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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.25 by root, Sat Dec 23 09:58:23 2006 UTC

1/*
2 * static char *rcsid_spell_effect_c =
3 * "$Id: spell_effect.C,v 1.7 2006/09/03 00:18:42 root Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
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__ 27#ifndef __CEXTRACT__
34#include <sproto.h> 28# include <sproto.h>
35#endif 29#endif
36#include <spells.h> 30#include <spells.h>
37#include <sounds.h> 31#include <sounds.h>
38 32
39/* cast_magic_storm: This is really used mostly for spell 33/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 34 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 35 * op is what is casting this.
42 */ 36 */
37void
43void cast_magic_storm(object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
44{ 39{
45 if (!tmp) return; /* error */ 40 if (!tmp)
41 return; /* error */
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x; 43 tmp->x = op->x;
48 tmp->y=op->y; 44 tmp->y = op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 45 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 46 tmp->duration += lvl / 5;
51 47
52 /* Put a cap on duration for this - if the player fails in their 48 /* 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 49 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 50 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 51 * so don't really need to increase the duration as much either.
56 */ 52 */
57 if (tmp->duration>=40) tmp->duration=40; 53 if (tmp->duration >= 40)
54 tmp->duration = 40;
58 tmp->stats.dam=lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0); 57 insert_ob_in_map (tmp, op->map, op, 0);
61 58
62} 59}
63 60
64 61
62int
65int recharge(object *op, object *caster, object *spell_ob) { 63recharge (object *op, object *caster, object *spell_ob)
64{
66 object *wand, *tmp; 65 object *wand, *tmp;
67 int ncharges; 66 int ncharges;
68 67
69 wand = find_marked_object(op); 68 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 69 if (wand == NULL || wand->type != WAND)
70 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 72 return 0;
73 } 73 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 75 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 76 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); 77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 78 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 79 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 80 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1;
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
86 tmp->x = op->x; 87 tmp->x = op->x;
87 tmp->y = op->y; 88 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 89 insert_ob_in_map (tmp, op->map, NULL, 0);
89 return 1; 90 return 1;
90 } 91 }
91 92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
95 else { 96 else
97 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 99 return 0;
99 } 100 }
100 if (!ncharges) ncharges = 1; 101 if (!ncharges)
102 ncharges = 1;
101 103
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));
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 {
106 SET_FLAG(wand, FLAG_ANIMATE); 108 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 109 wand->speed = wand->arch->clone.speed;
108 update_ob_speed(wand); 110 update_ob_speed (wand);
109 } 111 }
110 return 1; 112 return 1;
111} 113}
112 114
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 116 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 117 * arrows.
119 * The # of arrows created also goes up with level, so if a 30th level mage 121 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 122 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 123 * create nonnmagic arrows, or even -1, etc...
122 */ 124 */
123 125
126int
124int 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)
125{ 128{
126 int missile_plus=0, bonus_plus=0; 129 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 130 const char *missile_name;
128 object *tmp, *missile; 131 object *tmp, *missile;
129 tag_t tag;
130 132
131 missile_name = "arrow"; 133 missile_name = "arrow";
132 134
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 137 missile_name = tmp->race;
136 }
137 138
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 140
140 if (find_archetype(missile_name)==NULL) { 141 if (archetype::find (missile_name) == NULL)
142 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 144 return 0;
144 } 145 }
146
145 missile = get_archetype(missile_name); 147 missile = get_archetype (missile_name);
146 148
147 if (stringarg) { 149 if (stringarg)
150 {
148 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 152 if (isalpha (*stringarg))
153 {
150 artifact *al = find_artifactlist(missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
151 155
152 for ( ; al != NULL; al=al->next) 156 for (; al != NULL; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 157 if (!strcasecmp (al->item->name, stringarg))
158 break;
154 159
155 if (!al) { 160 if (!al)
156 free_object(missile); 161 {
162 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 164 return 0;
160 } 165 }
166
161 if (al->item->slaying) { 167 if (al->item->slaying)
162 free_object(missile); 168 {
169 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
164 missile_name, stringarg);
165 return 0; 171 return 0;
166 } 172 }
173
167 give_artifact_abilities(missile, al->item); 174 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
171 */ 178 */
172 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 180 missile_plus = 0;
174 } else 181 }
175 if (atoi(stringarg) < missile_plus) 182 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 183 missile_plus = atoi (stringarg);
177 } 184 }
185
178 if (missile_plus > 4) 186 if (missile_plus > 4)
179 missile_plus = 4; 187 missile_plus = 4;
180 else if (missile_plus < -4) 188 else if (missile_plus < -4)
181 missile_plus = -4; 189 missile_plus = -4;
182 190
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 192 missile->nrof -= 3 * (missile_plus + bonus_plus);
193
185 if (missile->nrof < 1) 194 if (missile->nrof < 1)
186 missile->nrof=1; 195 missile->nrof = 1;
187 196
188 missile->magic = missile_plus; 197 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 198 /* Can't get any money for these objects */
190 missile->value=0; 199 missile->value = 0;
191 200
192 SET_FLAG(missile, FLAG_IDENTIFIED); 201 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 202
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 204 pick_up (op, missile);
199 } 205
200 return 1; 206 return 1;
201} 207}
202 208
203 209
204/* allows the choice of what sort of food object to make. 210/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 211 * If stringarg is NULL, it will create food dependent on level --PeterM*/
212int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 214{
208 int food_value; 215 int food_value;
209 archetype *at=NULL; 216 archetype *at = NULL;
210 object *new_op; 217 object *new_op;
211 218
212 food_value=spell_ob->stats.food + 219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 220
215 if(stringarg) { 221 if (stringarg)
222 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 223 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 224 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 225 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 226 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL; 227 stringarg = NULL;
221 } 228 }
222 229
223 if(!stringarg) { 230 if (!stringarg)
231 {
224 archetype *at_tmp; 232 archetype *at_tmp;
225 233
226 /* We try to find the archetype with the maximum food value. 234 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 235 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 236 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 237 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 238 * to be altered from the donor.
231 */ 239 */
232 240
233 /* We assume the food items don't have multiple parts */ 241 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
243 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
245 {
236 /* Basically, if the food value is something that is creatable 246 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 247 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 248 * the item we have now, take it instead.
239 */ 249 */
240 if (at_tmp->clone.stats.food<=food_value && 250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food))
242 at=at_tmp; 251 at = at_tmp;
243 } 252 }
244 } 253 }
245 } 254 }
246 /* Pretty unlikely (there are some very low food items), but you never 255 /* Pretty unlikely (there are some very low food items), but you never
247 * know 256 * know
248 */ 257 */
249 if (!at) { 258 if (!at)
259 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 261 return 0;
252 } 262 }
253 263
254 food_value/=at->clone.stats.food; 264 food_value /= at->clone.stats.food;
255 new_op = arch_to_object (at); 265 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 266 new_op->nrof = food_value;
257 267
258 new_op->value = 0; 268 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 269 if (new_op->nrof < 1)
270 new_op->nrof = 1;
260 271
261 cast_create_obj(op, caster,new_op, dir); 272 cast_create_obj (op, caster, new_op, dir);
262 return 1; 273 return 1;
263} 274}
264 275
276int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 277probe (object *op, object *caster, object *spell_ob, int dir)
278{
266 int r, mflags, maxrange; 279 int r, mflags, maxrange;
267 object *tmp; 280 object *tmp;
268 mapstruct *m; 281 maptile *m;
269 282
270 283
271 if(!dir) { 284 if (!dir)
285 {
272 examine_monster(op,op); 286 examine_monster (op, op);
273 return 1; 287 return 1;
274 } 288 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 290 for (r = 1; r < maxrange; r++)
291 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 293
279 m = op->map; 294 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 295 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 296
282 if (mflags & P_OUT_OF_MAP) break; 297 if (mflags & P_OUT_OF_MAP)
298 break;
283 299
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 303 return 0;
287 } 304 }
288 if (mflags & P_IS_ALIVE) { 305 if (mflags & P_IS_ALIVE)
306 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 307 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 311 if (tmp->head != NULL)
293 tmp=tmp->head; 312 tmp = tmp->head;
294 examine_monster(op,tmp); 313 examine_monster (op, tmp);
295 return 1; 314 return 1;
296 } 315 }
297 } 316 }
298 } 317 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 319 return 1;
301} 320}
302 321
303 322
304/* This checks to see if 'pl' is invisible to 'mon'. 323/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 324 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 325 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 326 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 327 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 328 * pl is invisible.
310 */ 329 */
330int
311int makes_invisible_to(object *pl, object *mon) 331makes_invisible_to (object *pl, object *mon)
312{ 332{
313 333
314 if (!pl->invisible) return 0; 334 if (!pl->invisible)
335 return 0;
315 if (pl->type == PLAYER ) { 336 if (pl->type == PLAYER)
337 {
316 /* If race isn't set, then invisible unless it is undead */ 338 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 339 if (!pl->contr->invis_race)
340 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 341 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 342 return 0;
343 return 1;
320 } 344 }
321 /* invis_race is set if we get here */ 345 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 347 return 1;
324 /* No race, can't be invisible to it */ 348 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 349 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 350 return 0;
329 } else { 351 if (strstr (mon->race, pl->contr->invis_race))
330 /* monsters are invisible to everything */
331 return 1; 352 return 1;
353 /* Nothing matched above, return 0 */
354 return 0;
355 }
356 else
357 {
358 /* monsters are invisible to everything */
359 return 1;
332 } 360 }
333} 361}
334 362
335/* Makes the player or character invisible. 363/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 364 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 367 * will determine if you are invisible to undead or normal monsters.
340 * For improved invis, if you cast it with a one of the others, you 368 * For improved invis, if you cast it with a one of the others, you
341 * lose the improved part of it, and the above statement about undead/ 369 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 370 * normal applies.
343 */ 371 */
372int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 373cast_invisible (object *op, object *caster, object *spell_ob)
374{
345 object *tmp; 375 object *tmp;
346 376
347 if(op->invisible>1000) { 377 if (op->invisible > 1000)
378 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 380 return 0;
350 } 381 }
351 382
352 /* Remove the switch with 90% duplicate code - just handle the differences with 383 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 384 * and if statement or two.
354 */ 385 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 386 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 387 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 388 if (op->invisible > 1000)
389 op->invisible = 1000;
358 390
359 if (op->type == PLAYER) { 391 if (op->type == PLAYER)
392 {
360 op->contr->invis_race = spell_ob->race; 393 op->contr->invis_race = spell_ob->race;
361 394
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
363 op->contr->tmp_invis=0; 396 op->contr->tmp_invis = 0;
364 else 397 else
365 op->contr->tmp_invis=1; 398 op->contr->tmp_invis = 1;
366 399
367 op->contr->hidden = 0; 400 op->contr->hidden = 0;
368 } 401 }
369 if (makes_invisible_to(op, op)) 402 if (makes_invisible_to (op, op))
370 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
371 else 404 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
373 406
374 update_object(op,UP_OBJ_FACE); 407 update_object (op, UP_OBJ_FACE);
375 408
376 /* Only search the active objects - only these should actually do 409 /* Only search the active objects - only these should actually do
377 * harm to the player. 410 * harm to the player.
378 */ 411 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
380 if (tmp->enemy == op) 413 if (tmp->enemy == op)
381 tmp->enemy = NULL; 414 tmp->enemy = NULL;
382 return 1; 415 return 1;
383} 416}
384 417
385/* earth to dust spell. Basically destroys earthwalls in the area. 418/* earth to dust spell. Basically destroys earthwalls in the area.
386 */ 419 */
420int
387int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 421cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{
388 object *tmp, *next; 423 object *tmp, *next;
389 int range,i,j, mflags; 424 int range, i, j, mflags;
390 sint16 sx, sy; 425 sint16 sx, sy;
391 mapstruct *m; 426 maptile *m;
392 427
393 if(op->type!=PLAYER) 428 if (op->type != PLAYER)
394 return 0; 429 return 0;
395 430
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
397 432
398 for(i= -range;i<=range;i++) 433 for (i = -range; i <= range; i++)
399 for(j= -range;j<=range;j++) { 434 for (j = -range; j <= range; j++)
435 {
400 sx = op->x + i; 436 sx = op->x + i;
401 sy = op->y + j; 437 sy = op->y + j;
402 m = op->map; 438 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
404 440
405 if (mflags & P_OUT_OF_MAP) continue; 441 if (mflags & P_OUT_OF_MAP)
442 continue;
406 443
407 // earth to dust tears down everything that can be teared down 444 // earth to dust tears down everything that can be teared down
408 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 445 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
409 { 446 {
410 next = tmp->above; 447 next = tmp->above;
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 } 450 }
451 }
415 return 1; 452 return 1;
416} 453}
417 454
418 455
456void
419void execute_word_of_recall(object *op) { 457execute_word_of_recall (object *op)
458{
420 object *wor=op; 459 object *wor = op;
460
421 while(op!=NULL && op->type!=PLAYER) 461 while (op != NULL && op->type != PLAYER)
422 op=op->env; 462 op = op->env;
423 463
424 if(op!=NULL && op->map) { 464 if (op != NULL && op->map)
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) 465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
427 else 467 else
428 enter_exit(op,wor); 468 enter_exit (op, wor);
429 } 469
430 remove_ob(wor); 470 wor->destroy ();
431 free_object(wor);
432} 471}
433 472
434/* Word of recall causes the player to return 'home'. 473/* Word of recall causes the player to return 'home'.
435 * we put a force into the player object, so that there is a 474 * we put a force into the player object, so that there is a
436 * time delay effect. 475 * time delay effect.
437 */ 476 */
477int
438int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 478cast_word_of_recall (object *op, object *caster, object *spell_ob)
479{
439 object *dummy; 480 object *dummy;
440 int time; 481 int time;
441 482
442 if(op->type!=PLAYER) 483 if (op->type != PLAYER)
443 return 0; 484 return 0;
444 485
445 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
446 { 487 {
447 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
448 return 1; 489 return 1;
449 } 490 }
450 491
451 dummy=get_archetype(FORCE_NAME); 492 dummy = get_archetype (FORCE_NAME);
452 if(dummy == NULL){ 493 if (dummy == NULL)
494 {
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0; 497 return 0;
456 } 498 }
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
458 if (time <1 ) time=1; 500 if (time < 1)
501 time = 1;
459 502
460 /* value of speed really doesn't make much difference, as long as it is 503 /* value of speed really doesn't make much difference, as long as it is
461 * positive. Lower value may be useful so that the problem doesn't 504 * positive. Lower value may be useful so that the problem doesn't
462 * do anything really odd if it say a -1000 or something. 505 * do anything really odd if it say a -1000 or something.
463 */ 506 */
464 dummy->speed = 0.002; 507 dummy->speed = 0.002;
465 update_ob_speed(dummy); 508 update_ob_speed (dummy);
466 dummy->speed_left = -dummy->speed * time; 509 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 510 dummy->type = SPELL_EFFECT;
468 dummy->subtype = SP_WORD_OF_RECALL; 511 dummy->subtype = SP_WORD_OF_RECALL;
469 512
470 /* If we could take advantage of enter_player_savebed() here, it would be 513 /* If we could take advantage of enter_player_savebed() here, it would be
471 * nice, but until the map load fails, we can't. 514 * nice, but until the map load fails, we can't.
472 */ 515 */
473 EXIT_PATH(dummy) = op->contr->savebed_map; 516 EXIT_PATH (dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x; 517 EXIT_X (dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y; 518 EXIT_Y (dummy) = op->contr->bed_y;
476 519
477 (void) insert_ob_in_ob(dummy,op); 520 (void) insert_ob_in_ob (dummy, op);
478 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
479 return 1; 522 return 1;
480} 523}
481 524
482/* cast_wonder 525/* cast_wonder
483 * wonder is really just a spell that will likely cast another 526 * wonder is really just a spell that will likely cast another
484 * spell. 527 * spell.
485 */ 528 */
529int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 530cast_wonder (object *op, object *caster, int dir, object *spell_ob)
531{
487 object *newspell; 532 object *newspell;
488 533
489 if(!rndm(0, 3)) 534 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 535 return cast_cone (op, caster, dir, spell_ob);
491 536
492 if (spell_ob->randomitems) { 537 if (spell_ob->randomitems)
538 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 539 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 540 if (!newspell)
541 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 542 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 543 return 0;
497 } 544 }
498 if (newspell->type != SPELL) { 545 if (newspell->type != SPELL)
546 {
499 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 547 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
500 &newspell->type, &newspell->name);
501 return 0; 548 return 0;
502 } 549 }
503 /* Prevent inifinit recursion */ 550 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 551 if (newspell->subtype == SP_WONDER)
552 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 553 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 554 return 0;
507 } 555 }
508 return cast_spell(op,caster,dir,newspell, NULL); 556 return cast_spell (op, caster, dir, newspell, NULL);
509 } 557 }
510 return 1; 558 return 1;
511} 559}
512 560
513 561int
514int perceive_self(object *op) { 562perceive_self (object *op)
563{
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 564 char *cp = describe_item (op, op), buf[MAX_BUF];
516 archetype *at=find_archetype(ARCH_DEPLETION); 565 archetype *at = archetype::find (ARCH_DEPLETION);
517 object *tmp; 566 object *tmp;
518 int i; 567 int i;
519 568
520 tmp=find_god(determine_god(op)); 569 tmp = find_god (determine_god (op));
521 if (tmp) 570 if (tmp)
522 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); 571 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
523 else 572 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 573 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
525 574
526 tmp=present_arch_in_ob(at,op); 575 tmp = present_arch_in_ob (at, op);
527 576
528 if(*cp=='\0' && tmp==NULL) 577 if (*cp == '\0' && tmp == NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 578 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
530 else { 579 else
580 {
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 581 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
532 new_draw_info(NDI_UNIQUE, 0,op,cp); 582 new_draw_info (NDI_UNIQUE, 0, op, cp);
533 if (tmp!=NULL) { 583 if (tmp != NULL)
584 {
534 for (i=0; i<NUM_STATS; i++) { 585 for (i = 0; i < NUM_STATS; i++)
586 {
535 if (get_attr_value(&tmp->stats, i)<0) { 587 if (get_attr_value (&tmp->stats, i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 588 {
537 "Your %s is depleted by %d", statname[i], 589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
538 -(get_attr_value(&tmp->stats,i)));
539 } 590 }
540 } 591 }
541 } 592 }
542 } 593 }
543 594
544 if (is_dragon_pl(op)) { 595 if (is_dragon_pl (op))
596 {
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 597 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 598 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
599 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 600 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
601 {
548 if(tmp->stats.exp == 0) { 602 if (tmp->stats.exp == 0)
603 {
549 sprintf(buf, "Your metabolism isn't focused on anything."); 604 sprintf (buf, "Your metabolism isn't focused on anything.");
550 } else {
551 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
552 } 605 }
606 else
607 {
608 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
609 }
553 new_draw_info(NDI_UNIQUE, 0,op, buf); 610 new_draw_info (NDI_UNIQUE, 0, op, buf);
554 break; 611 break;
555 } 612 }
556 } 613 }
557 } 614 }
558 return 1; 615 return 1;
559} 616}
560 617
561/* int cast_create_town_portal (object *op, object *caster, int dir) 618/* int cast_create_town_portal (object *op, object *caster, int dir)
562 * 619 *
563 * This function cast the spell of town portal for op 620 * This function cast the spell of town portal for op
573 * to the town or another public place. So, check if the map is unique and if 630 * to the town or another public place. So, check if the map is unique and if
574 * so return an error 631 * so return an error
575 * 632 *
576 * Code by Tchize (david.delbecq@usa.net) 633 * Code by Tchize (david.delbecq@usa.net)
577 */ 634 */
635int
578int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579{ 637{
580 object *dummy, *force, *old_force, *tmp; 638 object *dummy, *force, *old_force, *tmp;
581 archetype *perm_portal; 639 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024]; 640 char portal_name[1024], portal_message[1024];
583 sint16 exitx, exity; 641 sint16 exitx, exity;
584 mapstruct *exitmap; 642 maptile *exitmap;
585 int op_level; 643 int op_level;
586 644
587
588 /* Check to see if the map the player is currently on is a per player unique 645 /* Check to see if the map the player is currently on is a per player unique
589 * map. This can be determined in that per player unique maps have the 646 * map. This can be determined in that per player unique maps have the
590 * full pathname listed. 647 * full pathname listed.
591 */ 648 */
592 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 649 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
593 settings.create_home_portals != TRUE )
594 { 650 {
595 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
596 return 0; 652 return 0;
597 } 653 }
598 654
599 /* The first thing to do is to check if we have a marked destination 655 /* The first thing to do is to check if we have a marked destination
600 * dummy is used to make a check inventory for the force 656 * dummy is used to make a check inventory for the force
601 */ 657 */
602 dummy=arch_to_object(spell->other_arch); 658 dummy = arch_to_object (spell->other_arch);
603 if(dummy == NULL){ 659 if (dummy == NULL)
660 {
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 661 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
605 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name); 662 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
606 return 0; 663 return 0;
607 } 664 }
665
608 force=check_inv_recursive (op,dummy); 666 force = check_inv_recursive (op, dummy);
609 667
610 if (force==NULL) { 668 if (force == NULL)
669 {
611 /* Here we know there is no destination marked up. 670 /* Here we know there is no destination marked up.
612 * We have 2 things to do: 671 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory. 672 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked. 673 * 2. Let the player know it worked.
615 */ 674 */
616 dummy->name = op->map->path; 675 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x; 676 EXIT_X (dummy) = op->x;
618 EXIT_Y(dummy)= op->y; 677 EXIT_Y (dummy) = op->y;
619 insert_ob_in_ob (dummy,op); 678 insert_ob_in_ob (dummy, op);
620 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."); 679 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.");
621 return 1; 680 return 1;
622 } 681 }
623 free_object (dummy);
624 682
683 dummy->destroy ();
684
625 /* Here we know where the town portal should go to 685 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player. 686 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals. 687 * Than we should create the 2 portals.
628 * For each of them, we need: 688 * For each of them, we need:
629 * - To create the portal with the name of the player+destination map 689 * - To create the portal with the name of the player+destination map
630 * - set the owner of the town portal 690 * - set the owner of the town portal
631 * - To mark the position of the portal in the player's inventory 691 * - To mark the position of the portal in the player's inventory
632 * for easier destruction. 692 * for easier destruction.
633 * 693 *
634 * The mark works has follow: 694 * The mark works has follow:
635 * slaying: Existing town portal 695 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal 696 * hp, sp : x & y of the associated portal
637 * name : name of the portal 697 * name : name of the portal
638 * race : map the portal is in 698 * race : map the portal is in
639 */ 699 */
640 700
641 /* First step: killing existing town portals */ 701 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race); 702 dummy = get_archetype (spell->race);
643 if(dummy == NULL){ 703 if (dummy == NULL)
704 {
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 705 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
645 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name); 706 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
646 return 0; 707 return 0;
647 } 708 }
709
648 perm_portal = find_archetype (spell->slaying); 710 perm_portal = archetype::find (spell->slaying);
649 711
650 /* To kill a town portal, we go trough the player's inventory, 712 /* To kill a town portal, we go trough the player's inventory,
651 * for each marked portal in player's inventory, 713 * for each marked portal in player's inventory,
652 * -We try load the associated map (if impossible, consider the portal destructed) 714 * -We try load the associated map (if impossible, consider the portal destructed)
653 * -We find any portal in the specified location. 715 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it. 716 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal. 717 * -We destruct the force indicating that portal.
656 */ 718 */
657 while ( (old_force=check_inv_recursive (op,dummy))) { 719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
658 exitx=EXIT_X(old_force); 721 exitx = EXIT_X (old_force);
659 exity=EXIT_Y(old_force); 722 exity = EXIT_Y (old_force);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity); 723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
661 724
662 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) 725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
663 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); 726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
664 else exitmap = ready_map_name(old_force->race, 0); 728 exitmap = ready_map_name (old_force->race, 0);
665 729
666 if (exitmap) { 730 if (exitmap)
731 {
667 tmp=present_arch (perm_portal,exitmap,exitx,exity); 732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
668 while (tmp) { 733 while (tmp)
734 {
669 if (tmp->name == old_force->name) { 735 if (tmp->name == old_force->name)
670 remove_ob (tmp); 736 {
671 free_object (tmp); 737 tmp->destroy ();
672 break; 738 break;
673 } else {
674 tmp = tmp->above;
675 } 739 }
740
741 tmp = tmp->above;
676 } 742 }
677 } 743 }
678 remove_ob (old_force); 744
679 free_object (old_force); 745 old_force->destroy ();
680 LOG (llevDebug,"\n"); 746 LOG (llevDebug, "\n");
681 } 747 }
682 free_object (dummy);
683 748
749 dummy->destroy ();
750
684 /* Creating the portals. 751 /* Creating the portals.
685 * The very first thing to do is to ensure 752 * The very first thing to do is to ensure
686 * access to the destination map. 753 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player. 754 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell 755 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting. 756 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got 757 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above. 758 * from the players inventory above.
692 */ 759 */
693 760
694 /* Ensure exit map is loaded*/ 761 /* Ensure exit map is loaded */
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE); 763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
697 else 764 else
698 exitmap = ready_map_name(force->name, 0); 765 exitmap = ready_map_name (force->name, 0);
699 766
700 /* If we were unable to load (ex. random map deleted), warn player*/ 767 /* If we were unable to load (ex. random map deleted), warn player */
701 if (exitmap==NULL) { 768 if (exitmap == NULL)
769 {
702 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
703 remove_ob(force); 771 force->destroy ();
704 free_object(force);
705 return 1; 772 return 1;
706 } 773 }
707 774
708 op_level = caster_level(caster, spell); 775 op_level = caster_level (caster, spell);
709 if (op_level<15) 776 if (op_level < 15)
777 snprintf (portal_message, 1024,
710 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); 778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
711 else if (op_level<30) 780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
712 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); 782 "\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);
713 else if (op_level<60) 783 else if (op_level < 60)
714 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); 784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
715 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); 786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
716 788
717 /* Create a portal in front of player 789 /* Create a portal in front of player
718 * dummy contain the portal and 790 * dummy contain the portal and
719 * force contain the track to kill it later 791 * force contain the track to kill it later
720 */ 792 */
721 793
722 snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name); 794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
723 dummy=get_archetype(spell->slaying); /*The portal*/ 795 dummy = get_archetype (spell->slaying); /*The portal */
724 if(dummy == NULL) { 796 if (dummy == NULL)
797 {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
726 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name); 799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
727 return 0; 800 return 0;
728 } 801 }
802
729 EXIT_PATH(dummy) = force->name; 803 EXIT_PATH (dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force); 804 EXIT_X (dummy) = EXIT_X (force);
731 EXIT_Y(dummy)=EXIT_Y(force); 805 EXIT_Y (dummy) = EXIT_Y (force);
732 dummy->name = dummy->name_pl = portal_name; 806 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message; 807 dummy->msg = portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/ 808 dummy->race = op->name; /*Save the owner of the portal */
735 cast_create_obj (op, caster, dummy, 0); 809 cast_create_obj (op, caster, dummy, 0);
736 810
737 /* Now we need to to create a town portal marker inside the player 811 /* Now we need to to create a town portal marker inside the player
738 * object, so on future castings, we can know that he has an active 812 * object, so on future castings, we can know that he has an active
739 * town portal. 813 * town portal.
740 */ 814 */
741 tmp=get_archetype(spell->race); 815 tmp = get_archetype (spell->race);
742 if(tmp == NULL){ 816 if (tmp == NULL)
817 {
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
744 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name); 819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
745 return 0; 820 return 0;
746 } 821 }
822
747 tmp->race=op->map->path; 823 tmp->race = op->map->path;
748 tmp->name = portal_name; 824 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x; 825 EXIT_X (tmp) = dummy->x;
750 EXIT_Y(tmp)=dummy->y; 826 EXIT_Y (tmp) = dummy->y;
751 insert_ob_in_ob (tmp,op); 827 insert_ob_in_ob (tmp, op);
752 828
753 /* Create a portal in the destination map 829 /* Create a portal in the destination map
754 * dummy contain the portal and 830 * dummy contain the portal and
755 * force the track to kill it later 831 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of 832 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to. 833 * where this portal goes to.
758 */ 834 */
759 snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path); 835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
760 dummy=get_archetype (spell->slaying); /*The portal*/ 836 dummy = get_archetype (spell->slaying); /*The portal */
761 if(dummy == NULL) { 837 if (dummy == NULL)
838 {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
763 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name); 840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
764 return 0; 841 return 0;
765 } 842 }
843
766 EXIT_PATH(dummy) = op->map->path; 844 EXIT_PATH (dummy) = op->map->path;
767 EXIT_X(dummy)=op->x; 845 EXIT_X (dummy) = op->x;
768 EXIT_Y(dummy)=op->y; 846 EXIT_Y (dummy) = op->y;
769 dummy->name = dummy->name_pl = portal_name; 847 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message; 848 dummy->msg = portal_message;
771 dummy->x=EXIT_X(force); 849 dummy->x = EXIT_X (force);
772 dummy->y=EXIT_Y(force); 850 dummy->y = EXIT_Y (force);
773 dummy->race=op->name; /*Save the owner of the portal*/ 851 dummy->race = op->name; /*Save the owner of the portal */
774 insert_ob_in_map(dummy,exitmap,op,0); 852 insert_ob_in_map (dummy, exitmap, op, 0);
775 853
776 /* Now we create another town portal marker that 854 /* Now we create another town portal marker that
777 * points back to the one we just made 855 * points back to the one we just made
778 */ 856 */
779 tmp=get_archetype(spell->race); 857 tmp = get_archetype (spell->race);
780 if(tmp == NULL){ 858 if (tmp == NULL)
859 {
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 860 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
782 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name); 861 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
783 return 0; 862 return 0;
784 } 863 }
864
785 tmp->race=force->name; 865 tmp->race = force->name;
786 tmp->name = portal_name; 866 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x; 867 EXIT_X (tmp) = dummy->x;
788 EXIT_Y(tmp)=dummy->y; 868 EXIT_Y (tmp) = dummy->y;
789 insert_ob_in_ob (tmp,op); 869 insert_ob_in_ob (tmp, op);
790 870
791 /* Describe the player what happened 871 /* Describe the player what happened
792 */ 872 */
793 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
794 remove_ob(force); /* Delete the force inside the player*/ 874 force->destroy ();
795 free_object(force); 875
796 return 1; 876 return 1;
797} 877}
798
799 878
800/* This creates magic walls. Really, it can create most any object, 879/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 880 * within some reason.
802 */ 881 */
803 882int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 883magic_wall (object *op, object *caster, int dir, object *spell_ob)
884{
805 object *tmp, *tmp2; 885 object *tmp, *tmp2;
806 int i,posblocked,negblocked, maxrange; 886 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 887 sint16 x, y;
808 mapstruct *m; 888 maptile *m;
809 const char *name; 889 const char *name;
810 archetype *at; 890 archetype *at;
811 891
812 if(!dir) { 892 if (!dir)
893 {
813 dir=op->facing; 894 dir = op->facing;
814 x = op->x; 895 x = op->x;
815 y = op->y; 896 y = op->y;
816 } else { 897 }
898 else
899 {
817 x = op->x+freearr_x[dir]; 900 x = op->x + freearr_x[dir];
818 y = op->y+freearr_y[dir]; 901 y = op->y + freearr_y[dir];
819 } 902 }
903
820 m = op->map; 904 m = op->map;
821 905
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 906 if ((spell_ob->move_block || x != op->x || y != op->y) &&
823 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 907 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
824 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 908 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
909 {
825 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 910 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
826 return 0; 911 return 0;
827 } 912 }
913
828 if (spell_ob->other_arch) { 914 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 915 tmp = arch_to_object (spell_ob->other_arch);
830 } else if (spell_ob->race) { 916 else if (spell_ob->race)
917 {
831 char buf1[MAX_BUF]; 918 char buf1[MAX_BUF];
832 919
833 sprintf(buf1,spell_ob->race,dir); 920 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 921 at = archetype::find (buf1);
835 if (!at) { 922 if (!at)
923 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 924 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 925 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 926 return 0;
839 } 927 }
840 tmp = arch_to_object(at); 928 tmp = arch_to_object (at);
841 } else { 929 }
930 else
931 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 932 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 933 return 0;
845 } 934 }
846 935
847 if (tmp->type == SPELL_EFFECT) { 936 if (tmp->type == SPELL_EFFECT)
937 {
848 tmp->attacktype = spell_ob->attacktype; 938 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 939 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 940 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
851 tmp->stats.dam = spell_ob->stats.dam +
852 SP_level_dam_adjust(caster, spell_ob);
853 tmp->range = 0; 941 tmp->range = 0;
942 }
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 943 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
855 tmp->stats.hp = spell_ob->duration + 944 {
856 SP_level_duration_adjust(caster, spell_ob); 945 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 946 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op);
859 set_spell_skill(op, caster, spell_ob, tmp);
860 } 947 }
948
861 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 949 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
862 tmp->stats.food = spell_ob->duration + 950 {
863 SP_level_duration_adjust(caster, spell_ob); 951 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 952 SET_FLAG (tmp, FLAG_IS_USED_UP);
865 } 953 }
954
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
956 {
867 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 957 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
868 tmp->stats.maxhp = tmp->stats.hp; 958 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 959 SET_FLAG (tmp, FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 960 SET_FLAG (tmp, FLAG_ALIVE);
871 } 961 }
872 962
873 /* This can't really hurt - if the object doesn't kill anything, 963 /* This can't really hurt - if the object doesn't kill anything,
874 * these fields just won't be used. 964 * these fields just won't be used. Do not set the owner for
965 * earthwalls, though, so they survive restarts.
875 */ 966 */
967 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 968 tmp->set_owner (op);
969
877 set_spell_skill(op, caster, spell_ob, tmp); 970 set_spell_skill (op, caster, spell_ob, tmp);
878 tmp->x = x; 971 tmp->x = x;
879 tmp->y = y; 972 tmp->y = y;
880 tmp->level = caster_level(caster, spell_ob) / 2; 973 tmp->level = caster_level (caster, spell_ob) / 2;
881 974
882 name = tmp->name; 975 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
977 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
885 return 0; 979 return 0;
886 } 980 }
981
887 /* If this is a spellcasting wall, need to insert the spell object */ 982 /* If this is a spellcasting wall, need to insert the spell object */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
890 985
891 /* This code causes the wall to extend some distance in 986 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 987 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 988 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 989 * created wall can extend, it won't go extend through
895 * blocked spaces. 990 * blocked spaces.
896 */ 991 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 992 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 993 posblocked = 0;
899 negblocked=0; 994 negblocked = 0;
900 995
901 for(i=1; i<=maxrange; i++) { 996 for (i = 1; i <= maxrange; i++)
997 {
902 int dir2; 998 int dir2;
903 999
904 dir2 = (dir<4)?(dir+2):dir-2; 1000 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 1001
906 x = tmp->x+i*freearr_x[dir2]; 1002 x = tmp->x + i * freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2]; 1003 y = tmp->y + i * freearr_y[dir2];
908 m = tmp->map; 1004 m = tmp->map;
909 1005
910 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
911 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
912 !posblocked) { 1008 {
913 tmp2 = get_object(); 1009 tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2);
915 tmp2->x = x; 1010 tmp2->x = x;
916 tmp2->y = y; 1011 tmp2->y = y;
917 insert_ob_in_map(tmp2,m,op,0); 1012 insert_ob_in_map (tmp2, m, op, 0);
918 /* If this is a spellcasting wall, need to insert the spell object */ 1013 /* If this is a spellcasting wall, need to insert the spell object */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
921 1016
1017 }
1018 else
922 } else posblocked=1; 1019 posblocked = 1;
923 1020
924 x = tmp->x-i*freearr_x[dir2]; 1021 x = tmp->x - i * freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2]; 1022 y = tmp->y - i * freearr_y[dir2];
926 m = tmp->map; 1023 m = tmp->map;
927 1024
928 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
929 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
930 !negblocked) { 1027 {
931 tmp2 = get_object(); 1028 tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2);
933 tmp2->x = x; 1029 tmp2->x = x;
934 tmp2->y = y; 1030 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0); 1031 insert_ob_in_map (tmp2, m, op, 0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1034 }
1035 else
938 } else negblocked=1; 1036 negblocked = 1;
939 } 1037 }
940 1038
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1039 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
942 update_all_los(op->map, op->x, op->y); 1040 update_all_los (op->map, op->x, op->y);
943 1041
1042 return 1;
1043}
1044
1045int
1046dimension_door (object *op, object *caster, object *spob, int dir)
1047{
1048 uint32 dist, maxdist;
1049 int mflags;
1050 maptile *m;
1051 sint16 sx, sy;
1052
1053 if (op->type != PLAYER)
1054 return 0;
1055
1056 if (!dir)
1057 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1059 return 0;
1060 }
1061
1062 /* Given the new outdoor maps, can't let players dimension door for
1063 * ever, so put limits in.
1064 */
1065 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1066
1067 if (op->contr->count)
1068 {
1069 if (op->contr->count > maxdist)
1070 {
1071 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1072 return 0;
1073 }
1074
1075 for (dist = 0; dist < op->contr->count; dist++)
1076 {
1077 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1078
1079 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1080 break;
1081
1082 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1083 break;
1084 }
1085
1086 if (dist < op->contr->count)
1087 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0;
1090 return 0;
1091 }
1092 op->contr->count = 0;
1093
1094 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded
1097 * by such squares). Also, there are probably treasure rooms and
1098 * lots of other maps that protect areas with no magic, but the
1099 * areas themselves don't contain no magic spaces.
1100 */
1101 /* This call here is really just to normalize the coordinates */
1102 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1103 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1104 {
1105 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1106 return 1; /* Maybe the penalty should be more severe... */
1107 }
1108 }
1109 else
1110 {
1111 /* Player didn't specify a distance, so lets see how far
1112 * we can move the player. Don't know why this stopped on
1113 * spaces that blocked the players view.
1114 */
1115
1116 for (dist = 0; dist < maxdist; dist++)
1117 {
1118 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1119
1120 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1121 break;
1122
1123 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1124 break;
1125
1126 }
1127
1128 /* If the destination is blocked, keep backing up until we
1129 * find a place for the player.
1130 */
1131 for (; dist > 0; dist--)
1132 {
1133 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1134 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1135 continue;
1136
1137
1138 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1139 break;
1140
1141 }
1142 if (!dist)
1143 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1145 return 0;
1146 }
1147 }
1148
1149 /* Actually move the player now */
1150 op->remove ();
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
944 return 1; 1154 return 1;
945}
946 1155
947int dimension_door(object *op,object *caster, object *spob, int dir) {
948 uint32 dist, maxdist;
949 int mflags;
950 mapstruct *m;
951 sint16 sx, sy;
952
953 if(op->type!=PLAYER)
954 return 0;
955
956 if(!dir) {
957 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
958 return 0;
959 }
960
961 /* Given the new outdoor maps, can't let players dimension door for
962 * ever, so put limits in.
963 */
964 maxdist = spob->range +
965 SP_level_range_adjust(caster, spob);
966
967 if(op->contr->count) {
968 if (op->contr->count > maxdist) {
969 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
970 return 0;
971 }
972
973 for(dist=0;dist<op->contr->count; dist++) {
974 mflags = get_map_flags(op->map, &m,
975 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
976 &sx, &sy);
977
978 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
979
980 if ((mflags & P_BLOCKSVIEW) &&
981 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
982 }
983
984 if(dist<op->contr->count) {
985 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
986 op->contr->count=0;
987 return 0;
988 }
989 op->contr->count=0;
990
991 /* Remove code that puts player on random space on maps. IMO,
992 * a lot of maps probably have areas the player should not get to,
993 * but may not be marked as NO_MAGIC (as they may be bounded
994 * by such squares). Also, there are probably treasure rooms and
995 * lots of other maps that protect areas with no magic, but the
996 * areas themselves don't contain no magic spaces.
997 */
998 /* This call here is really just to normalize the coordinates */
999 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1000 &sx, &sy);
1001 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1002 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1003 return 1; /* Maybe the penalty should be more severe... */
1004 }
1005 } else {
1006 /* Player didn't specify a distance, so lets see how far
1007 * we can move the player. Don't know why this stopped on
1008 * spaces that blocked the players view.
1009 */
1010
1011 for(dist=0; dist < maxdist; dist++) {
1012 mflags = get_map_flags(op->map, &m,
1013 op->x+freearr_x[dir] * (dist+1),
1014 op->y+freearr_y[dir] * (dist+1),
1015 &sx, &sy);
1016
1017 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1018
1019 if ((mflags & P_BLOCKSVIEW) &&
1020 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1021
1022 }
1023
1024 /* If the destination is blocked, keep backing up until we
1025 * find a place for the player.
1026 */
1027 for(;dist>0; dist--) {
1028 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1029 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1030
1031
1032 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1033
1034 }
1035 if(!dist) {
1036 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1037 return 0;
1038 }
1039 }
1040
1041 /* Actually move the player now */
1042 remove_ob(op);
1043 op->x+=freearr_x[dir]*dist;
1044 op->y+=freearr_y[dir]*dist;
1045 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1046 return 1;
1047
1048 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1049 return 1; 1157 return 1;
1050} 1158}
1051 1159
1052 1160
1053/* cast_heal: Heals something. 1161/* cast_heal: Heals something.
1054 * op is the caster. 1162 * op is the caster.
1055 * dir is the direction he is casting it in. 1163 * dir is the direction he is casting it in.
1056 * spell is the spell object. 1164 * spell is the spell object.
1057 */ 1165 */
1166int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 1167cast_heal (object *op, object *caster, object *spell, int dir)
1168{
1059 object *tmp; 1169 object *tmp;
1060 archetype *at; 1170 archetype *at;
1061 object *poison; 1171 object *poison;
1062 int heal = 0, success = 0; 1172 int heal = 0, success = 0;
1063 1173
1064 tmp = find_target_for_friendly_spell(op,dir); 1174 tmp = find_target_for_friendly_spell (op, dir);
1065 1175
1066 if (tmp==NULL) return 0; 1176 if (tmp == NULL)
1177 return 0;
1067 1178
1068 /* Figure out how many hp this spell might cure. 1179 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 1180 * could be zero if this spell heals effects, not damage.
1070 */ 1181 */
1071 heal = spell->stats.dam; 1182 heal = spell->stats.dam;
1072 if (spell->stats.hp) 1183 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 1185
1076 if (heal) { 1186 if (heal)
1187 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 1188 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1078 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else
1079 } 1193 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 1194 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 1195 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 1196 * on amount of damage healed.
1084 */ 1197 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 1199 heal = tmp->stats.maxhp - tmp->stats.hp;
1087 tmp->stats.hp += heal; 1200 tmp->stats.hp += heal;
1088 1201
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 1202 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) {
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!");
1093 } else if (heal > 25) {
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) {
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade.");
1097 } else {
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close.");
1099 } 1205 }
1100 success=1; 1206 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1101 } 1209 }
1102 } 1210 else if (heal > 25)
1103 if (spell->attacktype & AT_DISEASE) 1211 {
1104 if (cure_disease (tmp, op)) 1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 }
1105 success = 1; 1222 success = 1;
1223 }
1224 }
1225 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op))
1227 success = 1;
1106 1228
1107 if (spell->attacktype & AT_POISON) { 1229 if (spell->attacktype & AT_POISON)
1230 {
1108 at = find_archetype("poisoning"); 1231 at = archetype::find ("poisoning");
1109 poison=present_arch_in_ob(at,tmp); 1232 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 1233 if (poison)
1234 {
1111 success = 1; 1235 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 1237 poison->stats.food = 1;
1114 } 1238 }
1115 } 1239 }
1116 if (spell->attacktype & AT_CONFUSION) { 1240 if (spell->attacktype & AT_CONFUSION)
1241 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1118 if (poison) { 1243 if (poison)
1244 {
1119 success = 1; 1245 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 1247 poison->duration = 1;
1122 } 1248 }
1123 } 1249 }
1124 if (spell->attacktype & AT_BLIND) { 1250 if (spell->attacktype & AT_BLIND)
1251 {
1125 at=find_archetype("blindness"); 1252 at = archetype::find ("blindness");
1126 poison=present_arch_in_ob(at,tmp); 1253 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 1254 if (poison)
1255 {
1128 success = 1; 1256 success = 1;
1129 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1130 poison->stats.food = 1; 1258 poison->stats.food = 1;
1131 } 1259 }
1132 } 1260 }
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 {
1134 tmp->stats.sp += spell->last_sp; 1263 tmp->stats.sp += spell->last_sp;
1135 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1264 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp;
1136 success = 1; 1266 success = 1;
1137 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1138 } 1268 }
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 {
1140 tmp->stats.grace += spell->last_grace; 1271 tmp->stats.grace += spell->last_grace;
1141 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1272 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace;
1142 success = 1; 1274 success = 1;
1143 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1144 } 1276 }
1145 if (spell->stats.food && tmp->stats.food < 999) { 1277 if (spell->stats.food && tmp->stats.food < 999)
1278 {
1146 tmp->stats.food += spell->stats.food; 1279 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 1280 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999;
1148 success = 1; 1282 success = 1;
1149 /* We could do something a bit better like the messages for healing above */ 1283 /* We could do something a bit better like the messages for healing above */
1150 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1151 } 1285 }
1152 return success; 1286 return success;
1153} 1287}
1154 1288
1155 1289
1156/* This is used for the spells that gain stats. There are no spells 1290/* This is used for the spells that gain stats. There are no spells
1157 * right now that icnrease wis/int/pow on a temp basis, so no 1291 * right now that icnrease wis/int/pow on a temp basis, so no
1158 * good comments for those. 1292 * good comments for those.
1159 */ 1293 */
1160static const char* const no_gain_msgs[NUM_STATS] = { 1294static const char *const no_gain_msgs[NUM_STATS] = {
1161"You grow no stronger.", 1295 "You grow no stronger.",
1162"You grow no more agile.", 1296 "You grow no more agile.",
1163"You don't feel any healthier.", 1297 "You don't feel any healthier.",
1164"no wis", 1298 "no wis",
1165"You are no easier to look at.", 1299 "You are no easier to look at.",
1166"no int", 1300 "no int",
1167"no pow" 1301 "no pow"
1168}; 1302};
1169 1303
1304int
1170int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{
1171 object *tmp, *tmp2=NULL; 1307 object *tmp, *tmp2 = NULL;
1172 object *force=NULL; 1308 object *force = NULL;
1173 int i; 1309 int i;
1174 1310
1175 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1176 if(dir!=0) { 1312 if (dir != 0)
1313 {
1177 tmp=find_target_for_friendly_spell(op,dir); 1314 tmp = find_target_for_friendly_spell (op, dir);
1178 } else { 1315 }
1316 else
1317 {
1179 tmp = op; 1318 tmp = op;
1180 } 1319 }
1181 1320
1182 if(tmp==NULL) return 0; 1321 if (tmp == NULL)
1183 1322 return 0;
1323
1184 /* If we've already got a force of this type, don't add a new one. */ 1324 /* If we've already got a force of this type, don't add a new one. */
1185 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1326 {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 {
1187 if (tmp2->name == spell_ob->name) { 1329 if (tmp2->name == spell_ob->name)
1330 {
1188 force=tmp2; /* the old effect will be "refreshed" */ 1331 force = tmp2; /* the old effect will be "refreshed" */
1189 break; 1332 break;
1190 } 1333 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1334 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 {
1192 if ( !silent ) 1336 if (!silent)
1193 new_draw_info_format(NDI_UNIQUE, 0, op, 1337 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1194 "You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl);
1196 return 0; 1338 return 0;
1197 } 1339 }
1198 } 1340 }
1199 } 1341 }
1200 if(force==NULL) { 1342 if (force == NULL)
1343 {
1201 force=get_archetype(FORCE_NAME); 1344 force = get_archetype (FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY; 1345 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race) 1346 if (spell_ob->race)
1204 force->name = spell_ob->race; 1347 force->name = spell_ob->race;
1205 else 1348 else
1206 force->name = spell_ob->name; 1349 force->name = spell_ob->name;
1207 force->name_pl = spell_ob->name; 1350 force->name_pl = spell_ob->name;
1208 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1209 1352
1210 } else { 1353 }
1354 else
1355 {
1211 int duration; 1356 int duration;
1212 1357
1213 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1358 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1214 if (duration > force->duration) { 1359 if (duration > force->duration)
1360 {
1215 force->duration = duration; 1361 force->duration = duration;
1216 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1362 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1363 }
1217 } else { 1364 else
1365 {
1218 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1219 } 1367 }
1220 return 1; 1368 return 1;
1221 } 1369 }
1222 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1223 force->speed = 1.0; 1371 force->speed = 1.0;
1224 force->speed_left = -1.0; 1372 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED); 1373 SET_FLAG (force, FLAG_APPLIED);
1226 1374
1227 /* Now start processing the effects. First, protections */ 1375 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) { 1376 for (i = 0; i < NROFATTACKS; i++)
1377 {
1229 if (spell_ob->resist[i]) { 1378 if (spell_ob->resist[i])
1379 {
1230 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1231 if (force->resist[i] > 100) force->resist[i] = 100; 1381 if (force->resist[i] > 100)
1382 force->resist[i] = 100;
1232 } 1383 }
1233 } 1384 }
1234 if (spell_ob->stats.hp) 1385 if (spell_ob->stats.hp)
1235 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1236 1387
1237 if (tmp->type == PLAYER) { 1388 if (tmp->type == PLAYER)
1389 {
1238 /* Stat adjustment spells */ 1390 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) { 1391 for (i = 0; i < NUM_STATS; i++)
1392 {
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1394
1241 if (stat) { 1395 if (stat)
1396 {
1242 sm=0; 1397 sm = 0;
1243 for (k=0; k<stat; k++) 1398 for (k = 0; k < stat; k++)
1244 sm += rndm(1, 3); 1399 sm += rndm (1, 3);
1245 1400
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1402 {
1247 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1404 if (sm < 0)
1248 if (sm<0) sm = 0; 1405 sm = 0;
1249 } 1406 }
1250 set_attr_value(&force->stats, i, sm); 1407 set_attr_value (&force->stats, i, sm);
1251 if (!sm) 1408 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1253 } 1410 }
1254 } 1411 }
1255 } 1412 }
1256 1413
1257 force->move_type = spell_ob->move_type; 1414 force->move_type = spell_ob->move_type;
1258 1415
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1416 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1260 SET_FLAG(force, FLAG_SEE_IN_DARK); 1417 SET_FLAG (force, FLAG_SEE_IN_DARK);
1261 1418
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1419 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1263 SET_FLAG(force, FLAG_XRAYS); 1420 SET_FLAG (force, FLAG_XRAYS);
1264 1421
1265 /* Haste/bonus speed */ 1422 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) { 1423 if (spell_ob->stats.exp)
1424 {
1425 if (op->speed > 0.5f)
1267 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1426 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1268 else 1427 else
1269 force->stats.exp = spell_ob->stats.exp; 1428 force->stats.exp = spell_ob->stats.exp;
1270 } 1429 }
1271 1430
1272 force->stats.wc = spell_ob->stats.wc; 1431 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype; 1433 force->attacktype = spell_ob->attacktype;
1275 1434
1276 insert_ob_in_ob(force,tmp); 1435 insert_ob_in_ob (force, tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */ 1436 change_abil (tmp, force); /* Mostly to display any messages */
1278 fix_player(tmp); 1437 tmp->update_stats ();
1279 return 1; 1438 return 1;
1280} 1439}
1281 1440
1282/* This used to be part of cast_change_ability, but it really didn't make 1441/* This used to be part of cast_change_ability, but it really didn't make
1283 * a lot of sense, since most of the values it derives are from the god 1442 * a lot of sense, since most of the values it derives are from the god
1284 * of the caster. 1443 * of the caster.
1285 */ 1444 */
1286 1445
1446int
1287int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1447cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{
1288 int i; 1449 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1290 1451
1291 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1452 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1292 if(dir!=0) { 1453 if (dir != 0)
1454 {
1293 tmp=find_target_for_friendly_spell(op,dir); 1455 tmp = find_target_for_friendly_spell (op, dir);
1294 } else { 1456 }
1457 else
1458 {
1295 tmp = op; 1459 tmp = op;
1296 } 1460 }
1297 1461
1298 /* If we've already got a force of this type, don't add a new one. */ 1462 /* If we've already got a force of this type, don't add a new one. */
1299 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1464 {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 {
1301 if (tmp2->name == spell_ob->name) { 1467 if (tmp2->name == spell_ob->name)
1468 {
1302 force=tmp2; /* the old effect will be "refreshed" */ 1469 force = tmp2; /* the old effect will be "refreshed" */
1303 break; 1470 break;
1304 } 1471 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1472 else if (spell_ob->race && spell_ob->race == tmp2->name)
1306 new_draw_info_format(NDI_UNIQUE, 0, op, 1473 {
1307 "You can not cast %s while %s is in effect", 1474 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1308 &spell_ob->name, &tmp2->name_pl);
1309 return 0; 1475 return 0;
1310 } 1476 }
1311 } 1477 }
1312 } 1478 }
1313 if(force==NULL) { 1479 if (force == NULL)
1480 {
1314 force=get_archetype(FORCE_NAME); 1481 force = get_archetype (FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY; 1482 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race) 1483 if (spell_ob->race)
1317 force->name = spell_ob->race; 1484 force->name = spell_ob->race;
1318 else 1485 else
1319 force->name = spell_ob->name; 1486 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name; 1487 force->name_pl = spell_ob->name;
1321 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1488 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1322 } else { 1489 }
1490 else
1491 {
1323 int duration; 1492 int duration;
1324 1493
1325 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1494 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1326 if (duration > force->duration) { 1495 if (duration > force->duration)
1496 {
1327 force->duration = duration; 1497 force->duration = duration;
1328 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1498 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1499 }
1329 } else { 1500 else
1501 {
1330 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1502 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1331 } 1503 }
1332 return 0; 1504 return 0;
1333 } 1505 }
1334 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1506 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1335 force->speed = 1.0; 1507 force->speed = 1.0;
1336 force->speed_left = -1.0; 1508 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED); 1509 SET_FLAG (force, FLAG_APPLIED);
1338 1510
1339 if(!god) { 1511 if (!god)
1512 {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1513 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1341 } else { 1514 }
1515 else
1516 {
1342 /* Only give out good benefits, and put a max on it */ 1517 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) { 1518 for (i = 0; i < NROFATTACKS; i++)
1519 {
1344 if (god->resist[i]>0) { 1520 if (god->resist[i] > 0)
1521 {
1345 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1522 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1346 } 1523 }
1347 } 1524 }
1348 force->path_attuned|=god->path_attuned; 1525 force->path_attuned |= god->path_attuned;
1349 1526
1350 if (spell_ob->attacktype) 1527 if (spell_ob->attacktype)
1351 force->slaying = god->slaying; 1528 force->slaying = god->slaying;
1352 1529
1353 if (tmp != op) { 1530 if (tmp != op)
1531 {
1354 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name); 1532 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1355 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name); 1533 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1534 }
1356 } else { 1535 else
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 } 1536 {
1537 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1538 }
1360 1539
1361 } 1540 }
1362 force->stats.wc = spell_ob->stats.wc; 1541 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac; 1542 force->stats.ac = spell_ob->stats.ac;
1364 1543
1365 change_abil(tmp,force); /* Mostly to display any messages */ 1544 change_abil (tmp, force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp); 1545 insert_ob_in_ob (force, tmp);
1367 fix_player(tmp); 1546 tmp->update_stats ();
1368 return 1; 1547 return 1;
1369} 1548}
1370 1549
1371 1550
1372 1551
1373/* Alchemy code by Mark Wedel 1552/* Alchemy code by Mark Wedel
1388 * 1567 *
1389 * There is also a chance (1:30) that you will get nothing at all 1568 * There is also a chance (1:30) that you will get nothing at all
1390 * for the object. There is also a maximum weight that will be 1569 * for the object. There is also a maximum weight that will be
1391 * alchemied. 1570 * alchemied.
1392 */ 1571 */
1393 1572
1394/* I didn't feel like passing these as arguements to the 1573/* I didn't feel like passing these as arguements to the
1395 * two functions that need them. Real values are put in them 1574 * two functions that need them. Real values are put in them
1396 * when the spell is cast, and these are freed when the spell 1575 * when the spell is cast, and these are freed when the spell
1397 * is finished. 1576 * is finished.
1398 */ 1577 */
1399static object *small, *large; 1578static object *small, *large;
1400 1579
1401static void alchemy_object(object *obj, int *small_nuggets, 1580static void
1402 int *large_nuggets, int *weight) 1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1403{ 1582{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1583 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1584
1406 /* Give third price when we alchemy money (This should hopefully 1585 /* Give third price when we alchemy money (This should hopefully
1407 * make it so that it isn't worth it to alchemy money, sell 1586 * make it so that it isn't worth it to alchemy money, sell
1408 * the nuggets, alchemy the gold from that, etc. 1587 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1588 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1589 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1590 * the stuff back to town.
1412 */ 1591 */
1413 1592
1414 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1593 if (QUERY_FLAG (obj, FLAG_UNPAID))
1415 value=0; 1594 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1595 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1596 value /= 3;
1418 else 1597 else
1419 value = (value*9)/10; 1598 value = (value * 9) / 10;
1420 1599
1421 value /= 4; // fix by GHJ, don't understand, pcg 1600 value /= 4; // fix by GHJ, don't understand, pcg
1422 1601
1423 if ((obj->value>0) && rndm(0, 29)) { 1602 if ((obj->value > 0) && rndm (0, 29))
1603 {
1424 int count; 1604 int count;
1425 1605
1426 count = value / large->value; 1606 count = value / large->value;
1427 *large_nuggets += count; 1607 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value; 1608 value -= (uint64) count *(uint64) large->value;
1609
1429 count = value / small->value; 1610 count = value / small->value;
1430 *small_nuggets += count; 1611 *small_nuggets += count;
1431 } 1612 }
1432 1613
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1434 * of large nuggets is not evenly divisable by the small nugget 1615 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0) 1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */ 1617 */
1437 if (*small_nuggets * small->value >= large->value) { 1618 if (*small_nuggets * small->value >= large->value)
1619 {
1438 (*large_nuggets)++; 1620 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value; 1621 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value) 1622 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--; 1623 (*small_nuggets)--;
1442 } 1624 }
1443 weight += obj->weight; 1625 weight += obj->weight;
1444 remove_ob(obj); 1626 obj->destroy ();
1445 free_object(obj);
1446} 1627}
1447 1628
1629static void
1448static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1449 int x, int y)
1450{ 1631{
1451 object *tmp; 1632 object *tmp;
1452 int flag=0; 1633 int flag = 0;
1453 1634
1454 /* Put any nuggets below the player, but we can only pass this 1635 /* Put any nuggets below the player, but we can only pass this
1455 * flag if we are on the same space as the player 1636 * flag if we are on the same space as the player
1456 */ 1637 */
1457 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1638 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR;
1458 1640
1459 if (small_nuggets) { 1641 if (small_nuggets)
1460 tmp = get_object(); 1642 {
1461 copy_object(small, tmp); 1643 tmp = small->clone ();
1462 tmp-> nrof = small_nuggets; 1644 tmp->nrof = small_nuggets;
1463 tmp->x = x; 1645 tmp->x = x;
1464 tmp->y = y; 1646 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag); 1647 insert_ob_in_map (tmp, m, op, flag);
1466 } 1648 }
1649
1467 if (large_nuggets) { 1650 if (large_nuggets)
1468 tmp = get_object(); 1651 {
1469 copy_object(large, tmp); 1652 tmp = large->clone ();
1470 tmp-> nrof = large_nuggets; 1653 tmp->nrof = large_nuggets;
1471 tmp->x = x; 1654 tmp->x = x;
1472 tmp->y = y; 1655 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag); 1656 insert_ob_in_map (tmp, m, op, flag);
1474 } 1657 }
1475} 1658}
1476 1659
1660int
1477int alchemy(object *op, object *caster, object *spell_ob) 1661alchemy (object *op, object *caster, object *spell_ob)
1478{ 1662{
1479 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; 1663 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1480 sint16 nx, ny; 1664 sint16 nx, ny;
1481 object *next,*tmp; 1665 object *next, *tmp;
1482 mapstruct *mp; 1666 maptile *mp;
1483 1667
1484 if(op->type!=PLAYER) 1668 if (op->type != PLAYER)
1485 return 0; 1669 return 0;
1486 1670
1487 /* Put a maximum weight of items that can be alchemied. Limits the power 1671 /* Put a maximum weight of items that can be alchemied. Limits the power
1488 * some, and also prevents people from alcheming every table/chair/clock 1672 * some, and also prevents people from alcheming every table/chair/clock
1489 * in sight 1673 * in sight
1490 */ 1674 */
1491 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1492 weight_max *= 1000; 1676 weight_max *= 1000;
1493 small=get_archetype("smallnugget"), 1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1494 large=get_archetype("largenugget");
1495 1678
1496 for(y= op->y-1;y<=op->y+1;y++) { 1679 for (y = op->y - 1; y <= op->y + 1; y++)
1680 {
1497 for(x= op->x-1;x<=op->x+1;x++) { 1681 for (x = op->x - 1; x <= op->x + 1; x++)
1682 {
1498 nx = x; 1683 nx = x;
1499 ny = y; 1684 ny = y;
1500 1685
1501 mp = op->map; 1686 mp = op->map;
1502 1687
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1689
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1691 continue;
1507 1692
1508 /* Treat alchemy a little differently - most spell effects 1693 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1694 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1695 * ground level effect.
1511 */ 1696 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1698 continue;
1514 1699
1515 small_nuggets=0; 1700 small_nuggets = 0;
1516 large_nuggets=0; 1701 large_nuggets = 0;
1517 1702
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1703 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1704 {
1519 next=tmp->above; 1705 next = tmp->above;
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1708 {
1523 1709
1524 if (tmp->inv) { 1710 if (tmp->inv)
1711 {
1525 object *next1, *tmp1; 1712 object *next1, *tmp1;
1713
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1715 {
1527 next1 = tmp1->below; 1716 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1532 &weight);
1533 } 1720 }
1534 } 1721 }
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1536 1723
1537 if (weight>weight_max) { 1724 if (weight > weight_max)
1725 {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large); 1727 large->destroy ();
1540 free_object(small); 1728 small->destroy ();
1541 return 1; 1729 return 1;
1542 } 1730 }
1543 } /* is alchemable object */ 1731 } /* is alchemable object */
1544 } /* process all objects on this space */ 1732 } /* process all objects on this space */
1545 1733
1546 /* Insert all the nuggets at one time. This probably saves time, but 1734 /* Insert all the nuggets at one time. This probably saves time, but
1547 * it also prevents us from alcheming nuggets that were just created 1735 * it also prevents us from alcheming nuggets that were just created
1548 * with this spell. 1736 * with this spell.
1549 */ 1737 */
1550 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1551 } 1739 }
1552 } 1740 }
1553 free_object(large); 1741
1554 free_object(small); 1742 large->destroy ();
1743 small->destroy ();
1555 /* reset this so that if player standing on a big pile of stuff, 1744 /* reset this so that if player standing on a big pile of stuff,
1556 * it is redrawn properly. 1745 * it is redrawn properly.
1557 */ 1746 */
1558 op->contr->socket.look_position = 0; 1747 op->contr->ns->look_position = 0;
1559 return 1; 1748 return 1;
1560} 1749}
1561 1750
1562 1751
1563/* This function removes the cursed/damned status on equipped 1752/* This function removes the cursed/damned status on equipped
1564 * items. 1753 * items.
1565 */ 1754 */
1755int
1566int remove_curse(object *op, object *caster, object *spell) { 1756remove_curse (object *op, object *caster, object *spell)
1757{
1567 object *tmp; 1758 object *tmp;
1568 int success = 0, was_one = 0; 1759 int success = 0, was_one = 0;
1569 1760
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1574 1765 {
1575 was_one++; 1766 was_one++;
1576 if (tmp->level <= caster_level(caster, spell)) { 1767 if (tmp->level <= caster_level (caster, spell))
1768 {
1577 success++; 1769 success++;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1770 if (QUERY_FLAG (spell, FLAG_DAMNED))
1579 CLEAR_FLAG(tmp, FLAG_DAMNED); 1771 CLEAR_FLAG (tmp, FLAG_DAMNED);
1580 1772
1581 CLEAR_FLAG(tmp, FLAG_CURSED); 1773 CLEAR_FLAG (tmp, FLAG_CURSED);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1774 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1583 tmp->value = 0; /* Still can't sell it */ 1775 tmp->value = 0; /* Still can't sell it */
1584 if (op->type == PLAYER) 1776 if (op->type == PLAYER)
1585 esrv_send_item(op, tmp); 1777 esrv_send_item (op, tmp);
1586 } 1778 }
1587 } 1779 }
1588 1780
1589 if (op->type==PLAYER) { 1781 if (op->type == PLAYER)
1782 {
1590 if (success) { 1783 if (success)
1784 {
1591 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1592 } else { 1787 else
1788 {
1593 if (was_one) 1789 if (was_one)
1594 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1595 else 1791 else
1596 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1792 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1597 } 1793 }
1598 } 1794 }
1795
1599 return success; 1796 return success;
1600} 1797}
1601 1798
1602/* Identifies objects in the players inventory/on the ground */ 1799/* Identifies objects in the players inventory/on the ground */
1603 1800
1801int
1604int cast_identify(object *op, object *caster, object *spell) { 1802cast_identify (object *op, object *caster, object *spell)
1803{
1605 object *tmp; 1804 object *tmp;
1606 int success = 0, num_ident; 1805 int success = 0, num_ident;
1607 1806
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1609 1808
1610 if (num_ident < 1) num_ident=1; 1809 if (num_ident < 1)
1810 num_ident = 1;
1611 1811
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1812 for (tmp = op->inv; tmp; tmp = tmp->below)
1813 {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1814 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1815 {
1615 identify(tmp); 1816 identify (tmp);
1817
1616 if (op->type==PLAYER) { 1818 if (op->type == PLAYER)
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1819 {
1618 "You have %s.", long_desc(tmp, op)); 1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1821
1619 if (tmp->msg) { 1822 if (tmp->msg)
1823 {
1620 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1621 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1622 } 1826 }
1623 } 1827 }
1828
1829 num_ident--;
1830 success = 1;
1831 if (!num_ident)
1832 break;
1833 }
1834 }
1835
1836 /* If all the power of the spell has been used up, don't go and identify
1837 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used.
1839 */
1840 if (num_ident)
1841 {
1842 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 {
1845 identify (tmp);
1846
1847 if (op->type == PLAYER)
1848 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1850
1851 if (tmp->msg)
1852 {
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1855 }
1856
1857 esrv_send_item (op, tmp);
1858 }
1859
1624 num_ident--; 1860 num_ident--;
1625 success=1; 1861 success = 1;
1626 if (!num_ident) break; 1862 if (!num_ident)
1863 break;
1627 } 1864 }
1628 } 1865 }
1629 /* If all the power of the spell has been used up, don't go and identify 1866
1630 * stuff on the floor. Only identify stuff on the floor if the spell 1867 if (!success)
1631 * was not fully used. 1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1869 else
1870 spell_effect (spell, op->x, op->y, op->map, op);
1871
1872 return success;
1873}
1874
1875int
1876cast_detection (object *op, object *caster, object *spell, object *skill)
1877{
1878 object *tmp, *last, *god, *detect;
1879 int done_one, range, mflags, floor, level;
1880 sint16 x, y, nx, ny;
1881 maptile *m;
1882
1883 /* We precompute some values here so that we don't have to keep
1884 * doing it over and over again.
1632 */ 1885 */
1633 if (num_ident) { 1886 god = find_god (determine_god (op));
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1887 level = caster_level (caster, spell);
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1888 range = spell->range + SP_level_range_adjust (caster, spell);
1636 need_identify(tmp)) {
1637 1889
1638 identify(tmp); 1890 if (!skill)
1891 skill = caster;
1892
1893 for (x = op->x - range; x <= op->x + range; x++)
1894 for (y = op->y - range; y <= op->y + range; y++)
1895 {
1896 m = op->map;
1897 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1898 if (mflags & P_OUT_OF_MAP)
1899 continue;
1900
1901 /* For most of the detections, we only detect objects above the
1902 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up.
1905 */
1906
1907 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1908 last = tmp;
1909
1910 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen.
1912 */
1913 if (!last)
1914 continue;
1915
1916 done_one = 0;
1917 floor = 0;
1918 detect = NULL;
1919 for (tmp = last; tmp; tmp = tmp->below)
1920 {
1921 /* show invisible */
1922 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1923 /* Might there be other objects that we can make visible? */
1924 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1925 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1926 tmp->type == CF_HANDLE ||
1927 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1928 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1929 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1930 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1931 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1932 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1933 {
1934 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1935 {
1936 tmp->invisible = 0;
1937 done_one = 1;
1938 }
1939 }
1940
1941 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1942 floor = 1;
1943
1944 /* All detections below this point don't descend beneath the floor,
1945 * so just continue on. We could be clever and look at the type of
1946 * detection to completely break out if we don't care about objects beneath
1947 * the floor, but once we get to the floor, not likely a very big issue anyways.
1948 */
1949 if (floor)
1950 continue;
1951
1952 /* I had thought about making detect magic and detect curse
1953 * show the flash the magic item like it does for detect monster.
1954 * however, if the object is within sight, this would then make it
1955 * difficult to see what object is magical/cursed, so the
1956 * effect wouldn't be as apparant.
1957 */
1958
1959 /* detect magic */
1960 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1961 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1962 {
1963 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1964 /* make runes more visibile */
1965 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1966 tmp->stats.Cha /= 4;
1967 done_one = 1;
1968 }
1969 /* detect monster */
1970 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1971 {
1972 done_one = 2;
1973 if (!detect)
1974 detect = tmp;
1975 }
1976 /* Basically, if race is set in the spell, then the creatures race must
1977 * match that. if the spell race is set to GOD, then the gods opposing
1978 * race must match.
1979 */
1980 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1981 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1982 (strstr (spell->race, tmp->race))))
1983 {
1984 done_one = 2;
1985 if (!detect)
1986 detect = tmp;
1987 }
1988 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1989 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1990 {
1991 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1992 done_one = 1;
1993 }
1994 } /* for stack of objects on this space */
1995
1996 /* Code here puts an effect of the spell on the space, so you can see
1997 * where the magic is.
1998 */
1999 if (done_one)
2000 {
2001 object *detect_ob = arch_to_object (spell->other_arch);
2002
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect)
2007 {
2008 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->anim_speed = detect->anim_speed;
2011 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 }
2016 insert_ob_in_map (detect_ob, m, op, 0);
2017 }
2018 } /* for processing the surrounding spaces */
2019
2020
2021 /* Now process objects in the players inventory if detect curse or magic */
2022 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2023 {
2024 done_one = 0;
2025 for (tmp = op->inv; tmp; tmp = tmp->below)
2026 {
2027 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2028 {
2029 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2030 {
2031 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1639 if (op->type==PLAYER) { 2032 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0,op, 2033 esrv_send_item (op, tmp);
1641 "On the ground is %s.", long_desc(tmp, op));
1642 if (tmp->msg) {
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1644 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1645 } 2034 }
2035 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2036 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2037 {
2038 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2039 if (op->type == PLAYER)
1646 esrv_send_item(op, tmp); 2040 esrv_send_item (op, tmp);
1647 }
1648 num_ident--;
1649 success=1;
1650 if (!num_ident) break;
1651 }
1652 }
1653 if (!success)
1654 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1655 else {
1656 spell_effect(spell, op->x, op->y, op->map, op);
1657 }
1658 return success;
1659}
1660
1661
1662int cast_detection(object *op, object *caster, object *spell, object *skill) {
1663 object *tmp, *last, *god, *detect;
1664 int done_one, range, mflags, floor, level;
1665 sint16 x, y, nx, ny;
1666 mapstruct *m;
1667
1668 /* We precompute some values here so that we don't have to keep
1669 * doing it over and over again.
1670 */
1671 god=find_god(determine_god(op));
1672 level=caster_level(caster, spell);
1673 range = spell->range + SP_level_range_adjust(caster, spell);
1674
1675 if (!skill) skill=caster;
1676
1677 for (x = op->x - range; x <= op->x + range; x++)
1678 for (y = op->y - range; y <= op->y + range; y++) {
1679
1680 m = op->map;
1681 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1682 if (mflags & P_OUT_OF_MAP) continue;
1683
1684 /* For most of the detections, we only detect objects above the
1685 * floor. But this is not true for show invisible.
1686 * Basically, we just go and find the top object and work
1687 * down - that is easier than working up.
1688 */
1689
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1691 /* Shouldn't happen, but if there are no objects on a space, this
1692 * would happen.
1693 */
1694 if (!last) continue;
1695
1696 done_one=0;
1697 floor=0;
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) {
1700
1701 /* show invisible */
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1703 /* Might there be other objects that we can make visibile? */
1704 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1705 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1706 tmp->type==CF_HANDLE ||
1707 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1708 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1709 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1710 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1711 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1712 tmp->type==TREASURE || tmp->type==BOOK ||
1713 tmp->type==HOLY_ALTAR))) {
1714 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1715 tmp->invisible=0;
1716 done_one = 1;
1717 }
1718 } 2041 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720
1721 /* All detections below this point don't descend beneath the floor,
1722 * so just continue on. We could be clever and look at the type of
1723 * detection to completely break out if we don't care about objects beneath
1724 * the floor, but once we get to the floor, not likely a very big issue anyways.
1725 */
1726 if (floor) continue;
1727
1728 /* I had thought about making detect magic and detect curse
1729 * show the flash the magic item like it does for detect monster.
1730 * however, if the object is within sight, this would then make it
1731 * difficult to see what object is magical/cursed, so the
1732 * effect wouldn't be as apparant.
1733 */
1734
1735 /* detect magic */
1736 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1737 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1738 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1739 is_magical(tmp)) {
1740 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1741 /* make runes more visibile */
1742 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1743 tmp->stats.Cha/=4;
1744 done_one = 1;
1745 }
1746 /* detect monster */
1747 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1748 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1749 done_one = 2;
1750 if (!detect) detect=tmp;
1751 }
1752 /* Basically, if race is set in the spell, then the creatures race must
1753 * match that. if the spell race is set to GOD, then the gods opposing
1754 * race must match.
1755 */
1756 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1757 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1758 (strstr(spell->race, tmp->race)))) {
1759 done_one = 2;
1760 if (!detect) detect=tmp;
1761 }
1762 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1763 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1764 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1765 done_one = 1;
1766 }
1767 } /* for stack of objects on this space */
1768
1769 /* Code here puts an effect of the spell on the space, so you can see
1770 * where the magic is.
1771 */
1772 if (done_one) {
1773 object *detect_ob = arch_to_object(spell->other_arch);
1774 detect_ob->x = nx;
1775 detect_ob->y = ny;
1776 /* if this is set, we want to copy the face */
1777 if (done_one == 2 && detect) {
1778 detect_ob->face = detect->face;
1779 detect_ob->animation_id = detect->animation_id;
1780 detect_ob->anim_speed = detect->anim_speed;
1781 detect_ob->last_anim=0;
1782 /* by default, the detect_ob is already animated */
1783 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1784 }
1785 insert_ob_in_map(detect_ob, m, op,0);
1786 }
1787 } /* for processing the surrounding spaces */
1788
1789
1790 /* Now process objects in the players inventory if detect curse or magic */
1791 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1792 done_one = 0;
1793 for (tmp = op->inv; tmp; tmp = tmp->below) {
1794 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1795 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1796 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1797 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1798 if (op->type==PLAYER)
1799 esrv_send_item (op, tmp);
1800 }
1801 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1802 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1803 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1804 if (op->type==PLAYER)
1805 esrv_send_item (op, tmp);
1806 }
1807 } /* if item is not identified */ 2042 } /* if item is not identified */
1808 } /* for the players inventory */ 2043 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 2044 } /* if detect magic/curse and object is a player */
1810 return 1; 2045 return 1;
1811} 2046}
1812 2047
1813 2048
1814/** 2049/**
1815 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 2050 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1816 * level whos spell did cause the overcharge. 2051 * level whos spell did cause the overcharge.
1817 */ 2052 */
2053static void
1818static void charge_mana_effect(object *victim, int caster_level) 2054charge_mana_effect (object *victim, int caster_level)
1819{ 2055{
1820 2056
1821 /* Prevent explosions for objects without mana. Without this check, doors 2057 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 2058 * will explode, too.
1823 */ 2059 */
1824 if (victim->stats.maxsp <= 0) 2060 if (victim->stats.maxsp <= 0)
1825 return; 2061 return;
1826 2062
1827 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2063 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1828 2064
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 2065 if (victim->stats.sp >= victim->stats.maxsp * 2)
2066 {
1830 object *tmp; 2067 object *tmp;
1831 2068
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2069 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1833 2070
1834 /* Explodes a fireball centered at player */ 2071 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL); 2072 tmp = get_archetype (EXPLODING_FIREBALL);
1836 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1837 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 2074 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1838 tmp->x = victim->x; 2075 tmp->x = victim->x;
1839 tmp->y = victim->y; 2076 tmp->y = victim->y;
1840 insert_ob_in_map(tmp, victim->map, NULL, 0); 2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp; 2078 victim->stats.sp = 2 * victim->stats.maxsp;
1842 } 2079 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2081 {
1844 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2082 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1845 } 2083 }
1846 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
1847 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1848 } 2087 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 2091 confuse_player (victim, victim, 99);
1852 } 2092 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 } 2096 }
1856} 2097}
1857 2098
1858/* cast_transfer 2099/* cast_transfer
1859 * This spell transfers sp from the player to another person. 2100 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 2101 * We let the target go above their normal maximum SP.
1861 */ 2102 */
1862 2103
2104int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 2105cast_transfer (object *op, object *caster, object *spell, int dir)
2106{
1864 object *plyr=NULL; 2107 object *plyr = NULL;
1865 sint16 x, y; 2108 sint16 x, y;
1866 mapstruct *m; 2109 maptile *m;
1867 int mflags; 2110 int mflags;
1868 2111
1869 m = op->map; 2112 m = op->map;
1870 x = op->x+freearr_x[dir]; 2113 x = op->x + freearr_x[dir];
1871 y = op->y+freearr_y[dir]; 2114 y = op->y + freearr_y[dir];
1872 2115
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 2116 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 2117
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 {
1876 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2120 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1878 break; 2122 break;
1879 } 2123 }
1880 2124
1881 2125
1882 /* If we did not find a player in the specified direction, transfer 2126 /* If we did not find a player in the specified direction, transfer
1883 * to anyone on top of us. This is used for the rune of transference mostly. 2127 * to anyone on top of us. This is used for the rune of transference mostly.
1884 */ 2128 */
1885 if(plyr==NULL) 2129 if (plyr == NULL)
1886 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2130 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2131 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1888 break; 2132 break;
1889 2133
1890 if (!plyr) { 2134 if (!plyr)
2135 {
1891 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2136 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1892 return 0; 2137 return 0;
1893 } 2138 }
1894 /* give sp */ 2139 /* give sp */
1895 if(spell->stats.dam > 0) { 2140 if (spell->stats.dam > 0)
2141 {
1896 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2142 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 2143 charge_mana_effect (plyr, caster_level (caster, spell));
1898 return 1; 2144 return 1;
1899 } 2145 }
1900 /* suck sp away. Can't suck sp from yourself */ 2146 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 2147 else if (op != plyr)
2148 {
1902 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2149 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1903 2150
1904 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2151 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1905 2152
1906 if (rate > 95) rate=95; 2153 if (rate > 95)
2154 rate = 95;
1907 2155
1908 sucked = (plyr->stats.sp * rate) / 100; 2156 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 2157 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2158 if (QUERY_FLAG (op, FLAG_ALIVE))
2159 {
1911 /* Player doesn't get full credit */ 2160 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 2161 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 2162 op->stats.sp += sucked;
1914 if (sucked > 0) { 2163 if (sucked > 0)
2164 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 2165 charge_mana_effect (op, caster_level (caster, spell));
1916 } 2166 }
1917 } 2167 }
1918 return 1; 2168 return 1;
1919 } 2169 }
1920 return 0; 2170 return 0;
1921} 2171}
1922 2172
1923 2173
1924/* counterspell: nullifies spell effects. 2174/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 2175 * op is the counterspell object, dir is the direction
1926 * it was cast in. 2176 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 2177 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 2178 * this may nullify it.
1929 */ 2179 */
2180void
1930void counterspell(object *op,int dir) 2181counterspell (object *op, int dir)
1931{ 2182{
1932 object *tmp, *head, *next; 2183 object *tmp, *head, *next;
1933 int mflags; 2184 int mflags;
1934 mapstruct *m; 2185 maptile *m;
1935 sint16 sx,sy; 2186 sint16 sx, sy;
1936 2187
1937 sx = op->x + freearr_x[dir]; 2188 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir]; 2189 sy = op->y + freearr_y[dir];
1939 m = op->map; 2190 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 if (mflags & P_OUT_OF_MAP) return; 2192 if (mflags & P_OUT_OF_MAP)
2193 return;
2194
2195 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1942 2196 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 2197 next = tmp->above;
1945 2198
1946 /* Need to look at the head object - otherwise, if tmp 2199 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 2200 * points to a monster, we don't have all the necessary
1948 * info for it. 2201 * info for it.
1949 */ 2202 */
2203 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 2204 head = tmp->head;
2205 else
1951 else head = tmp; 2206 head = tmp;
1952 2207
1953 /* don't attack our own spells */ 2208 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 2209 if (tmp->owner && tmp->owner == op->owner)
2210 continue;
1955 2211
1956 /* Basically, if the object is magical and not counterspell, 2212 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 2213 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 2214 * monsters either.
1959 */ 2215 */
1960 2216
1961 if (head->attacktype & AT_MAGIC && 2217 if (head->attacktype & AT_MAGIC &&
1962 !(head->attacktype & AT_COUNTERSPELL) && 2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 2219 head->destroy ();
1964 (op->level > head->level)) { 2220 else
1965 remove_ob(head);
1966 free_object(head);
1967 } else switch(head->type) { 2221 switch (head->type)
2222 {
1968 case SPELL_EFFECT: 2223 case SPELL_EFFECT:
1969 if(op->level > head->level) { 2224 if (op->level > head->level)
1970 remove_ob(head); 2225 head->destroy ();
1971 free_object(head); 2226
1972 }
1973 break; 2227 break;
1974 2228
1975 /* I really don't get this rune code that much - that 2229 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 2230 * random chance seems really low.
1977 */ 2231 */
1978 case RUNE: 2232 case RUNE:
1979 if(rndm(0, 149) == 0) { 2233 if (rndm (0, 149) == 0)
2234 {
1980 head->stats.hp--; /* weaken the rune */ 2235 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 2236 if (!head->stats.hp)
1982 remove_ob(head); 2237 head->destroy ();
1983 free_object(head);
1984 } 2238 }
1985 }
1986 break; 2239 break;
1987 } 2240 }
1988 } 2241 }
1989} 2242}
1990 2243
1991 2244
1992 2245
1993/* cast_consecrate() - a spell to make an altar your god's */ 2246/* cast_consecrate() - a spell to make an altar your god's */
2247int
1994int cast_consecrate(object *op, object *caster, object *spell) { 2248cast_consecrate (object *op, object *caster, object *spell)
2249{
1995 char buf[MAX_BUF]; 2250 char buf[MAX_BUF];
1996 2251
1997 object *tmp, *god=find_god(determine_god(op)); 2252 object *tmp, *god = find_god (determine_god (op));
1998 2253
1999 if(!god) { 2254 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 2255 {
2001 "You can't consecrate anything if you don't worship a god!"); 2256 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2002 return 0; 2257 return 0;
2003 } 2258 }
2004 2259
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 2260 for (tmp = op->below; tmp; tmp = tmp->below)
2261 {
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2262 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2263 break;
2007 if(tmp->type==HOLY_ALTAR) { 2264 if (tmp->type == HOLY_ALTAR)
2265 {
2008 2266
2009 if(tmp->level > caster_level(caster, spell)) { 2267 if (tmp->level > caster_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 2268 {
2011 "You are not powerful enough to reconsecrate the %s", &tmp->name); 2269 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2012 return 0; 2270 return 0;
2013 } else {
2014 /* If we got here, we are consecrating an altar */
2015 sprintf(buf,"Altar of %s", &god->name);
2016 tmp->name = buf;
2017 tmp->level = caster_level(caster, spell);
2018 tmp->other_arch = god->arch;
2019 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2020 new_draw_info_format(NDI_UNIQUE,0, op,
2021 "You consecrated the altar to %s!", &god->name);
2022 return 1;
2023 } 2271 }
2272 else
2273 {
2274 /* If we got here, we are consecrating an altar */
2275 sprintf (buf, "Altar of %s", &god->name);
2276 tmp->name = buf;
2277 tmp->level = caster_level (caster, spell);
2278 tmp->other_arch = god->arch;
2279 if (op->type == PLAYER)
2280 esrv_update_item (UPD_NAME, op, tmp);
2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2282 return 1;
2024 } 2283 }
2284 }
2025 } 2285 }
2026 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2286 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2027 return 0; 2287 return 0;
2028} 2288}
2029 2289
2030/* animate_weapon - 2290/* animate_weapon -
2031 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2291 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2032 * The golem is based on the archetype specified, modified by the caster's level 2292 * The golem is based on the archetype specified, modified by the caster's level
2036 * yet the code wass full of player checks. I've presumed that the code 2296 * yet the code wass full of player checks. I've presumed that the code
2037 * that only let players use it was correct, and removed all the other 2297 * that only let players use it was correct, and removed all the other
2038 * player checks. MSW 2003-01-06 2298 * player checks. MSW 2003-01-06
2039 */ 2299 */
2040 2300
2301int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 2302animate_weapon (object *op, object *caster, object *spell, int dir)
2303{
2042 object *weapon, *tmp; 2304 object *weapon, *tmp;
2043 char buf[MAX_BUF]; 2305 char buf[MAX_BUF];
2044 int a, i; 2306 int a, i;
2045 sint16 x, y; 2307 sint16 x, y;
2046 mapstruct *m; 2308 maptile *m;
2047 materialtype_t *mt; 2309 materialtype_t *mt;
2048 2310
2049 if(!spell->other_arch){ 2311 if (!spell->other_arch)
2312 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2313 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 2314 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2052 return 0; 2315 return 0;
2053 } 2316 }
2054 /* exit if it's not a player using this spell. */ 2317 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 2318 if (op->type != PLAYER)
2319 return 0;
2056 2320
2057 /* if player already has a golem, abort */ 2321 /* if player already has a golem, abort */
2058 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2322 if (op->contr->ranges[range_golem])
2323 {
2059 control_golem(op->contr->ranges[range_golem],dir); 2324 control_golem (op->contr->ranges[range_golem], dir);
2060 return 0; 2325 return 0;
2061 } 2326 }
2062 2327
2063 /* if no direction specified, pick one */ 2328 /* if no direction specified, pick one */
2064 if(!dir) 2329 if (!dir)
2065 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2330 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2066 2331
2067 m = op->map; 2332 m = op->map;
2068 x = op->x+freearr_x[dir]; 2333 x = op->x + freearr_x[dir];
2069 y = op->y+freearr_y[dir]; 2334 y = op->y + freearr_y[dir];
2070 2335
2071 /* if there's no place to put the golem, abort */ 2336 /* if there's no place to put the golem, abort */
2072 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2337 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2073 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2338 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2339 {
2074 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2340 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2075 return 0; 2341 return 0;
2076 } 2342 }
2077 2343
2078 /* Use the weapon marked by the player. */ 2344 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2345 weapon = find_marked_object (op);
2080 2346
2081 if (!weapon) { 2347 if (!weapon)
2348 {
2082 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2349 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2083 return 0; 2350 return 0;
2084 } 2351 }
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2352 if (spell->race && strcmp (weapon->arch->name, spell->race))
2353 {
2086 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2354 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2087 return 0; 2355 return 0;
2088 } 2356 }
2089 if (weapon->type != WEAPON) { 2357 if (weapon->type != WEAPON)
2358 {
2090 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2359 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2091 return 0; 2360 return 0;
2092 } 2361 }
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2362 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2363 {
2094 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2364 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2095 query_name(weapon));
2096 return 0; 2365 return 0;
2097 } 2366 }
2098 2367
2099 if (weapon->nrof > 1) { 2368 if (weapon->nrof > 1)
2369 {
2100 tmp = get_split_ob(weapon, 1); 2370 tmp = get_split_ob (weapon, 1);
2101 esrv_send_item(op, weapon); 2371 esrv_send_item (op, weapon);
2102 weapon = tmp; 2372 weapon = tmp;
2103 } 2373 }
2104 2374
2105 /* create the golem object */ 2375 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2376 tmp = arch_to_object (spell->other_arch);
2107 2377
2108 /* if animated by a player, give the player control of the golem */ 2378 /* if animated by a player, give the player control of the golem */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2379 CLEAR_FLAG (tmp, FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY); 2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2381 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2382 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2383 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2384 tmp->set_owner (op);
2115 set_spell_skill(op, caster, spell, tmp); 2385 set_spell_skill (op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp; 2386 op->contr->ranges[range_golem] = tmp;
2117 op->contr->shoottype=range_golem; 2387 op->contr->shoottype = range_golem;
2118 op->contr->golem_count = tmp->count;
2119 2388
2120 /* Give the weapon to the golem now. A bit of a hack to check the 2389 /* Give the weapon to the golem now. A bit of a hack to check the
2121 * removed flag - it should only be set if get_split_object was 2390 * removed flag - it should only be set if get_split_object was
2122 * used above. 2391 * used above.
2123 */ 2392 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2125 remove_ob (weapon); 2394 weapon->remove ();
2126 insert_ob_in_ob (weapon, tmp); 2395 insert_ob_in_ob (weapon, tmp);
2127 esrv_send_item(op, weapon); 2396 esrv_send_item (op, weapon);
2128 /* To do everything necessary to let a golem use the weapon is a pain, 2397 /* To do everything necessary to let a golem use the weapon is a pain,
2129 * so instead, just set it as equipped (otherwise, we need to update 2398 * so instead, just set it as equipped (otherwise, we need to update
2130 * body_info, skills, etc) 2399 * body_info, skills, etc)
2131 */ 2400 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2401 SET_FLAG (tmp, FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2402 SET_FLAG (weapon, FLAG_APPLIED);
2134 fix_player(tmp); 2403 tmp->update_stats ();
2135 2404
2136 /* There used to be 'odd' code that basically seemed to take the absolute 2405 /* There used to be 'odd' code that basically seemed to take the absolute
2137 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2406 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2138 * if you're using a crappy weapon, it shouldn't be as good. 2407 * if you're using a crappy weapon, it shouldn't be as good.
2139 */ 2408 */
2140 2409
2141 /* modify weapon's animated wc */ 2410 /* modify weapon's animated wc */
2142 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2411 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2143 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2412 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2413 tmp->stats.wc = -127;
2145 2414
2146 /* Modify hit points for weapon */ 2415 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2416 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2417 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2418 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2419 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2420 tmp->stats.hp = tmp->stats.maxhp;
2152 2421
2153 /* Modify weapon's damage */ 2422 /* Modify weapon's damage */
2154 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2423 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2155 + weapon->stats.dam 2424 if (tmp->stats.dam < 0)
2156 + weapon->magic 2425 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2426
2160 2427
2161 /* attacktype */ 2428 /* attacktype */
2162 if ( ! tmp->attacktype) 2429 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2430 tmp->attacktype = AT_PHYSICAL;
2164 2431
2165 mt = NULL; 2432 mt = NULL;
2166 if (op->materialname != NULL) 2433 if (op->materialname != NULL)
2167 mt = name_to_material(op->materialname); 2434 mt = name_to_material (op->materialname);
2168 if (mt != NULL) { 2435 if (mt != NULL)
2436 {
2169 for (i=0; i < NROFATTACKS; i++) 2437 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2438 tmp->resist[i] = 50 - (mt->save[i] * 5);
2171 a = mt->save[0]; 2439 a = mt->save[0];
2172 } else { 2440 }
2441 else
2442 {
2173 for (i=0; i < NROFATTACKS; i++) 2443 for (i = 0; i < NROFATTACKS; i++)
2174 tmp->resist[i] = 5; 2444 tmp->resist[i] = 5;
2175 a = 10; 2445 a = 10;
2176 } 2446 }
2177 /* Set weapon's immunity */ 2447 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2448 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2449 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2450 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2451 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2452 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2453 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2454 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2455 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2456 tmp->resist[ATNR_BLIND] = 100;
2187 2457
2188 /* Improve weapon's armour value according to best save vs. physical of its material */ 2458 /* Improve weapon's armour value according to best save vs. physical of its material */
2189 2459
2190 if (a > 14) a = 14; 2460 if (a > 14)
2461 a = 14;
2191 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2192 2463
2193 /* Determine golem's speed */ 2464 /* Determine golem's speed */
2194 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell);
2195 2466
2196 if(tmp->speed > 3.33) tmp->speed = 3.33; 2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2197 2469
2198 if (!spell->race) { 2470 if (!spell->race)
2471 {
2199 sprintf(buf, "animated %s", &weapon->name); 2472 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2473 tmp->name = buf;
2201 2474
2202 tmp->face = weapon->face; 2475 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2476 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2477 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2478 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2479 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE))
2481 {
2208 SET_FLAG(tmp,FLAG_ANIMATE); 2482 SET_FLAG (tmp, FLAG_ANIMATE);
2483 }
2209 } else { 2484 else
2485 {
2210 CLEAR_FLAG(tmp,FLAG_ANIMATE); 2486 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2211 } 2487 }
2212 update_ob_speed(tmp); 2488 update_ob_speed (tmp);
2213 } 2489 }
2214 2490
2215 /* make experience increase in proportion to the strength of the summoned creature. */ 2491 /* make experience increase in proportion to the strength of the summoned creature. */
2216 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2492 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2217 2493
2218 tmp->speed_left= -1; 2494 tmp->speed_left = -1;
2219 tmp->x=x; 2495 tmp->x = x;
2220 tmp->y=y; 2496 tmp->y = y;
2221 tmp->direction=dir; 2497 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2498 insert_ob_in_map (tmp, m, op, 0);
2223 return 1; 2499 return 1;
2224} 2500}
2225 2501
2226/* cast_daylight() - changes the map darkness level *lower* */ 2502/* cast_daylight() - changes the map darkness level *lower* */
2227 2503
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2504/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2505 * This changes the light level for the entire map.
2230 */ 2506 */
2231 2507
2508int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2509cast_change_map_lightlevel (object *op, object *caster, object *spell)
2510{
2233 int success; 2511 int success;
2234 2512
2235 if(!op->map) return 0; /* shouldnt happen */ 2513 if (!op->map)
2514 return 0; /* shouldnt happen */
2236 2515
2237 success=change_map_light(op->map,spell->stats.dam); 2516 success = change_map_light (op->map, spell->stats.dam);
2238 if(!success) { 2517 if (!success)
2518 {
2239 if (spell->stats.dam < 0) 2519 if (spell->stats.dam < 0)
2240 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2241 else 2521 else
2242 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2522 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2243 } 2523 }
2244 return success; 2524 return success;
2245} 2525}
2246 2526
2247 2527
2248 2528
2249 2529
2250 2530
2251/* create an aura spell object and put it in the player's inventory. 2531/* create an aura spell object and put it in the player's inventory.
2252 * as usual, op is player, caster is the object casting the spell, 2532 * as usual, op is player, caster is the object casting the spell,
2253 * spell is the spell object itself. 2533 * spell is the spell object itself.
2254 */ 2534 */
2535int
2255int create_aura(object *op, object *caster, object *spell) 2536create_aura (object *op, object *caster, object *spell)
2256{ 2537{
2257 int refresh=0; 2538 int refresh = 0;
2258 object *new_aura; 2539 object *new_aura;
2259 2540
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2541 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2542 if (new_aura)
2543 refresh = 1;
2544 else
2262 else new_aura = arch_to_object(spell->other_arch); 2545 new_aura = arch_to_object (spell->other_arch);
2263 2546
2264 new_aura->duration = spell->duration + 2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2548
2267 new_aura->stats.dam = spell->stats.dam 2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2550
2270 set_owner(new_aura,op); 2551 new_aura->set_owner (op);
2271 set_spell_skill(op, caster, spell, new_aura); 2552 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2553 new_aura->attacktype = spell->attacktype;
2273 2554
2274 new_aura->level = caster_level(caster, spell); 2555 new_aura->level = caster_level (caster, spell);
2275 if (refresh) 2556 if (refresh)
2276 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2557 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2277 else 2558 else
2278 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2559 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2279 insert_ob_in_ob(new_aura, op); 2560 insert_ob_in_ob (new_aura, op);
2280 return 1; 2561 return 1;
2281} 2562}
2282 2563
2283 2564
2284/* move aura function. An aura is a part of someone's inventory, 2565/* move aura function. An aura is a part of someone's inventory,
2285 * which he carries with him, but which acts on the map immediately 2566 * which he carries with him, but which acts on the map immediately
2288 * duration: duration counter. 2569 * duration: duration counter.
2289 * attacktype: aura's attacktype 2570 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2571 * other_arch: archetype to drop where we attack
2291 */ 2572 */
2292 2573
2574void
2293void move_aura(object *aura) { 2575move_aura (object *aura)
2576{
2294 int i, mflags; 2577 int i, mflags;
2295 object *env; 2578 object *env;
2296 mapstruct *m; 2579 maptile *m;
2297 2580
2298 /* auras belong in inventories */ 2581 /* auras belong in inventories */
2299 env = aura->env; 2582 env = aura->env;
2300 2583
2301 /* no matter what we've gotta remove the aura... 2584 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2585 * we'll put it back if its time isn't up.
2303 */ 2586 */
2304 remove_ob(aura); 2587 aura->remove ();
2305 2588
2306 /* exit if we're out of gas */ 2589 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2590 if (aura->duration-- < 0)
2308 free_object(aura); 2591 {
2592 aura->destroy ();
2309 return; 2593 return;
2310 } 2594 }
2311 2595
2312 /* auras only exist in inventories */ 2596 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2597 if (env == NULL || env->map == NULL)
2314 free_object(aura); 2598 {
2599 aura->destroy ();
2315 return; 2600 return;
2316 } 2601 }
2602
2317 aura->x = env->x; 2603 aura->x = env->x;
2318 aura->y = env->y; 2604 aura->y = env->y;
2319 2605
2320 /* we need to jump out of the inventory for a bit 2606 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2607 * in order to hit the map conveniently.
2322 */ 2608 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2609 insert_ob_in_map (aura, env->map, aura, 0);
2324 2610
2325 for(i=1;i<9;i++) { 2611 for (i = 1; i < 9; i++)
2612 {
2326 sint16 nx, ny; 2613 sint16 nx, ny;
2614
2327 nx = aura->x + freearr_x[i]; 2615 nx = aura->x + freearr_x[i];
2328 ny = aura->y + freearr_y[i]; 2616 ny = aura->y + freearr_y[i];
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2617 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2330 2618
2331 /* Consider the movement tyep of the person with the aura as 2619 /* Consider the movement tyep of the person with the aura as
2332 * movement type of the aura. Eg, if the player is flying, the aura 2620 * movement type of the aura. Eg, if the player is flying, the aura
2333 * is flying also, if player is walking, it is on the ground, etc. 2621 * is flying also, if player is walking, it is on the ground, etc.
2334 */ 2622 */
2335 if (!(mflags & P_OUT_OF_MAP)
2336 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2337 { 2624 {
2338 hit_map(aura,i,aura->attacktype,0); 2625 hit_map (aura, i, aura->attacktype, 0);
2339 2626
2340 if(aura->other_arch) { 2627 if (aura->other_arch)
2628 {
2341 object *new_ob; 2629 object *new_ob;
2342 2630
2343 new_ob = arch_to_object(aura->other_arch); 2631 new_ob = arch_to_object (aura->other_arch);
2344 new_ob->x = nx; 2632 new_ob->x = nx;
2345 new_ob->y = ny; 2633 new_ob->y = ny;
2346 insert_ob_in_map(new_ob,m,aura,0); 2634 insert_ob_in_map (new_ob, m, aura, 0);
2347 } 2635 }
2348 } 2636 }
2349 } 2637 }
2350 /* put the aura back in the player's inventory */ 2638 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2639 aura->remove ();
2352 insert_ob_in_ob(aura, env); 2640 insert_ob_in_ob (aura, env);
2353} 2641}
2354 2642
2355/* moves the peacemaker spell. 2643/* moves the peacemaker spell.
2356 * op is the piece object. 2644 * op is the piece object.
2357 */ 2645 */
2358 2646
2647void
2359void move_peacemaker(object *op) { 2648move_peacemaker (object *op)
2649{
2360 object *tmp; 2650 object *tmp;
2361 2651
2362 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2652 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 {
2363 int atk_lev, def_lev; 2654 int atk_lev, def_lev;
2364 object *victim=tmp; 2655 object *victim = tmp;
2365 2656
2366 if (tmp->head) victim=tmp->head; 2657 if (tmp->head)
2658 victim = tmp->head;
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2659 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2660 continue;
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2661 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2662 continue;
2369 if (victim->stats.exp == 0) continue; 2663 if (victim->stats.exp == 0)
2664 continue;
2370 2665
2371 def_lev = MAX(1,victim->level); 2666 def_lev = MAX (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2667 atk_lev = MAX (1, op->level);
2373 2668
2374 if (rndm(0, atk_lev-1) > def_lev) { 2669 if (rndm (0, atk_lev - 1) > def_lev)
2670 {
2375 /* make this sucker peaceful. */ 2671 /* make this sucker peaceful. */
2376 2672
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2673 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2674 victim->stats.exp = 0;
2379#if 0 2675#if 0
2380 /* No idea why these were all set to zero - if something 2676 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2677 * makes this creature agressive, he should still do damage.
2382 */ 2678 */
2383 victim->stats.dam = 0; 2679 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2680 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2681 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2682 victim->stats.Pow = 0;
2387#endif 2683#endif
2388 victim->attack_movement = RANDO2; 2684 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2685 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2686 SET_FLAG (victim, FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2687 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2688 CLEAR_FLAG (victim, FLAG_MONSTER);
2393 if(victim->name) { 2689 if (victim->name)
2690 {
2394 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",&victim->name); 2691 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2395 } 2692 }
2396 } 2693 }
2397 } 2694 }
2398} 2695}
2399 2696
2400 2697
2401/* This writes a rune that contains the appropriate message. 2698/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2699 * There really isn't any adjustments we make.
2403 */ 2700 */
2404 2701
2702int
2405int write_mark(object *op, object *spell, const char *msg) { 2703write_mark (object *op, object *spell, const char *msg)
2704{
2406 char rune[HUGE_BUF]; 2705 char rune[HUGE_BUF];
2407 object *tmp; 2706 object *tmp;
2408 2707
2409 if (!msg || msg[0] == 0) { 2708 if (!msg || msg[0] == 0)
2709 {
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2710 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2411 return 0; 2711 return 0;
2412 } 2712 }
2413 2713
2414 if (strcasestr_local(msg, "endmsg")) { 2714 if (strcasestr_local (msg, "endmsg"))
2715 {
2415 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2716 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2416 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2717 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2417 return 0; 2718 return 0;
2418 } 2719 }
2419 if (!spell->other_arch) return 0; 2720 if (!spell->other_arch)
2721 return 0;
2420 tmp = arch_to_object(spell->other_arch); 2722 tmp = arch_to_object (spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2); 2723
2422 rune[HUGE_BUF-2] = 0; 2724 snprintf (rune, sizeof (rune), "%s\n", msg);
2423 strcat(rune, "\n"); 2725
2424 tmp->race = op->name; /*Save the owner of the rune*/ 2726 tmp->race = op->name; /*Save the owner of the rune */
2425 tmp->msg = rune; 2727 tmp->msg = rune;
2426 tmp->x = op->x; 2728 tmp->x = op->x;
2427 tmp->y = op->y; 2729 tmp->y = op->y;
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1; 2731 return 1;
2430} 2732}

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