2364 /* exit if it's not a player using this spell. */ 1972 /* exit if it's not a player using this spell. */
2365 if(op->type!=PLAYER) return 0; 1973 if (op->type != PLAYER)
1974 return 0;
2366 1975
2367 /* if player already has a golem, abort */ 1976 /* 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) { 1977 if (object *golem = op->contr->golem)
2369 control_golem(op->contr->ranges[range_golem],dir);
2370 return 0;
2371 } 1978 {
1979 control_golem (golem, dir);
1980 return 0;
1981 }
2372 1982
2373 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2374 if(!dir) 1984 if (!dir)
2375 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 1985 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2376 1986
2377 m = op->map; 1987 m = op->map;
2378 x = op->x+freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2379 y = op->y+freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2380 1990
2381 /* if there's no place to put the golem, abort */ 1991 /* 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) || 1992 if (dir < 0 || (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)) { 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1994 {
2384 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2385 return 0; 1996 return 0;
2386 } 1997 }
2387 1998
2388 /* Use the weapon marked by the player. */ 1999 /* Use the weapon marked by the player. */
2389 weapon = find_marked_object(op); 2000 weapon = find_marked_object (op);
2390 2001
2391 if (!weapon) { 2002 if (!weapon)
2003 {
2392 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2393 return 0; 2005 return 0;
2394 } 2006 }
2007
2395 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2008 if (spell->race && weapon->arch->archname != spell->race)
2009 {
2396 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2397 return 0; 2011 return 0;
2398 } 2012 }
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 }
2019
2403 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2021 {
2404 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2022 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)); 2023 return 0;
2406 return 0;
2407 } 2024 }
2408 2025
2409 if (weapon->nrof > 1) { 2026 weapon = weapon->split ();
2410 tmp = get_split_ob(weapon, 1);
2411 esrv_send_item(op, weapon);
2412 weapon = tmp;
2413 }
2414 2027
2415 /* create the golem object */ 2028 /* create the golem object */
2416 tmp=arch_to_object(spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2417 2030
2418 /* if animated by a player, give the player control of the golem */ 2031 /* if animated by a player, give the player control of the golem */
2419 CLEAR_FLAG(tmp, FLAG_MONSTER); 2032 CLEAR_FLAG (tmp, FLAG_MONSTER);
2420 SET_FLAG(tmp, FLAG_FRIENDLY);
2421 tmp->stats.exp=0; 2033 tmp->stats.exp = 0;
2422 add_friendly_object(tmp); 2034 add_friendly_object (tmp);
2423 tmp->type=GOLEM; 2035 tmp->type = GOLEM;
2424 set_owner(tmp,op); 2036 tmp->set_owner (op);
2037 op->contr->golem = tmp;
2425 set_spell_skill(op, caster, spell, tmp); 2038 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 2039
2430 /* Give the weapon to the golem now. A bit of a hack to check the 2040 /* 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 2041 * removed flag - it should only be set if weapon->split was
2432 * used above. 2042 * used above.
2433 */ 2043 */
2434 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2435 remove_ob (weapon); 2045 weapon->remove ();
2436 insert_ob_in_ob (weapon, tmp); 2046
2437 esrv_send_item(op, weapon); 2047 tmp->insert (weapon);
2048
2438 /* To do everything necessary to let a golem use the weapon is a pain, 2049 /* 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 2050 * so instead, just set it as equipped (otherwise, we need to update
2440 * body_info, skills, etc) 2051 * body_info, skills, etc)
2441 */ 2052 */
2442 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2443 SET_FLAG(weapon, FLAG_APPLIED); 2054 SET_FLAG (weapon, FLAG_APPLIED);
2444 fix_player(tmp); 2055 tmp->update_stats ();
2445 2056
2446 /* There used to be 'odd' code that basically seemed to take the absolute 2057 /* 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 - 2058 * 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. 2059 * if you're using a crappy weapon, it shouldn't be as good.
2449 */ 2060 */
2450 2061
2451 /* modify weapon's animated wc */ 2062 /* modify weapon's animated wc */
2452 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2063 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; 2064 if (tmp->stats.wc < -127)
2454 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2065 tmp->stats.wc = -127;
2455 2066
2456 /* Modify hit points for weapon */ 2067 /* Modify hit points for weapon */
2457 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2068 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2458 SP_level_duration_adjust(caster, spell) + 2069 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2459 + 8 * weapon->magic + 12 * weapon->stats.Con; 2070 if (tmp->stats.maxhp < 0)
2460 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2071 tmp->stats.maxhp = 10;
2461 tmp->stats.hp = tmp->stats.maxhp; 2072 tmp->stats.hp = tmp->stats.maxhp;
2462 2073
2463 /* Modify weapon's damage */ 2074 /* Modify weapon's damage */
2464 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2075 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 2076 if (tmp->stats.dam < 0)
2466 + weapon->magic 2077 tmp->stats.dam = 127;
2467 + 5 * weapon->stats.Str;
2468 if(tmp->stats.dam<0) tmp->stats.dam=127;
2469 2078
2470 2079
2471 /* attacktype */ 2080 /* attacktype */
2472 if ( ! tmp->attacktype) 2081 if (!tmp->attacktype)
2473 tmp->attacktype = AT_PHYSICAL; 2082 tmp->attacktype = AT_PHYSICAL;
2474 2083
2475 mt = NULL;
2476 if (op->materialname != NULL)
2477 mt = name_to_material(op->materialname); 2084 if (materialtype_t *mt = name_to_material (op->materialname))
2478 if (mt != NULL) { 2085 {
2479 for (i=0; i < NROFATTACKS; i++) 2086 for (i = 0; i < NROFATTACKS; i++)
2480 tmp->resist[i] = 50 - (mt->save[i] * 5); 2087 tmp->resist[i] = 50 - (mt->save[i] * 5);
2481 a = mt->save[0]; 2088 a = mt->save[0];
2482 } else { 2089 }
2090 else
2091 {
2483 for (i=0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2484 tmp->resist[i] = 5; 2093 tmp->resist[i] = 5;
2485 a = 10; 2094 a = 10;
2486 } 2095 }
2096
2487 /* Set weapon's immunity */ 2097 /* Set weapon's immunity */
2488 tmp->resist[ATNR_CONFUSION] = 100; 2098 tmp->resist[ATNR_CONFUSION] = 100;
2489 tmp->resist[ATNR_POISON] = 100; 2099 tmp->resist[ATNR_POISON] = 100;
2490 tmp->resist[ATNR_SLOW] = 100; 2100 tmp->resist[ATNR_SLOW] = 100;
2491 tmp->resist[ATNR_PARALYZE] = 100; 2101 tmp->resist[ATNR_PARALYZE] = 100;
2492 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2102 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2493 tmp->resist[ATNR_FEAR] = 100; 2103 tmp->resist[ATNR_FEAR] = 100;
2494 tmp->resist[ATNR_DEPLETE] = 100; 2104 tmp->resist[ATNR_DEPLETE] = 100;
2495 tmp->resist[ATNR_DEATH] = 100; 2105 tmp->resist[ATNR_DEATH] = 100;
2496 tmp->resist[ATNR_BLIND] = 100; 2106 tmp->resist[ATNR_BLIND] = 100;
2497 2107
2498 /* Improve weapon's armour value according to best save vs. physical of its material */ 2108 /* Improve weapon's armour value according to best save vs. physical of its material */
2499 2109
2500 if (a > 14) a = 14; 2110 if (a > 14)
2111 a = 14;
2112
2501 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2113 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2502 2114
2503 /* Determine golem's speed */ 2115 /* Determine golem's speed */
2504 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2116 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2505 2117
2506 if(tmp->speed > 3.33) tmp->speed = 3.33;
2507
2508 if (!spell->race) { 2118 if (!spell->race)
2119 {
2509 sprintf(buf, "animated %s", weapon->name); 2120 sprintf (buf, "animated %s", &weapon->name);
2510 if(tmp->name) free_string(tmp->name); 2121 tmp->name = buf;
2511 tmp->name = add_string(buf);
2512 2122
2513 tmp->face = weapon->face; 2123 tmp->face = weapon->face;
2514 tmp->animation_id = weapon->animation_id; 2124 tmp->animation_id = weapon->animation_id;
2515 tmp->anim_speed = weapon->anim_speed; 2125 tmp->anim_speed = weapon->anim_speed;
2516 tmp->last_anim = weapon->last_anim; 2126 tmp->last_anim = weapon->last_anim;
2517 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2518 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2128 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 } 2129 }
2525 2130
2526 /* make experience increase in proportion to the strength of the summoned creature. */ 2131 /* 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)); 2132 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2528 2133
2529 tmp->speed_left= -1; 2134 tmp->speed_left = -1;
2530 tmp->x=x;
2531 tmp->y=y;
2532 tmp->direction=dir; 2135 tmp->direction = dir;
2533 insert_ob_in_map(tmp,m,op,0); 2136
2137 m->insert (tmp, x, y, op);
2534 return 1; 2138 return 1;
2535} 2139}
2536 2140
2537/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2538 2142
2539/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2540 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2541 */ 2145 */
2542 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 }
2163
2555 return success; 2164 return success;
2556} 2165}
2557
2558
2559
2560
2561 2166
2562/* create an aura spell object and put it in the player's inventory. 2167/* 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, 2168 * as usual, op is player, caster is the object casting the spell,
2564 * spell is the spell object itself. 2169 * spell is the spell object itself.
2565 */ 2170 */
2171int
2566int create_aura(object *op, object *caster, object *spell) 2172create_aura (object *op, object *caster, object *spell)
2567{ 2173{
2568 int refresh=0; 2174 int refresh = 0;
2569 object *new_aura; 2175 object *new_aura;
2570 2176
2571 new_aura = present_arch_in_ob(spell->other_arch, op); 2177 new_aura = present_arch_in_ob (spell->other_arch, op);
2572 if (new_aura) refresh=1; 2178 if (new_aura)
2179 refresh = 1;
2180 else
2573 else new_aura = arch_to_object(spell->other_arch); 2181 new_aura = arch_to_object (spell->other_arch);
2574 2182
2575 new_aura->duration = spell->duration + 2183 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2576 10* SP_level_duration_adjust(caster,spell);
2577 2184
2578 new_aura->stats.dam = spell->stats.dam 2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2579 +SP_level_dam_adjust(caster,spell);
2580 2186
2581 set_owner(new_aura,op);
2582 set_spell_skill(op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2583 new_aura->attacktype= spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2584 2189
2585 new_aura->level = caster_level(caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2586 if (refresh) 2192 if (refresh)
2587 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2588 else 2194 else
2589 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2196
2590 insert_ob_in_ob(new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2591 return 1; 2200 return 1;
2592} 2201}
2593
2594 2202
2595/* move aura function. An aura is a part of someone's inventory, 2203/* 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 2204 * which he carries with him, but which acts on the map immediately
2597 * around him. 2205 * around him.
2598 * Aura parameters: 2206 * Aura parameters:
2599 * duration: duration counter. 2207 * duration: duration counter.
2600 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2601 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2602 */ 2210 */
2603 2211void
2604void move_aura(object *aura) { 2212move_aura (object *aura)
2605 int i, mflags; 2213{
2606 object *env;
2607 mapstruct *m;
2608
2609 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2610 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2611 2217
2612 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2613 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2614 */ 2220 */
2615 remove_ob(aura); 2221 aura->remove ();
2616 2222
2617 /* exit if we're out of gas */ 2223 /* exit if we're out of gas */
2618 if(aura->duration--< 0) { 2224 if (aura->duration-- < 0)
2619 free_object(aura);
2620 return;
2621 } 2225 {
2226 aura->destroy ();
2227 return;
2228 }
2622 2229
2623 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2624 if(env == NULL || env->map==NULL) { 2231 if (!env || !env->map)
2625 free_object(aura);
2626 return;
2627 } 2232 {
2628 aura->x = env->x; 2233 aura->destroy ();
2629 aura->y = env->y; 2234 return;
2235 }
2630 2236
2631 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2632 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2633 */ 2239 */
2634 insert_ob_in_map(aura,env->map,aura,0); 2240 aura->insert_at (env, aura);
2635 2241
2636 for(i=1;i<9;i++) { 2242 for (int i = 1; i < 9; i++)
2637 sint16 nx, ny; 2243 {
2638 nx = aura->x + freearr_x[i]; 2244 mapxy pos (env);
2639 ny = aura->y + freearr_y[i]; 2245 pos.move (i);
2640 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny);
2641 2246
2642 /* Consider the movement tyep of the person with the aura as 2247 /* 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 2248 * 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. 2249 * is flying also, if player is walking, it is on the ground, etc.
2645 */ 2250 */
2646 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) { 2251 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2252 {
2647 hit_map(aura,i,aura->attacktype,0); 2253 hit_map (aura, i, aura->attacktype, 0);
2648 2254
2649 if(aura->other_arch) { 2255 if (aura->other_arch)
2650 object *new_ob; 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2651 2257 }
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 } 2258 }
2657 } 2259
2658 }
2659 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2660 remove_ob(aura); 2261 env->insert (aura);
2661 insert_ob_in_ob(aura, env); 2262 aura->set_owner (owner);
2662} 2263}
2663 2264
2664/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2665 * op is the piece object. 2266 * op is the piece object.
2666 */ 2267 */
2667 2268void
2668void move_peacemaker(object *op) { 2269move_peacemaker (object *op)
2669 object *tmp; 2270{
2670 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2671 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2272 {
2672 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2673 object *victim=tmp; 2274 object *victim = tmp->head_ ();
2674 2275
2675 if (tmp->head) victim=tmp->head;
2676 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2277 continue;
2278
2677 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2280 continue;
2281
2678 if (victim->stats.exp == 0) continue; 2282 if (victim->stats.exp == 0)
2283 continue;
2679 2284
2680 def_lev = MAX(1,victim->level); 2285 def_lev = MAX (1, victim->level);
2681 atk_lev = MAX(1,op->level); 2286 atk_lev = MAX (1, op->level);
2682 2287
2683 if (rndm(0, atk_lev-1) > def_lev) { 2288 if (rndm (0, atk_lev - 1) > def_lev)
2289 {
2684 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2685 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2686 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2687 victim->stats.exp=0; 2294 victim->stats.exp = 0;
2688#if 0 2295#if 0
2689 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2690 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2691 */ 2298 */
2692 victim->stats.dam = 0; 2299 victim->stats.dam = 0;
2693 victim->stats.sp = 0; 2300 victim->stats.sp = 0;
2694 victim->stats.grace = 0; 2301 victim->stats.grace = 0;
2695 victim->stats.Pow = 0; 2302 victim->stats.Pow = 0;
2696#endif 2303#endif
2697 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2698 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2699 SET_FLAG(victim,FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2700 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2701 CLEAR_FLAG(victim,FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2702 if(victim->name) { 2310 if (victim->name)
2703 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2312 }
2704 } 2313 }
2705 } 2314}
2706 }
2707}
2708
2709 2315
2710/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2711 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2712 */ 2318 */
2713 2319int
2714int write_mark(object *op, object *spell, const char *msg) { 2320write_mark (object *op, object *spell, const char *msg)
2715 char rune[HUGE_BUF]; 2321{
2716 object *tmp;
2717
2718 if (!msg || msg[0] == 0) { 2322 if (!msg || msg[0] == 0)
2323 {
2719 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2720 return 0; 2325 return 0;
2721 } 2326 }
2722 2327
2723 if (strcasestr_local(msg, "endmsg")) { 2328 if (strcasestr_local (msg, "endmsg"))
2329 {
2724 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2330 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); 2331 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2332 return 0;
2333 }
2334
2335 if (!spell->other_arch)
2726 return 0; 2336 return 0;
2727 } 2337
2728 if (!spell->other_arch) return 0;
2729 tmp = arch_to_object(spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2730 strncpy(rune, msg, HUGE_BUF-2); 2339
2731 rune[HUGE_BUF-2] = 0;
2732 strcat(rune, "\n");
2733 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2340 tmp->race = op->name; /*Save the owner of the rune */
2734 tmp->msg = add_string(rune); 2341 tmp->msg = msg;
2735 tmp->x = op->x; 2342
2736 tmp->y = op->y; 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2737 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2344
2738 return 1; 2345 return 1;
2739} 2346}
2347

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