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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC vs.
Revision 1.28 by root, Sat Dec 30 10:16:11 2006 UTC

1/*
2 * static char *rcsid_spell_effect_c =
3 * "$Id: spell_effect.C,v 1.6 2006/08/29 11:58:02 elmex 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 */
42
46 tmp->level=op->level; 43 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 44 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 45 tmp->duration += lvl / 5;
51 46
52 /* Put a cap on duration for this - if the player fails in their 47 /* 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 48 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 49 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 50 * so don't really need to increase the duration as much either.
56 */ 51 */
57 if (tmp->duration>=40) tmp->duration=40; 52 if (tmp->duration >= 40)
53 tmp->duration = 40;
54
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);
61 57
58 tmp->insert_at (op, op);
62} 59}
63 60
64 61int
65int recharge(object *op, object *caster, object *spell_ob) { 62recharge (object *op, object *caster, object *spell_ob)
63{
66 object *wand, *tmp; 64 object *wand, *tmp;
67 int ncharges; 65 int ncharges;
68 66
69 wand = find_marked_object(op); 67 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 68 if (wand == NULL || wand->type != WAND)
69 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 71 return 0;
73 } 72 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 74 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 75 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); 76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 77 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 78 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 79 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 81
82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1;
84
84 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 86
86 tmp->x = op->x; 87 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 88 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 89
90 tmp->insert_at (op);
89 return 1; 91 return 1;
90 } 92 }
91 93
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
93 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
95 else { 98 else
99 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 101 return 0;
99 } 102 }
100 if (!ncharges) ncharges = 1;
101 103
104 if (!ncharges)
105 ncharges = 1;
106
102 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 108 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)); 109
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
111 {
106 SET_FLAG(wand, FLAG_ANIMATE); 112 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->clone.speed);
108 update_ob_speed(wand);
109 } 114 }
115
110 return 1; 116 return 1;
111} 117}
112 118
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 119/* 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 120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 121 * arrows.
119 * The # of arrows created also goes up with level, so if a 30th level mage 125 * 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 126 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
122 */ 128 */
123 129
130int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 132{
126 int missile_plus=0, bonus_plus=0; 133 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 134 const char *missile_name;
128 object *tmp, *missile; 135 object *tmp, *missile;
129 tag_t tag;
130 136
131 missile_name = "arrow"; 137 missile_name = "arrow";
132 138
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 141 missile_name = tmp->race;
136 }
137 142
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 144
140 if (find_archetype(missile_name)==NULL) { 145 if (archetype::find (missile_name) == NULL)
146 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 148 return 0;
144 } 149 }
150
145 missile = get_archetype(missile_name); 151 missile = get_archetype (missile_name);
146 152
147 if (stringarg) { 153 if (stringarg)
154 {
148 /* If it starts with a letter, presume it is a description */ 155 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 156 if (isalpha (*stringarg))
157 {
150 artifact *al = find_artifactlist(missile->type)->items; 158 artifact *al = find_artifactlist (missile->type)->items;
151 159
152 for ( ; al != NULL; al=al->next) 160 for (; al != NULL; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 161 if (!strcasecmp (al->item->name, stringarg))
162 break;
154 163
155 if (!al) { 164 if (!al)
156 free_object(missile); 165 {
166 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 168 return 0;
160 } 169 }
170
161 if (al->item->slaying) { 171 if (al->item->slaying)
162 free_object(missile); 172 {
173 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 174 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; 175 return 0;
166 } 176 }
177
167 give_artifact_abilities(missile, al->item); 178 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 179 /* 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 180 * 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. 181 * the parsing of having to do both plus and type.
171 */ 182 */
172 bonus_plus = 1 + (al->item->value / 5); 183 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 184 missile_plus = 0;
174 } else 185 }
175 if (atoi(stringarg) < missile_plus) 186 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 187 missile_plus = atoi (stringarg);
177 } 188 }
189
178 if (missile_plus > 4) 190 if (missile_plus > 4)
179 missile_plus = 4; 191 missile_plus = 4;
180 else if (missile_plus < -4) 192 else if (missile_plus < -4)
181 missile_plus = -4; 193 missile_plus = -4;
182 194
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 196 missile->nrof -= 3 * (missile_plus + bonus_plus);
197
185 if (missile->nrof < 1) 198 if (missile->nrof < 1)
186 missile->nrof=1; 199 missile->nrof = 1;
187 200
188 missile->magic = missile_plus; 201 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 202 /* Can't get any money for these objects */
190 missile->value=0; 203 missile->value = 0;
191 204
192 SET_FLAG(missile, FLAG_IDENTIFIED); 205 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 206
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 208 pick_up (op, missile);
199 } 209
200 return 1; 210 return 1;
201} 211}
202 212
203 213
204/* allows the choice of what sort of food object to make. 214/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 215 * If stringarg is NULL, it will create food dependent on level --PeterM*/
216int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 217cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 218{
208 int food_value; 219 int food_value;
209 archetype *at=NULL; 220 archetype *at = NULL;
210 object *new_op; 221 object *new_op;
211 222
212 food_value=spell_ob->stats.food + 223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 224
215 if(stringarg) { 225 if (stringarg)
226 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 227 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 228 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 229 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 230 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL; 231 stringarg = NULL;
221 } 232 }
222 233
223 if(!stringarg) { 234 if (!stringarg)
235 {
224 archetype *at_tmp; 236 archetype *at_tmp;
225 237
226 /* We try to find the archetype with the maximum food value. 238 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 239 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 240 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 241 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 242 * to be altered from the donor.
231 */ 243 */
232 244
233 /* We assume the food items don't have multiple parts */ 245 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
247 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
249 {
236 /* Basically, if the food value is something that is creatable 250 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 251 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 252 * the item we have now, take it instead.
239 */ 253 */
240 if (at_tmp->clone.stats.food<=food_value && 254 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; 255 at = at_tmp;
243 } 256 }
244 } 257 }
245 } 258 }
246 /* Pretty unlikely (there are some very low food items), but you never 259 /* Pretty unlikely (there are some very low food items), but you never
247 * know 260 * know
248 */ 261 */
249 if (!at) { 262 if (!at)
263 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 265 return 0;
252 } 266 }
253 267
254 food_value/=at->clone.stats.food; 268 food_value /= at->clone.stats.food;
255 new_op = arch_to_object (at); 269 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 270 new_op->nrof = food_value;
257 271
258 new_op->value = 0; 272 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 273 if (new_op->nrof < 1)
274 new_op->nrof = 1;
260 275
261 cast_create_obj(op, caster,new_op, dir); 276 cast_create_obj (op, caster, new_op, dir);
262 return 1; 277 return 1;
263} 278}
264 279
280int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 281probe (object *op, object *caster, object *spell_ob, int dir)
282{
266 int r, mflags, maxrange; 283 int r, mflags, maxrange;
267 object *tmp; 284 object *tmp;
268 mapstruct *m; 285 maptile *m;
269 286
270 287
271 if(!dir) { 288 if (!dir)
289 {
272 examine_monster(op,op); 290 examine_monster (op, op);
273 return 1; 291 return 1;
274 } 292 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 294 for (r = 1; r < maxrange; r++)
295 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 297
279 m = op->map; 298 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 299 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 300
282 if (mflags & P_OUT_OF_MAP) break; 301 if (mflags & P_OUT_OF_MAP)
302 break;
283 303
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
305 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 307 return 0;
287 } 308 }
288 if (mflags & P_IS_ALIVE) { 309 if (mflags & P_IS_ALIVE)
310 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 311 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))) { 312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
313 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 315 if (tmp->head != NULL)
293 tmp=tmp->head; 316 tmp = tmp->head;
294 examine_monster(op,tmp); 317 examine_monster (op, tmp);
295 return 1; 318 return 1;
296 } 319 }
297 } 320 }
298 } 321 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 323 return 1;
301} 324}
302 325
303 326
304/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 328 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 331 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 332 * pl is invisible.
310 */ 333 */
334int
311int makes_invisible_to(object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
312{ 336{
313 337
314 if (!pl->invisible) return 0; 338 if (!pl->invisible)
339 return 0;
315 if (pl->type == PLAYER ) { 340 if (pl->type == PLAYER)
341 {
316 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 343 if (!pl->contr->invis_race)
344 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 345 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 346 return 0;
347 return 1;
320 } 348 }
321 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 351 return 1;
324 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 353 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 354 return 0;
329 } else { 355 if (strstr (mon->race, pl->contr->invis_race))
330 /* monsters are invisible to everything */
331 return 1; 356 return 1;
357 /* Nothing matched above, return 0 */
358 return 0;
359 }
360 else
361 {
362 /* monsters are invisible to everything */
363 return 1;
332 } 364 }
333} 365}
334 366
335/* Makes the player or character invisible. 367/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 368 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 371 * 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 372 * 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/ 373 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 374 * normal applies.
343 */ 375 */
376int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 377cast_invisible (object *op, object *caster, object *spell_ob)
378{
345 object *tmp; 379 object *tmp;
346 380
347 if(op->invisible>1000) { 381 if (op->invisible > 1000)
382 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 384 return 0;
350 } 385 }
351 386
352 /* Remove the switch with 90% duplicate code - just handle the differences with 387 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 388 * and if statement or two.
354 */ 389 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 391 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 392 if (op->invisible > 1000)
393 op->invisible = 1000;
358 394
359 if (op->type == PLAYER) { 395 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 396 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 397 op->contr->invis_race = spell_ob->race;
398
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 400 op->contr->tmp_invis = 0;
365 else 401 else
366 op->contr->tmp_invis=1; 402 op->contr->tmp_invis = 1;
367 403
368 op->contr->hidden = 0; 404 op->contr->hidden = 0;
369 } 405 }
370 if (makes_invisible_to(op, op)) 406 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 408 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 410
375 update_object(op,UP_OBJ_FACE); 411 update_object (op, UP_OBJ_FACE);
376 412
377 /* Only search the active objects - only these should actually do 413 /* Only search the active objects - only these should actually do
378 * harm to the player. 414 * harm to the player.
379 */ 415 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
381 if (tmp->enemy == op) 417 if (tmp->enemy == op)
382 tmp->enemy = NULL; 418 tmp->enemy = NULL;
383 return 1; 419 return 1;
384} 420}
385 421
386/* earth to dust spell. Basically destroys earthwalls in the area. 422/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 423 */
424int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 425cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{
389 object *tmp, *next; 427 object *tmp, *next;
390 int range,i,j, mflags; 428 int range, i, j, mflags;
391 sint16 sx, sy; 429 sint16 sx, sy;
392 mapstruct *m; 430 maptile *m;
393 431
394 if(op->type!=PLAYER) 432 if (op->type != PLAYER)
395 return 0; 433 return 0;
396 434
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 436
399 for(i= -range;i<=range;i++) 437 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 438 for (j = -range; j <= range; j++)
439 {
401 sx = op->x + i; 440 sx = op->x + i;
402 sy = op->y + j; 441 sy = op->y + j;
403 m = op->map; 442 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 444
406 if (mflags & P_OUT_OF_MAP) continue; 445 if (mflags & P_OUT_OF_MAP)
446 continue;
407 447
408 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 450 {
411 next = tmp->above; 451 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 454 }
455 }
416 return 1; 456 return 1;
417} 457}
418 458
419 459
460void
420void execute_word_of_recall(object *op) { 461execute_word_of_recall (object *op)
462{
421 object *wor=op; 463 object *wor = op;
464
422 while(op!=NULL && op->type!=PLAYER) 465 while (op != NULL && op->type != PLAYER)
423 op=op->env; 466 op = op->env;
424 467
425 if(op!=NULL && op->map) { 468 if (op != NULL && op->map)
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) 469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
428 else 471 else
429 enter_exit(op,wor); 472 op->enter_exit (wor);
430 } 473
431 remove_ob(wor); 474 wor->destroy ();
432 free_object(wor);
433} 475}
434 476
435/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
437 * time delay effect. 479 * time delay effect.
438 */ 480 */
481int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{
440 object *dummy; 484 object *dummy;
441 int time; 485 int time;
442 486
443 if(op->type!=PLAYER) 487 if (op->type != PLAYER)
444 return 0; 488 return 0;
445 489
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 491 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 493 return 1;
450 } 494 }
451 495
452 dummy=get_archetype(FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 497 if (dummy == NULL)
498 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 501 return 0;
457 } 502 }
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
460 506
461 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
464 */ 510 */
465 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
470 515
471 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
473 */ 518 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 519 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
477 522
478 (void) insert_ob_in_ob(dummy,op); 523 (void) insert_ob_in_ob (dummy, op);
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
480 return 1; 525 return 1;
481} 526}
482 527
483/* cast_wonder 528/* cast_wonder
484 * wonder is really just a spell that will likely cast another 529 * wonder is really just a spell that will likely cast another
485 * spell. 530 * spell.
486 */ 531 */
532int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 533cast_wonder (object *op, object *caster, int dir, object *spell_ob)
534{
488 object *newspell; 535 object *newspell;
489 536
490 if(!rndm(0, 3)) 537 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 538 return cast_cone (op, caster, dir, spell_ob);
492 539
493 if (spell_ob->randomitems) { 540 if (spell_ob->randomitems)
541 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 542 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 543 if (!newspell)
544 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 545 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 546 return 0;
498 } 547 }
499 if (newspell->type != SPELL) { 548 if (newspell->type != SPELL)
549 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 550 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
501 newspell->type, newspell->name);
502 return 0; 551 return 0;
503 } 552 }
504 /* Prevent inifinit recursion */ 553 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 554 if (newspell->subtype == SP_WONDER)
555 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 556 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 557 return 0;
508 } 558 }
509 return cast_spell(op,caster,dir,newspell, NULL); 559 return cast_spell (op, caster, dir, newspell, NULL);
510 } 560 }
511 return 1; 561 return 1;
512} 562}
513 563
514 564int
515int perceive_self(object *op) { 565perceive_self (object *op)
566{
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 567 char *cp = describe_item (op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION); 568 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp; 569 object *tmp;
519 int i; 570 int i;
520 571
521 tmp=find_god(determine_god(op)); 572 tmp = find_god (determine_god (op));
522 if (tmp) 573 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
524 else 575 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
526 577
527 tmp=present_arch_in_ob(at,op); 578 tmp = present_arch_in_ob (at, op);
528 579
529 if(*cp=='\0' && tmp==NULL) 580 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
531 else { 582 else
583 {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 584 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 585 new_draw_info (NDI_UNIQUE, 0, op, cp);
534 if (tmp!=NULL) { 586 if (tmp != NULL)
587 {
535 for (i=0; i<NUM_STATS; i++) { 588 for (i = 0; i < NUM_STATS; i++)
589 {
536 if (get_attr_value(&tmp->stats, i)<0) { 590 if (get_attr_value (&tmp->stats, i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 591 {
538 "Your %s is depleted by %d", statname[i], 592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
539 -(get_attr_value(&tmp->stats,i)));
540 } 593 }
541 } 594 }
542 } 595 }
543 } 596 }
544 597
545 if (is_dragon_pl(op)) { 598 if (is_dragon_pl (op))
599 {
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
602 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
604 {
549 if(tmp->stats.exp == 0) { 605 if (tmp->stats.exp == 0)
606 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 607 sprintf (buf, "Your metabolism isn't focused on anything.");
551 } else {
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
553 } 608 }
609 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
612 }
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 613 new_draw_info (NDI_UNIQUE, 0, op, buf);
555 break; 614 break;
556 } 615 }
557 } 616 }
558 } 617 }
559 return 1; 618 return 1;
560} 619}
561 620
562/* int cast_create_town_portal (object *op, object *caster, int dir) 621/* int cast_create_town_portal (object *op, object *caster, int dir)
563 * 622 *
564 * This function cast the spell of town portal for op 623 * This function cast the spell of town portal for op
574 * to the town or another public place. So, check if the map is unique and if 633 * to the town or another public place. So, check if the map is unique and if
575 * so return an error 634 * so return an error
576 * 635 *
577 * Code by Tchize (david.delbecq@usa.net) 636 * Code by Tchize (david.delbecq@usa.net)
578 */ 637 */
638int
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{ 640{
581 object *dummy, *force, *old_force, *tmp; 641 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal; 642 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024]; 643 char portal_name[1024], portal_message[1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap; 644 maptile *exitmap;
586 int op_level; 645 int op_level;
587 646
588
589 /* Check to see if the map the player is currently on is a per player unique 647 /* Check to see if the map the player is currently on is a per player unique
590 * map. This can be determined in that per player unique maps have the 648 * map. This can be determined in that per player unique maps have the
591 * full pathname listed. 649 * full pathname listed.
592 */ 650 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
594 settings.create_home_portals != TRUE )
595 { 652 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
597 return 0; 654 return 0;
598 } 655 }
599 656
600 /* The first thing to do is to check if we have a marked destination 657 /* The first thing to do is to check if we have a marked destination
601 * dummy is used to make a check inventory for the force 658 * dummy is used to make a check inventory for the force
602 */ 659 */
603 dummy=arch_to_object(spell->other_arch); 660 dummy = arch_to_object (spell->other_arch);
604 if(dummy == NULL){ 661 if (dummy == NULL)
662 {
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
606 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name); 664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
607 return 0; 665 return 0;
608 } 666 }
667
609 force=check_inv_recursive (op,dummy); 668 force = check_inv_recursive (op, dummy);
610 669
611 if (force==NULL) { 670 if (force == NULL)
671 {
612 /* Here we know there is no destination marked up. 672 /* Here we know there is no destination marked up.
613 * We have 2 things to do: 673 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory. 674 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked. 675 * 2. Let the player know it worked.
616 */ 676 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path); 677 dummy->name = op->map->path;
619 EXIT_X(dummy)= op->x; 678 EXIT_X (dummy) = op->x;
620 EXIT_Y(dummy)= op->y; 679 EXIT_Y (dummy) = op->y;
621 insert_ob_in_ob (dummy,op); 680 insert_ob_in_ob (dummy, op);
622 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."); 681 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.");
623 return 1; 682 return 1;
624 } 683 }
625 free_object (dummy);
626 684
685 dummy->destroy ();
686
627 /* Here we know where the town portal should go to 687 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player. 688 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals. 689 * Than we should create the 2 portals.
630 * For each of them, we need: 690 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map 691 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal 692 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory 693 * - To mark the position of the portal in the player's inventory
634 * for easier destruction. 694 * for easier destruction.
635 * 695 *
636 * The mark works has follow: 696 * The mark works has follow:
637 * slaying: Existing town portal 697 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal 698 * hp, sp : x & y of the associated portal
639 * name : name of the portal 699 * name : name of the portal
640 * race : map the portal is in 700 * race : map the portal is in
641 */ 701 */
642 702
643 /* First step: killing existing town portals */ 703 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race); 704 dummy = get_archetype (spell->race);
645 if(dummy == NULL){ 705 if (dummy == NULL)
706 {
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
647 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); 708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
648 return 0; 709 return 0;
649 } 710 }
711
650 perm_portal = find_archetype (spell->slaying); 712 perm_portal = archetype::find (spell->slaying);
651 713
652 /* To kill a town portal, we go trough the player's inventory, 714 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory, 715 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed) 716 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location. 717 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it. 718 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal. 719 * -We destruct the force indicating that portal.
658 */ 720 */
659 while ( (old_force=check_inv_recursive (op,dummy))) { 721 while ((old_force = check_inv_recursive (op, dummy)))
660 exitx=EXIT_X(old_force); 722 {
661 exity=EXIT_Y(old_force); 723 exitmap = maptile::find_map (old_force->race, op->map);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
663 724
664 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
665 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
666 else exitmap = ready_map_name(old_force->race, 0);
667
668 if (exitmap) { 725 if (exitmap)
726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
670 while (tmp) { 731 while (tmp)
732 {
671 if (tmp->name == old_force->name) { 733 if (tmp->name == old_force->name)
672 remove_ob (tmp); 734 {
673 free_object (tmp); 735 tmp->destroy ();
674 break; 736 break;
675 } else {
676 tmp = tmp->above;
677 } 737 }
738
739 tmp = tmp->above;
678 } 740 }
679 } 741 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685 742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
686 /* Creating the portals. 748 /* Creating the portals.
687 * The very first thing to do is to ensure 749 * The very first thing to do is to ensure
688 * access to the destination map. 750 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 751 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 752 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 753 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 754 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 755 * from the players inventory above.
694 */ 756 */
695 757
696 /* Ensure exit map is loaded*/ 758 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 759 exitmap = maptile::find_map (force->name, 0);
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
699 else
700 exitmap = ready_map_name(force->name, 0);
701 760
702 /* If we were unable to load (ex. random map deleted), warn player*/ 761 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 762 if (!exitmap)
763 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force); 765 force->destroy ();
706 free_object(force);
707 return 1; 766 return 1;
708 } 767 }
709 768
710 op_level = caster_level(caster, spell); 769 op_level = caster_level (caster, spell);
711 if (op_level<15) 770 if (op_level < 15)
771 snprintf (portal_message, 1024,
712 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); 772 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
773 &op->name);
713 else if (op_level<30) 774 else if (op_level < 30)
775 snprintf (portal_message, 1024,
714 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); 776 "\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);
715 else if (op_level<60) 777 else if (op_level < 60)
716 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); 778 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
779 else
717 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); 780 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
781 &op->name);
718 782
719 /* Create a portal in front of player 783 /* Create a portal in front of player
720 * dummy contain the portal and 784 * dummy contain the portal and
721 * force contain the track to kill it later 785 * force contain the track to kill it later
722 */ 786 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 787 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 788 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 789 if (dummy == NULL)
790 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
728 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); 792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 793 return 0;
730 } 794 }
795
731 EXIT_PATH(dummy) = add_string (force->name); 796 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 797 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 798 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 799 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 800 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 801 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 802 cast_create_obj (op, caster, dummy, 0);
739 803
740 /* Now we need to to create a town portal marker inside the player 804 /* Now we need to to create a town portal marker inside the player
741 * object, so on future castings, we can know that he has an active 805 * object, so on future castings, we can know that he has an active
742 * town portal. 806 * town portal.
743 */ 807 */
744 tmp=get_archetype(spell->race); 808 tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 809 if (tmp == NULL)
810 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
747 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); 812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 813 return 0;
749 } 814 }
815
750 tmp->race=add_string (op->map->path); 816 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 817 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 818 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 819 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 820 op->insert (tmp);
755 821
756 /* Create a portal in the destination map 822 /* Create a portal in the destination map
757 * dummy contain the portal and 823 * dummy contain the portal and
758 * force the track to kill it later 824 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 825 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 826 * where this portal goes to.
761 */ 827 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 828 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 829 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 830 if (dummy == NULL)
831 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
766 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); 833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 834 return 0;
768 } 835 }
836
769 EXIT_PATH(dummy) = add_string (op->map->path); 837 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 838 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 839 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 840 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 841 dummy->msg = portal_message;
775 dummy->x=EXIT_X(force);
776 dummy->y=EXIT_Y(force);
777 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 842 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
779 844
780 /* Now we create another town portal marker that 845 /* Now we create another town portal marker that
781 * points back to the one we just made 846 * points back to the one we just made
782 */ 847 */
783 tmp=get_archetype(spell->race); 848 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 849 if (tmp == NULL)
850 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
786 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); 852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 853 return 0;
788 } 854 }
855
789 tmp->race=add_string(force->name); 856 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 857 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 858 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 859 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 860 insert_ob_in_ob (tmp, op);
794 861
795 /* Describe the player what happened 862 /* Describe the player what happened
796 */ 863 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 864 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
798 remove_ob(force); /* Delete the force inside the player*/ 865 force->destroy ();
799 free_object(force); 866
800 return 1; 867 return 1;
801} 868}
802
803 869
804/* This creates magic walls. Really, it can create most any object, 870/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 871 * within some reason.
806 */ 872 */
807 873int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 874magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 875{
876 object *tmp;
810 int i,posblocked,negblocked, maxrange; 877 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 878 sint16 x, y;
812 mapstruct *m; 879 maptile *m;
813 const char *name; 880 const char *name;
814 archetype *at; 881 archetype *at;
815 882
816 if(!dir) { 883 if (!dir)
884 {
817 dir=op->facing; 885 dir = op->facing;
818 x = op->x; 886 x = op->x;
819 y = op->y; 887 y = op->y;
820 } else { 888 }
889 else
890 {
821 x = op->x+freearr_x[dir]; 891 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 892 y = op->y + freearr_y[dir];
823 } 893 }
894
824 m = op->map; 895 m = op->map;
825 896
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 897 if ((spell_ob->move_block || x != op->x || y != op->y) &&
827 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 898 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
828 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 899 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
900 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 901 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 902 return 0;
831 } 903 }
904
832 if (spell_ob->other_arch) { 905 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 906 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 907 else if (spell_ob->race)
908 {
835 char buf1[MAX_BUF]; 909 char buf1[MAX_BUF];
836 910
837 sprintf(buf1,spell_ob->race,dir); 911 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 912 at = archetype::find (buf1);
839 if (!at) { 913 if (!at)
914 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 915 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 916 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 917 return 0;
843 } 918 }
919
844 tmp = arch_to_object(at); 920 tmp = arch_to_object (at);
845 } else { 921 }
922 else
923 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 924 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 925 return 0;
849 } 926 }
850 927
851 if (tmp->type == SPELL_EFFECT) { 928 if (tmp->type == SPELL_EFFECT)
929 {
852 tmp->attacktype = spell_ob->attacktype; 930 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 931 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 932 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
855 tmp->stats.dam = spell_ob->stats.dam +
856 SP_level_dam_adjust(caster, spell_ob);
857 tmp->range = 0; 933 tmp->range = 0;
934 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 935 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 936 {
860 SP_level_duration_adjust(caster, spell_ob); 937 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 938 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 939 }
940
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 941 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 942 {
867 SP_level_duration_adjust(caster, spell_ob); 943 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 944 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 945 }
946
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 947 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
948 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 949 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 950 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 951 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 952 SET_FLAG (tmp, FLAG_ALIVE);
875 } 953 }
876 954
877 /* This can't really hurt - if the object doesn't kill anything, 955 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 956 * these fields just won't be used. Do not set the owner for
957 * earthwalls, though, so they survive restarts.
879 */ 958 */
959 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 960 tmp->set_owner (op);
961
881 set_spell_skill(op, caster, spell_ob, tmp); 962 set_spell_skill (op, caster, spell_ob, tmp);
882 tmp->x = x;
883 tmp->y = y;
884 tmp->level = caster_level(caster, spell_ob) / 2; 963 tmp->level = caster_level (caster, spell_ob) / 2;
885 964
886 name = tmp->name; 965 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 966 if (!(tmp = m->insert (tmp, x, y, op)))
967 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 968 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 969 return 0;
890 } 970 }
971
891 /* If this is a spellcasting wall, need to insert the spell object */ 972 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 975
895 /* This code causes the wall to extend some distance in 976 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 977 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 978 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 979 * created wall can extend, it won't go extend through
899 * blocked spaces. 980 * blocked spaces.
900 */ 981 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 982 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 983 posblocked = 0;
903 negblocked=0; 984 negblocked = 0;
904 985
905 for(i=1; i<=maxrange; i++) { 986 for (i = 1; i <= maxrange; i++)
987 {
906 int dir2; 988 int dir2;
907 989
908 dir2 = (dir<4)?(dir+2):dir-2; 990 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 991
910 x = tmp->x+i*freearr_x[dir2]; 992 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 993 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 994 m = tmp->map;
913 995
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 996 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
915 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 997 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 998 {
917 tmp2 = get_object(); 999 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 1000 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 1001
920 tmp2->y = y;
921 insert_ob_in_map(tmp2,m,op,0);
922 /* If this is a spellcasting wall, need to insert the spell object */ 1002 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1004 tmp2->insert (arch_to_object (tmp2->other_arch));
925 1005
1006 }
1007 else
926 } else posblocked=1; 1008 posblocked = 1;
927 1009
928 x = tmp->x-i*freearr_x[dir2]; 1010 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1011 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1012 m = tmp->map;
931 1013
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1014 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
933 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1015 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1016 {
935 tmp2 = get_object(); 1017 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 1018 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 1019
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1021 tmp2->insert (arch_to_object (tmp2->other_arch));
1022 }
1023 else
942 } else negblocked=1; 1024 negblocked = 1;
943 } 1025 }
944 1026
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1027 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1028 update_all_los (op->map, op->x, op->y);
947 1029
1030 return 1;
1031}
1032
1033int
1034dimension_door (object *op, object *caster, object *spob, int dir)
1035{
1036 uint32 dist, maxdist;
1037 int mflags;
1038 maptile *m;
1039 sint16 sx, sy;
1040
1041 if (op->type != PLAYER)
1042 return 0;
1043
1044 if (!dir)
1045 {
1046 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1047 return 0;
1048 }
1049
1050 /* Given the new outdoor maps, can't let players dimension door for
1051 * ever, so put limits in.
1052 */
1053 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1054
1055 if (op->contr->count)
1056 {
1057 if (op->contr->count > maxdist)
1058 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1060 return 0;
1061 }
1062
1063 for (dist = 0; dist < op->contr->count; dist++)
1064 {
1065 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1066
1067 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1068 break;
1069
1070 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1071 break;
1072 }
1073
1074 if (dist < op->contr->count)
1075 {
1076 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1077 op->contr->count = 0;
1078 return 0;
1079 }
1080
1081 op->contr->count = 0;
1082
1083 /* Remove code that puts player on random space on maps. IMO,
1084 * a lot of maps probably have areas the player should not get to,
1085 * but may not be marked as NO_MAGIC (as they may be bounded
1086 * by such squares). Also, there are probably treasure rooms and
1087 * lots of other maps that protect areas with no magic, but the
1088 * areas themselves don't contain no magic spaces.
1089 */
1090 /* This call here is really just to normalize the coordinates */
1091 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1092 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1093 {
1094 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1095 return 1; /* Maybe the penalty should be more severe... */
1096 }
1097 }
1098 else
1099 {
1100 /* Player didn't specify a distance, so lets see how far
1101 * we can move the player. Don't know why this stopped on
1102 * spaces that blocked the players view.
1103 */
1104
1105 for (dist = 0; dist < maxdist; dist++)
1106 {
1107 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1108
1109 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1110 break;
1111
1112 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1113 break;
1114
1115 }
1116
1117 /* If the destination is blocked, keep backing up until we
1118 * find a place for the player.
1119 */
1120 for (; dist > 0; dist--)
1121 {
1122 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1123 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1124 continue;
1125
1126
1127 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1128 break;
1129
1130 }
1131 if (!dist)
1132 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1134 return 0;
1135 }
1136 }
1137
1138 /* Actually move the player now */
1139 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 1140 return 1;
949}
950 1141
951int dimension_door(object *op,object *caster, object *spob, int dir) {
952 uint32 dist, maxdist;
953 int mflags;
954 mapstruct *m;
955 sint16 sx, sy;
956
957 if(op->type!=PLAYER)
958 return 0;
959
960 if(!dir) {
961 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
962 return 0;
963 }
964
965 /* Given the new outdoor maps, can't let players dimension door for
966 * ever, so put limits in.
967 */
968 maxdist = spob->range +
969 SP_level_range_adjust(caster, spob);
970
971 if(op->contr->count) {
972 if (op->contr->count > maxdist) {
973 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
974 return 0;
975 }
976
977 for(dist=0;dist<op->contr->count; dist++) {
978 mflags = get_map_flags(op->map, &m,
979 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
980 &sx, &sy);
981
982 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
983
984 if ((mflags & P_BLOCKSVIEW) &&
985 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
986 }
987
988 if(dist<op->contr->count) {
989 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
990 op->contr->count=0;
991 return 0;
992 }
993 op->contr->count=0;
994
995 /* Remove code that puts player on random space on maps. IMO,
996 * a lot of maps probably have areas the player should not get to,
997 * but may not be marked as NO_MAGIC (as they may be bounded
998 * by such squares). Also, there are probably treasure rooms and
999 * lots of other maps that protect areas with no magic, but the
1000 * areas themselves don't contain no magic spaces.
1001 */
1002 /* This call here is really just to normalize the coordinates */
1003 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1004 &sx, &sy);
1005 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1006 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1007 return 1; /* Maybe the penalty should be more severe... */
1008 }
1009 } else {
1010 /* Player didn't specify a distance, so lets see how far
1011 * we can move the player. Don't know why this stopped on
1012 * spaces that blocked the players view.
1013 */
1014
1015 for(dist=0; dist < maxdist; dist++) {
1016 mflags = get_map_flags(op->map, &m,
1017 op->x+freearr_x[dir] * (dist+1),
1018 op->y+freearr_y[dir] * (dist+1),
1019 &sx, &sy);
1020
1021 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1022
1023 if ((mflags & P_BLOCKSVIEW) &&
1024 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1025
1026 }
1027
1028 /* If the destination is blocked, keep backing up until we
1029 * find a place for the player.
1030 */
1031 for(;dist>0; dist--) {
1032 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1033 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1034
1035
1036 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1037
1038 }
1039 if(!dist) {
1040 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1041 return 0;
1042 }
1043 }
1044
1045 /* Actually move the player now */
1046 remove_ob(op);
1047 op->x+=freearr_x[dir]*dist;
1048 op->y+=freearr_y[dir]*dist;
1049 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1050 return 1;
1051
1052 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 1143 return 1;
1054} 1144}
1055 1145
1056 1146
1057/* cast_heal: Heals something. 1147/* cast_heal: Heals something.
1058 * op is the caster. 1148 * op is the caster.
1059 * dir is the direction he is casting it in. 1149 * dir is the direction he is casting it in.
1060 * spell is the spell object. 1150 * spell is the spell object.
1061 */ 1151 */
1152int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 1153cast_heal (object *op, object *caster, object *spell, int dir)
1154{
1063 object *tmp; 1155 object *tmp;
1064 archetype *at; 1156 archetype *at;
1065 object *poison; 1157 object *poison;
1066 int heal = 0, success = 0; 1158 int heal = 0, success = 0;
1067 1159
1068 tmp = find_target_for_friendly_spell(op,dir); 1160 tmp = find_target_for_friendly_spell (op, dir);
1069 1161
1070 if (tmp==NULL) return 0; 1162 if (tmp == NULL)
1163 return 0;
1071 1164
1072 /* Figure out how many hp this spell might cure. 1165 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 1166 * could be zero if this spell heals effects, not damage.
1074 */ 1167 */
1075 heal = spell->stats.dam; 1168 heal = spell->stats.dam;
1076 if (spell->stats.hp) 1169 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 1171
1080 if (heal) { 1172 if (heal)
1173 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 1174 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else
1083 } 1179 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1180 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1181 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1182 * on amount of damage healed.
1088 */ 1183 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1185 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1186 tmp->stats.hp += heal;
1092 1187
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1188 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) {
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!");
1097 } else if (heal > 25) {
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) {
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade.");
1101 } else {
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close.");
1103 } 1191 }
1104 success=1; 1192 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1105 } 1195 }
1106 } 1196 else if (heal > 25)
1107 if (spell->attacktype & AT_DISEASE) 1197 {
1108 if (cure_disease (tmp, op)) 1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 }
1109 success = 1; 1208 success = 1;
1209 }
1210 }
1211 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op))
1213 success = 1;
1110 1214
1111 if (spell->attacktype & AT_POISON) { 1215 if (spell->attacktype & AT_POISON)
1216 {
1112 at = find_archetype("poisoning"); 1217 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1218 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1219 if (poison)
1220 {
1115 success = 1; 1221 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1223 poison->stats.food = 1;
1118 } 1224 }
1119 } 1225 }
1120 if (spell->attacktype & AT_CONFUSION) { 1226 if (spell->attacktype & AT_CONFUSION)
1227 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1229 if (poison)
1230 {
1123 success = 1; 1231 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1233 poison->duration = 1;
1126 } 1234 }
1127 } 1235 }
1128 if (spell->attacktype & AT_BLIND) { 1236 if (spell->attacktype & AT_BLIND)
1237 {
1129 at=find_archetype("blindness"); 1238 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1239 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1240 if (poison)
1241 {
1132 success = 1; 1242 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1244 poison->stats.food = 1;
1135 } 1245 }
1136 } 1246 }
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 {
1138 tmp->stats.sp += spell->last_sp; 1249 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1250 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1252 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1254 }
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 {
1144 tmp->stats.grace += spell->last_grace; 1257 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1258 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1260 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1262 }
1149 if (spell->stats.food && tmp->stats.food < 999) { 1263 if (spell->stats.food && tmp->stats.food < 999)
1264 {
1150 tmp->stats.food += spell->stats.food; 1265 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1266 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999;
1152 success = 1; 1268 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1269 /* We could do something a bit better like the messages for healing above */
1154 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1270 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1271 }
1156 return success; 1272 return success;
1157} 1273}
1158 1274
1159 1275
1160/* This is used for the spells that gain stats. There are no spells 1276/* This is used for the spells that gain stats. There are no spells
1161 * right now that icnrease wis/int/pow on a temp basis, so no 1277 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1278 * good comments for those.
1163 */ 1279 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1280static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1281 "You grow no stronger.",
1166"You grow no more agile.", 1282 "You grow no more agile.",
1167"You don't feel any healthier.", 1283 "You don't feel any healthier.",
1168"no wis", 1284 "no wis",
1169"You are no easier to look at.", 1285 "You are no easier to look at.",
1170"no int", 1286 "no int",
1171"no pow" 1287 "no pow"
1172}; 1288};
1173 1289
1290int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1292{
1176 object *force=NULL; 1293 object *force = NULL;
1177 int i; 1294 int i;
1178 1295
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1297 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1298 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1299 : op;
1183 tmp = op;
1184 }
1185 1300
1186 if(tmp==NULL) return 0; 1301 if (!tmp)
1187 1302 return 0;
1303
1188 /* If we've already got a force of this type, don't add a new one. */ 1304 /* If we've already got a force of this type, don't add a new one. */
1189 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1306 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1308 {
1191 if (tmp2->name == spell_ob->name) { 1309 if (tmp2->name == spell_ob->name)
1310 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1311 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1312 break;
1194 } 1313 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1314 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 {
1196 if ( !silent ) 1316 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1317 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1198 "You can not cast %s while %s is in effect",
1199 spell_ob->name, tmp2->name_pl);
1200 return 0; 1318 return 0;
1201 } 1319 }
1202 } 1320 }
1203 } 1321 }
1204 if(force==NULL) { 1322 if (force == NULL)
1323 {
1205 force=get_archetype(FORCE_NAME); 1324 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1325 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1326 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1327 force->name = spell_ob->race;
1210 else 1328 else
1211 force->name = add_refcount(spell_ob->name); 1329 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1330 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1332
1216 } else { 1333 }
1334 else
1335 {
1217 int duration; 1336 int duration;
1218 1337
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1339 if (duration > force->duration)
1340 {
1221 force->duration = duration; 1341 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 }
1223 } else { 1344 else
1345 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1347 }
1226 return 1; 1348 return 1;
1227 } 1349 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1351 force->speed = 1.0;
1230 force->speed_left = -1.0; 1352 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1353 SET_FLAG (force, FLAG_APPLIED);
1232 1354
1233 /* Now start processing the effects. First, protections */ 1355 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1356 for (i = 0; i < NROFATTACKS; i++)
1357 {
1235 if (spell_ob->resist[i]) { 1358 if (spell_ob->resist[i])
1359 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1361 if (force->resist[i] > 100)
1362 force->resist[i] = 100;
1238 } 1363 }
1239 } 1364 }
1240 if (spell_ob->stats.hp) 1365 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1367
1243 if (tmp->type == PLAYER) { 1368 if (tmp->type == PLAYER)
1369 {
1244 /* Stat adjustment spells */ 1370 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1371 for (i = 0; i < NUM_STATS; i++)
1372 {
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1374
1247 if (stat) { 1375 if (stat)
1376 {
1248 sm=0; 1377 sm = 0;
1249 for (k=0; k<stat; k++) 1378 for (k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1379 sm += rndm (1, 3);
1251 1380
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1382 {
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1384 if (sm < 0)
1254 if (sm<0) sm = 0; 1385 sm = 0;
1255 } 1386 }
1256 set_attr_value(&force->stats, i, sm); 1387 set_attr_value (&force->stats, i, sm);
1257 if (!sm) 1388 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1390 }
1260 } 1391 }
1261 } 1392 }
1262 1393
1263 force->move_type = spell_ob->move_type; 1394 force->move_type = spell_ob->move_type;
1264 1395
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1397 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1398
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1400 SET_FLAG (force, FLAG_XRAYS);
1270 1401
1271 /* Haste/bonus speed */ 1402 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1403 if (spell_ob->stats.exp)
1404 {
1405 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1406 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1407 else
1275 force->stats.exp = spell_ob->stats.exp; 1408 force->stats.exp = spell_ob->stats.exp;
1276 } 1409 }
1277 1410
1278 force->stats.wc = spell_ob->stats.wc; 1411 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1413 force->attacktype = spell_ob->attacktype;
1281 1414
1282 insert_ob_in_ob(force,tmp); 1415 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1417 tmp->update_stats ();
1285 return 1; 1418 return 1;
1286} 1419}
1287 1420
1288/* This used to be part of cast_change_ability, but it really didn't make 1421/* This used to be part of cast_change_ability, but it really didn't make
1289 * a lot of sense, since most of the values it derives are from the god 1422 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1423 * of the caster.
1291 */ 1424 */
1292 1425
1426int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1427cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{
1294 int i; 1429 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1431
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1433 if (dir != 0)
1434 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1435 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1436 }
1437 else
1438 {
1301 tmp = op; 1439 tmp = op;
1302 } 1440 }
1303 1441
1304 /* If we've already got a force of this type, don't add a new one. */ 1442 /* If we've already got a force of this type, don't add a new one. */
1305 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1444 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 {
1307 if (tmp2->name == spell_ob->name) { 1447 if (tmp2->name == spell_ob->name)
1448 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1449 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1450 break;
1310 } 1451 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1452 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1453 {
1313 "You can not cast %s while %s is in effect", 1454 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1314 spell_ob->name, tmp2->name_pl);
1315 return 0; 1455 return 0;
1316 } 1456 }
1317 } 1457 }
1318 } 1458 }
1319 if(force==NULL) { 1459 if (force == NULL)
1460 {
1320 force=get_archetype(FORCE_NAME); 1461 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1462 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1463 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1464 force->name = spell_ob->race;
1325 else 1465 else
1326 force->name = add_refcount(spell_ob->name); 1466 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1467 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1468 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1469 }
1470 else
1471 {
1331 int duration; 1472 int duration;
1332 1473
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1474 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1475 if (duration > force->duration)
1476 {
1335 force->duration = duration; 1477 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1478 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1479 }
1337 } else { 1480 else
1481 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1482 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1483 }
1340 return 0; 1484 return 0;
1341 } 1485 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1486 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1487 force->speed = 1.0;
1344 force->speed_left = -1.0; 1488 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1489 SET_FLAG (force, FLAG_APPLIED);
1346 1490
1347 if(!god) { 1491 if (!god)
1492 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1494 }
1495 else
1496 {
1350 /* Only give out good benefits, and put a max on it */ 1497 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1498 for (i = 0; i < NROFATTACKS; i++)
1499 {
1352 if (god->resist[i]>0) { 1500 if (god->resist[i] > 0)
1501 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1502 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1503 }
1355 } 1504 }
1356 force->path_attuned|=god->path_attuned; 1505 force->path_attuned |= god->path_attuned;
1506
1357 if (spell_ob->attacktype) { 1507 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1508 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1509
1360 }
1361 if (tmp != op) { 1510 if (tmp != op)
1511 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1512 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1363 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1513 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1514 }
1364 } else { 1515 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1516 {
1517 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1518 }
1368 1519
1369 } 1520 }
1370 force->stats.wc = spell_ob->stats.wc; 1521 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1522 force->stats.ac = spell_ob->stats.ac;
1372 1523
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1525 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1526 tmp->update_stats ();
1376 return 1; 1527 return 1;
1377} 1528}
1378 1529
1379 1530
1380 1531
1381/* Alchemy code by Mark Wedel 1532/* Alchemy code by Mark Wedel
1396 * 1547 *
1397 * There is also a chance (1:30) that you will get nothing at all 1548 * There is also a chance (1:30) that you will get nothing at all
1398 * for the object. There is also a maximum weight that will be 1549 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1550 * alchemied.
1400 */ 1551 */
1401 1552
1402/* I didn't feel like passing these as arguements to the 1553/* I didn't feel like passing these as arguements to the
1403 * two functions that need them. Real values are put in them 1554 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell 1555 * when the spell is cast, and these are freed when the spell
1405 * is finished. 1556 * is finished.
1406 */ 1557 */
1407static object *small, *large; 1558static object *small, *large;
1408 1559
1409static void alchemy_object(object *obj, int *small_nuggets, 1560static void
1410 int *large_nuggets, int *weight) 1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1411{ 1562{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1563 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1564
1414 /* Give third price when we alchemy money (This should hopefully 1565 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1566 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1567 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1568 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1569 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1570 * the stuff back to town.
1420 */ 1571 */
1421 1572
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1573 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1574 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1575 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1576 value /= 3;
1426 else 1577 else
1427 value = (value*9)/10; 1578 value = (value * 9) / 10;
1428 1579
1429 value /= 4; // fix by GHJ, don't understand, pcg 1580 value /= 4; // fix by GHJ, don't understand, pcg
1430 1581
1431 if ((obj->value>0) && rndm(0, 29)) { 1582 if ((obj->value > 0) && rndm (0, 29))
1583 {
1432 int count; 1584 int count;
1433 1585
1434 count = value / large->value; 1586 count = value / large->value;
1435 *large_nuggets += count; 1587 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value; 1588 value -= (uint64) count *(uint64) large->value;
1589
1437 count = value / small->value; 1590 count = value / small->value;
1438 *small_nuggets += count; 1591 *small_nuggets += count;
1439 } 1592 }
1440 1593
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1594 /* Turn 25 small nuggets into 1 large nugget. If the value
1442 * of large nuggets is not evenly divisable by the small nugget 1595 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0) 1596 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */ 1597 */
1445 if (*small_nuggets * small->value >= large->value) { 1598 if (*small_nuggets * small->value >= large->value)
1599 {
1446 (*large_nuggets)++; 1600 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value; 1601 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value) 1602 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--; 1603 (*small_nuggets)--;
1450 } 1604 }
1451 weight += obj->weight; 1605 weight += obj->weight;
1452 remove_ob(obj); 1606 obj->destroy ();
1453 free_object(obj);
1454} 1607}
1455 1608
1609static void
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1457 int x, int y)
1458{ 1611{
1459 object *tmp; 1612 object *tmp;
1460 int flag=0; 1613 int flag = 0;
1461 1614
1462 /* Put any nuggets below the player, but we can only pass this 1615 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1616 * flag if we are on the same space as the player
1464 */ 1617 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1618 if (x == op->x && y == op->y && op->map == m)
1619 flag = INS_BELOW_ORIGINATOR;
1466 1620
1467 if (small_nuggets) { 1621 if (small_nuggets)
1468 tmp = get_object(); 1622 {
1469 copy_object(small, tmp); 1623 tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1624 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1625 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1626 }
1627
1475 if (large_nuggets) { 1628 if (large_nuggets)
1476 tmp = get_object(); 1629 {
1477 copy_object(large, tmp); 1630 tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1631 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1632 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1633 }
1483} 1634}
1484 1635
1636int
1485int alchemy(object *op, object *caster, object *spell_ob) 1637alchemy (object *op, object *caster, object *spell_ob)
1486{ 1638{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; 1639 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1488 sint16 nx, ny; 1640 sint16 nx, ny;
1489 object *next,*tmp; 1641 object *next, *tmp;
1490 mapstruct *mp; 1642 maptile *mp;
1491 1643
1492 if(op->type!=PLAYER) 1644 if (op->type != PLAYER)
1493 return 0; 1645 return 0;
1494 1646
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1647 /* Put a maximum weight of items that can be alchemied. Limits the power
1496 * some, and also prevents people from alcheming every table/chair/clock 1648 * some, and also prevents people from alcheming every table/chair/clock
1497 * in sight 1649 * in sight
1498 */ 1650 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1652 weight_max *= 1000;
1501 small=get_archetype("smallnugget"), 1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1502 large=get_archetype("largenugget");
1503 1654
1504 for(y= op->y-1;y<=op->y+1;y++) { 1655 for (y = op->y - 1; y <= op->y + 1; y++)
1656 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1657 for (x = op->x - 1; x <= op->x + 1; x++)
1658 {
1506 nx = x; 1659 nx = x;
1507 ny = y; 1660 ny = y;
1508 1661
1509 mp = op->map; 1662 mp = op->map;
1510 1663
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1665
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1667 continue;
1515 1668
1516 /* Treat alchemy a little differently - most spell effects 1669 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1670 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1671 * ground level effect.
1519 */ 1672 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1674 continue;
1522 1675
1523 small_nuggets=0; 1676 small_nuggets = 0;
1524 large_nuggets=0; 1677 large_nuggets = 0;
1525 1678
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1679 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1680 {
1527 next=tmp->above; 1681 next = tmp->above;
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1684 {
1531 1685
1532 if (tmp->inv) { 1686 if (tmp->inv)
1687 {
1533 object *next1, *tmp1; 1688 object *next1, *tmp1;
1689
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1691 {
1535 next1 = tmp1->below; 1692 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1540 &weight);
1541 } 1696 }
1542 } 1697 }
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1544 1699
1545 if (weight>weight_max) { 1700 if (weight > weight_max)
1701 {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large); 1703 large->destroy ();
1548 free_object(small); 1704 small->destroy ();
1549 return 1; 1705 return 1;
1550 } 1706 }
1551 } /* is alchemable object */ 1707 } /* is alchemable object */
1552 } /* process all objects on this space */ 1708 } /* process all objects on this space */
1553 1709
1554 /* Insert all the nuggets at one time. This probably saves time, but 1710 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1711 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1712 * with this spell.
1557 */ 1713 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1559 } 1715 }
1560 } 1716 }
1561 free_object(large); 1717
1562 free_object(small); 1718 large->destroy ();
1719 small->destroy ();
1563 /* reset this so that if player standing on a big pile of stuff, 1720 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly. 1721 * it is redrawn properly.
1565 */ 1722 */
1566 op->contr->socket.look_position = 0; 1723 op->contr->ns->look_position = 0;
1567 return 1; 1724 return 1;
1568} 1725}
1569 1726
1570 1727
1571/* This function removes the cursed/damned status on equipped 1728/* This function removes the cursed/damned status on equipped
1572 * items. 1729 * items.
1573 */ 1730 */
1731int
1574int remove_curse(object *op, object *caster, object *spell) { 1732remove_curse (object *op, object *caster, object *spell)
1733{
1575 object *tmp; 1734 object *tmp;
1576 int success = 0, was_one = 0; 1735 int success = 0, was_one = 0;
1577 1736
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1737 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1741 {
1583 was_one++; 1742 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1743 if (tmp->level <= caster_level (caster, spell))
1744 {
1585 success++; 1745 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1746 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1747 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1748
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1749 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1751 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1752 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1753 esrv_send_item (op, tmp);
1594 } 1754 }
1595 } 1755 }
1596 1756
1597 if (op->type==PLAYER) { 1757 if (op->type == PLAYER)
1758 {
1598 if (success) { 1759 if (success)
1760 {
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1600 } else { 1763 else
1764 {
1601 if (was_one) 1765 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1767 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1768 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1769 }
1606 } 1770 }
1771
1607 return success; 1772 return success;
1608} 1773}
1609 1774
1610/* Identifies objects in the players inventory/on the ground */ 1775/* Identifies objects in the players inventory/on the ground */
1611 1776
1777int
1612int cast_identify(object *op, object *caster, object *spell) { 1778cast_identify (object *op, object *caster, object *spell)
1779{
1613 object *tmp; 1780 object *tmp;
1614 int success = 0, num_ident; 1781 int success = 0, num_ident;
1615 1782
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1784
1618 if (num_ident < 1) num_ident=1; 1785 if (num_ident < 1)
1786 num_ident = 1;
1619 1787
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1789 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 {
1623 identify(tmp); 1792 identify (tmp);
1793
1624 if (op->type==PLAYER) { 1794 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1795 {
1626 "You have %s.", long_desc(tmp, op)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1797
1627 if (tmp->msg) { 1798 if (tmp->msg)
1799 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1802 }
1631 } 1803 }
1804
1805 num_ident--;
1806 success = 1;
1807 if (!num_ident)
1808 break;
1809 }
1810 }
1811
1812 /* If all the power of the spell has been used up, don't go and identify
1813 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used.
1815 */
1816 if (num_ident)
1817 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1819 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1820 {
1821 identify (tmp);
1822
1823 if (op->type == PLAYER)
1824 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1826
1827 if (tmp->msg)
1828 {
1829 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1831 }
1832
1833 esrv_send_item (op, tmp);
1834 }
1835
1632 num_ident--; 1836 num_ident--;
1633 success=1; 1837 success = 1;
1634 if (!num_ident) break; 1838 if (!num_ident)
1839 break;
1635 } 1840 }
1636 } 1841 }
1637 /* If all the power of the spell has been used up, don't go and identify 1842
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1843 if (!success)
1639 * was not fully used. 1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1845 else
1846 spell_effect (spell, op->x, op->y, op->map, op);
1847
1848 return success;
1849}
1850
1851int
1852cast_detection (object *op, object *caster, object *spell, object *skill)
1853{
1854 object *tmp, *last, *god, *detect;
1855 int done_one, range, mflags, floor, level;
1856 sint16 x, y, nx, ny;
1857 maptile *m;
1858
1859 /* We precompute some values here so that we don't have to keep
1860 * doing it over and over again.
1640 */ 1861 */
1641 if (num_ident) { 1862 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1863 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1864 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1865
1646 identify(tmp); 1866 if (!skill)
1867 skill = caster;
1868
1869 for (x = op->x - range; x <= op->x + range; x++)
1870 for (y = op->y - range; y <= op->y + range; y++)
1871 {
1872 m = op->map;
1873 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1874 if (mflags & P_OUT_OF_MAP)
1875 continue;
1876
1877 /* For most of the detections, we only detect objects above the
1878 * floor. But this is not true for show invisible.
1879 * Basically, we just go and find the top object and work
1880 * down - that is easier than working up.
1881 */
1882
1883 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1884 last = tmp;
1885
1886 /* Shouldn't happen, but if there are no objects on a space, this
1887 * would happen.
1888 */
1889 if (!last)
1890 continue;
1891
1892 done_one = 0;
1893 floor = 0;
1894 detect = NULL;
1895 for (tmp = last; tmp; tmp = tmp->below)
1896 {
1897 /* show invisible */
1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1899 /* Might there be other objects that we can make visible? */
1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1902 tmp->type == CF_HANDLE ||
1903 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1904 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1905 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1906 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1907 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1908 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1909 {
1910 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1911 {
1912 tmp->invisible = 0;
1913 done_one = 1;
1914 }
1915 }
1916
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 floor = 1;
1919
1920 /* All detections below this point don't descend beneath the floor,
1921 * so just continue on. We could be clever and look at the type of
1922 * detection to completely break out if we don't care about objects beneath
1923 * the floor, but once we get to the floor, not likely a very big issue anyways.
1924 */
1925 if (floor)
1926 continue;
1927
1928 /* I had thought about making detect magic and detect curse
1929 * show the flash the magic item like it does for detect monster.
1930 * however, if the object is within sight, this would then make it
1931 * difficult to see what object is magical/cursed, so the
1932 * effect wouldn't be as apparant.
1933 */
1934
1935 /* detect magic */
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1937 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1938 {
1939 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1940 /* make runes more visibile */
1941 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1942 tmp->stats.Cha /= 4;
1943 done_one = 1;
1944 }
1945 /* detect monster */
1946 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1947 {
1948 done_one = 2;
1949 if (!detect)
1950 detect = tmp;
1951 }
1952 /* Basically, if race is set in the spell, then the creatures race must
1953 * match that. if the spell race is set to GOD, then the gods opposing
1954 * race must match.
1955 */
1956 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1957 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1958 (strstr (spell->race, tmp->race))))
1959 {
1960 done_one = 2;
1961 if (!detect)
1962 detect = tmp;
1963 }
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 done_one = 1;
1969 }
1970 } /* for stack of objects on this space */
1971
1972 /* Code here puts an effect of the spell on the space, so you can see
1973 * where the magic is.
1974 */
1975 if (done_one)
1976 {
1977 object *detect_ob = arch_to_object (spell->other_arch);
1978
1979 /* if this is set, we want to copy the face */
1980 if (done_one == 2 && detect)
1981 {
1982 detect_ob->face = detect->face;
1983 detect_ob->animation_id = detect->animation_id;
1984 detect_ob->anim_speed = detect->anim_speed;
1985 detect_ob->last_anim = 0;
1986 /* by default, the detect_ob is already animated */
1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1989 }
1990
1991 m->insert (detect_ob, nx, ny, op);
1992 }
1993 } /* for processing the surrounding spaces */
1994
1995
1996 /* Now process objects in the players inventory if detect curse or magic */
1997 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1998 {
1999 done_one = 0;
2000 for (tmp = op->inv; tmp; tmp = tmp->below)
2001 {
2002 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2003 {
2004 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2005 {
2006 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 2007 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 2008 esrv_send_item (op, tmp);
1649 "On the ground is %s.", long_desc(tmp, op));
1650 if (tmp->msg) {
1651 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1652 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1653 } 2009 }
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2011 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2012 {
2013 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2014 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 2015 esrv_send_item (op, tmp);
1655 }
1656 num_ident--;
1657 success=1;
1658 if (!num_ident) break;
1659 }
1660 }
1661 if (!success)
1662 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1663 else {
1664 spell_effect(spell, op->x, op->y, op->map, op);
1665 }
1666 return success;
1667}
1668
1669
1670int cast_detection(object *op, object *caster, object *spell, object *skill) {
1671 object *tmp, *last, *god, *detect;
1672 int done_one, range, mflags, floor, level;
1673 sint16 x, y, nx, ny;
1674 mapstruct *m;
1675
1676 /* We precompute some values here so that we don't have to keep
1677 * doing it over and over again.
1678 */
1679 god=find_god(determine_god(op));
1680 level=caster_level(caster, spell);
1681 range = spell->range + SP_level_range_adjust(caster, spell);
1682
1683 if (!skill) skill=caster;
1684
1685 for (x = op->x - range; x <= op->x + range; x++)
1686 for (y = op->y - range; y <= op->y + range; y++) {
1687
1688 m = op->map;
1689 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1690 if (mflags & P_OUT_OF_MAP) continue;
1691
1692 /* For most of the detections, we only detect objects above the
1693 * floor. But this is not true for show invisible.
1694 * Basically, we just go and find the top object and work
1695 * down - that is easier than working up.
1696 */
1697
1698 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1699 /* Shouldn't happen, but if there are no objects on a space, this
1700 * would happen.
1701 */
1702 if (!last) continue;
1703
1704 done_one=0;
1705 floor=0;
1706 detect = NULL;
1707 for (tmp=last; tmp; tmp=tmp->below) {
1708
1709 /* show invisible */
1710 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1711 /* Might there be other objects that we can make visibile? */
1712 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1713 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1714 tmp->type==CF_HANDLE ||
1715 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1716 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1717 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1718 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1719 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1720 tmp->type==TREASURE || tmp->type==BOOK ||
1721 tmp->type==HOLY_ALTAR))) {
1722 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1723 tmp->invisible=0;
1724 done_one = 1;
1725 }
1726 } 2016 }
1727 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1728
1729 /* All detections below this point don't descend beneath the floor,
1730 * so just continue on. We could be clever and look at the type of
1731 * detection to completely break out if we don't care about objects beneath
1732 * the floor, but once we get to the floor, not likely a very big issue anyways.
1733 */
1734 if (floor) continue;
1735
1736 /* I had thought about making detect magic and detect curse
1737 * show the flash the magic item like it does for detect monster.
1738 * however, if the object is within sight, this would then make it
1739 * difficult to see what object is magical/cursed, so the
1740 * effect wouldn't be as apparant.
1741 */
1742
1743 /* detect magic */
1744 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1745 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1746 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1747 is_magical(tmp)) {
1748 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1749 /* make runes more visibile */
1750 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1751 tmp->stats.Cha/=4;
1752 done_one = 1;
1753 }
1754 /* detect monster */
1755 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1756 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1757 done_one = 2;
1758 if (!detect) detect=tmp;
1759 }
1760 /* Basically, if race is set in the spell, then the creatures race must
1761 * match that. if the spell race is set to GOD, then the gods opposing
1762 * race must match.
1763 */
1764 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1765 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1766 (strstr(spell->race, tmp->race)))) {
1767 done_one = 2;
1768 if (!detect) detect=tmp;
1769 }
1770 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1771 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1772 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1773 done_one = 1;
1774 }
1775 } /* for stack of objects on this space */
1776
1777 /* Code here puts an effect of the spell on the space, so you can see
1778 * where the magic is.
1779 */
1780 if (done_one) {
1781 object *detect_ob = arch_to_object(spell->other_arch);
1782 detect_ob->x = nx;
1783 detect_ob->y = ny;
1784 /* if this is set, we want to copy the face */
1785 if (done_one == 2 && detect) {
1786 detect_ob->face = detect->face;
1787 detect_ob->animation_id = detect->animation_id;
1788 detect_ob->anim_speed = detect->anim_speed;
1789 detect_ob->last_anim=0;
1790 /* by default, the detect_ob is already animated */
1791 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1792 }
1793 insert_ob_in_map(detect_ob, m, op,0);
1794 }
1795 } /* for processing the surrounding spaces */
1796
1797
1798 /* Now process objects in the players inventory if detect curse or magic */
1799 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1800 done_one = 0;
1801 for (tmp = op->inv; tmp; tmp = tmp->below) {
1802 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1803 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1804 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1805 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1806 if (op->type==PLAYER)
1807 esrv_send_item (op, tmp);
1808 }
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1810 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1811 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1812 if (op->type==PLAYER)
1813 esrv_send_item (op, tmp);
1814 }
1815 } /* if item is not identified */ 2017 } /* if item is not identified */
1816 } /* for the players inventory */ 2018 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 2019 } /* if detect magic/curse and object is a player */
1818 return 1; 2020 return 1;
1819} 2021}
1820 2022
1821 2023
1822/** 2024/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 2025 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 2026 * level whos spell did cause the overcharge.
1825 */ 2027 */
2028static void
1826static void charge_mana_effect(object *victim, int caster_level) 2029charge_mana_effect (object *victim, int caster_level)
1827{ 2030{
1828 2031
1829 /* Prevent explosions for objects without mana. Without this check, doors 2032 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 2033 * will explode, too.
1831 */ 2034 */
1832 if (victim->stats.maxsp <= 0) 2035 if (victim->stats.maxsp <= 0)
1833 return; 2036 return;
1834 2037
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2038 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2039
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2040 if (victim->stats.sp >= victim->stats.maxsp * 2)
2041 {
1838 object *tmp; 2042 object *tmp;
1839 2043
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2044 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2045
1842 /* Explodes a fireball centered at player */ 2046 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2047 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2048 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1845 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 2049 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2050
1847 tmp->y = victim->y; 2051 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2052 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2053 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1852 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2055 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1853 }
1854 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 2056 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2057 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2059 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2061 confuse_player (victim, victim, 99);
1860 } 2062 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2064 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 2065}
1865 2066
1866/* cast_transfer 2067/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2068 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2069 * We let the target go above their normal maximum SP.
1869 */ 2070 */
1870 2071
2072int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2073cast_transfer (object *op, object *caster, object *spell, int dir)
2074{
1872 object *plyr=NULL; 2075 object *plyr = NULL;
1873 sint16 x, y; 2076 sint16 x, y;
1874 mapstruct *m; 2077 maptile *m;
1875 int mflags; 2078 int mflags;
1876 2079
1877 m = op->map; 2080 m = op->map;
1878 x = op->x+freearr_x[dir]; 2081 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2082 y = op->y + freearr_y[dir];
1880 2083
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2084 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2085
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2086 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2087 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2088 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2089 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2090 break;
1887 } 2091 }
1888 2092
1889 2093
1890 /* If we did not find a player in the specified direction, transfer 2094 /* If we did not find a player in the specified direction, transfer
1891 * to anyone on top of us. This is used for the rune of transference mostly. 2095 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2096 */
1893 if(plyr==NULL) 2097 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2098 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1895 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2100 break;
1897 2101
1898 if (!plyr) { 2102 if (!plyr)
2103 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2104 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2105 return 0;
1901 } 2106 }
1902 /* give sp */ 2107 /* give sp */
1903 if(spell->stats.dam > 0) { 2108 if (spell->stats.dam > 0)
2109 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2110 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2111 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2112 return 1;
1907 } 2113 }
1908 /* suck sp away. Can't suck sp from yourself */ 2114 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2115 else if (op != plyr)
2116 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2117 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2118
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2119 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2120
1914 if (rate > 95) rate=95; 2121 if (rate > 95)
2122 rate = 95;
1915 2123
1916 sucked = (plyr->stats.sp * rate) / 100; 2124 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2125 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2126 if (QUERY_FLAG (op, FLAG_ALIVE))
2127 {
1919 /* Player doesn't get full credit */ 2128 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2129 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2130 op->stats.sp += sucked;
1922 if (sucked > 0) { 2131 if (sucked > 0)
2132 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2133 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2134 }
1925 } 2135 }
1926 return 1; 2136 return 1;
1927 } 2137 }
1928 return 0; 2138 return 0;
1929} 2139}
1930 2140
1931 2141
1932/* counterspell: nullifies spell effects. 2142/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2143 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2144 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2145 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2146 * this may nullify it.
1937 */ 2147 */
2148void
1938void counterspell(object *op,int dir) 2149counterspell (object *op, int dir)
1939{ 2150{
1940 object *tmp, *head, *next; 2151 object *tmp, *head, *next;
1941 int mflags; 2152 int mflags;
1942 mapstruct *m; 2153 maptile *m;
1943 sint16 sx,sy; 2154 sint16 sx, sy;
1944 2155
1945 sx = op->x + freearr_x[dir]; 2156 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2157 sy = op->y + freearr_y[dir];
1947 m = op->map; 2158 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2159 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2160 if (mflags & P_OUT_OF_MAP)
2161 return;
2162
2163 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 2164 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2165 next = tmp->above;
1953 2166
1954 /* Need to look at the head object - otherwise, if tmp 2167 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2168 * points to a monster, we don't have all the necessary
1956 * info for it. 2169 * info for it.
1957 */ 2170 */
2171 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2172 head = tmp->head;
2173 else
1959 else head = tmp; 2174 head = tmp;
1960 2175
1961 /* don't attack our own spells */ 2176 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2177 if (tmp->owner && tmp->owner == op->owner)
2178 continue;
1963 2179
1964 /* Basically, if the object is magical and not counterspell, 2180 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2181 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2182 * monsters either.
1967 */ 2183 */
1968 2184
1969 if (head->attacktype & AT_MAGIC && 2185 if (head->attacktype & AT_MAGIC &&
1970 !(head->attacktype & AT_COUNTERSPELL) && 2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2187 head->destroy ();
1972 (op->level > head->level)) { 2188 else
1973 remove_ob(head);
1974 free_object(head);
1975 } else switch(head->type) { 2189 switch (head->type)
2190 {
1976 case SPELL_EFFECT: 2191 case SPELL_EFFECT:
1977 if(op->level > head->level) { 2192 if (op->level > head->level)
1978 remove_ob(head); 2193 head->destroy ();
1979 free_object(head); 2194
1980 }
1981 break; 2195 break;
1982 2196
1983 /* I really don't get this rune code that much - that 2197 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2198 * random chance seems really low.
1985 */ 2199 */
1986 case RUNE: 2200 case RUNE:
1987 if(rndm(0, 149) == 0) { 2201 if (rndm (0, 149) == 0)
2202 {
1988 head->stats.hp--; /* weaken the rune */ 2203 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2204 if (!head->stats.hp)
1990 remove_ob(head); 2205 head->destroy ();
1991 free_object(head);
1992 } 2206 }
1993 }
1994 break; 2207 break;
1995 } 2208 }
1996 } 2209 }
1997} 2210}
1998 2211
1999 2212
2000 2213
2001/* cast_consecrate() - a spell to make an altar your god's */ 2214/* cast_consecrate() - a spell to make an altar your god's */
2215int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2216cast_consecrate (object *op, object *caster, object *spell)
2217{
2003 char buf[MAX_BUF]; 2218 char buf[MAX_BUF];
2004 2219
2005 object *tmp, *god=find_god(determine_god(op)); 2220 object *tmp, *god = find_god (determine_god (op));
2006 2221
2007 if(!god) { 2222 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2223 {
2009 "You can't consecrate anything if you don't worship a god!"); 2224 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2225 return 0;
2011 } 2226 }
2012 2227
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2228 for (tmp = op->below; tmp; tmp = tmp->below)
2229 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2230 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2231 break;
2015 if(tmp->type==HOLY_ALTAR) { 2232 if (tmp->type == HOLY_ALTAR)
2233 {
2016 2234
2017 if(tmp->level > caster_level(caster, spell)) { 2235 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2236 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2237 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2238 return 0;
2021 } else {
2022 /* If we got here, we are consecrating an altar */
2023 if(tmp->name) free_string(tmp->name);
2024 sprintf(buf,"Altar of %s",god->name);
2025 tmp->name = add_string(buf);
2026 tmp->level = caster_level(caster, spell);
2027 tmp->other_arch = god->arch;
2028 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2029 new_draw_info_format(NDI_UNIQUE,0, op,
2030 "You consecrated the altar to %s!",god->name);
2031 return 1;
2032 } 2239 }
2240 else
2241 {
2242 /* If we got here, we are consecrating an altar */
2243 sprintf (buf, "Altar of %s", &god->name);
2244 tmp->name = buf;
2245 tmp->level = caster_level (caster, spell);
2246 tmp->other_arch = god->arch;
2247 if (op->type == PLAYER)
2248 esrv_update_item (UPD_NAME, op, tmp);
2249 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2250 return 1;
2033 } 2251 }
2252 }
2034 } 2253 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2254 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2255 return 0;
2037} 2256}
2038 2257
2039/* animate_weapon - 2258/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2259 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2041 * The golem is based on the archetype specified, modified by the caster's level 2260 * The golem is based on the archetype specified, modified by the caster's level
2045 * yet the code wass full of player checks. I've presumed that the code 2264 * yet the code wass full of player checks. I've presumed that the code
2046 * that only let players use it was correct, and removed all the other 2265 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2266 * player checks. MSW 2003-01-06
2048 */ 2267 */
2049 2268
2269int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2270animate_weapon (object *op, object *caster, object *spell, int dir)
2271{
2051 object *weapon, *tmp; 2272 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2273 char buf[MAX_BUF];
2053 int a, i; 2274 int a, i;
2054 sint16 x, y; 2275 sint16 x, y;
2055 mapstruct *m; 2276 maptile *m;
2056 materialtype_t *mt; 2277 materialtype_t *mt;
2057 2278
2058 if(!spell->other_arch){ 2279 if (!spell->other_arch)
2280 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2282 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2283 return 0;
2062 } 2284 }
2063 /* exit if it's not a player using this spell. */ 2285 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2286 if (op->type != PLAYER)
2287 return 0;
2065 2288
2066 /* if player already has a golem, abort */ 2289 /* if player already has a golem, abort */
2067 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2290 if (op->contr->ranges[range_golem])
2291 {
2068 control_golem(op->contr->ranges[range_golem],dir); 2292 control_golem (op->contr->ranges[range_golem], dir);
2069 return 0; 2293 return 0;
2070 } 2294 }
2071 2295
2072 /* if no direction specified, pick one */ 2296 /* if no direction specified, pick one */
2073 if(!dir) 2297 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2298 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2299
2076 m = op->map; 2300 m = op->map;
2077 x = op->x+freearr_x[dir]; 2301 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2302 y = op->y + freearr_y[dir];
2079 2303
2080 /* if there's no place to put the golem, abort */ 2304 /* if there's no place to put the golem, abort */
2081 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2305 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2082 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2306 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2307 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2309 return 0;
2085 } 2310 }
2086 2311
2087 /* Use the weapon marked by the player. */ 2312 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2313 weapon = find_marked_object (op);
2089 2314
2090 if (!weapon) { 2315 if (!weapon)
2316 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2318 return 0;
2093 } 2319 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2320 if (spell->race && strcmp (weapon->arch->name, spell->race))
2321 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2323 return 0;
2097 } 2324 }
2098 if (weapon->type != WEAPON) { 2325 if (weapon->type != WEAPON)
2326 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2327 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2328 return 0;
2101 } 2329 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2330 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2331 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2332 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2104 query_name(weapon));
2105 return 0; 2333 return 0;
2106 } 2334 }
2107 2335
2108 if (weapon->nrof > 1) { 2336 if (weapon->nrof > 1)
2337 {
2109 tmp = get_split_ob(weapon, 1); 2338 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2339 esrv_send_item (op, weapon);
2111 weapon = tmp; 2340 weapon = tmp;
2112 } 2341 }
2113 2342
2114 /* create the golem object */ 2343 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2344 tmp = arch_to_object (spell->other_arch);
2116 2345
2117 /* if animated by a player, give the player control of the golem */ 2346 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2347 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY); 2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2349 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2350 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2351 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2352 tmp->set_owner (op);
2124 set_spell_skill(op, caster, spell, tmp); 2353 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp; 2354 op->contr->ranges[range_golem] = tmp;
2126 op->contr->shoottype=range_golem; 2355 op->contr->shoottype = range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2356
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2357 /* Give the weapon to the golem now. A bit of a hack to check the
2130 * removed flag - it should only be set if get_split_object was 2358 * removed flag - it should only be set if get_split_object was
2131 * used above. 2359 * used above.
2132 */ 2360 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2362 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2363 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2364 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2365 /* To do everything necessary to let a golem use the weapon is a pain,
2138 * so instead, just set it as equipped (otherwise, we need to update 2366 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2367 * body_info, skills, etc)
2140 */ 2368 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2369 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2370 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2371 tmp->update_stats ();
2144 2372
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2373 /* There used to be 'odd' code that basically seemed to take the absolute
2146 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2374 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2147 * if you're using a crappy weapon, it shouldn't be as good. 2375 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2376 */
2149 2377
2150 /* modify weapon's animated wc */ 2378 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2379 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2152 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2380 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2381 tmp->stats.wc = -127;
2154 2382
2155 /* Modify hit points for weapon */ 2383 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2384 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2385 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2386 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2387 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2388 tmp->stats.hp = tmp->stats.maxhp;
2161 2389
2162 /* Modify weapon's damage */ 2390 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2391 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2164 + weapon->stats.dam 2392 if (tmp->stats.dam < 0)
2165 + weapon->magic 2393 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2394
2169 2395
2170 /* attacktype */ 2396 /* attacktype */
2171 if ( ! tmp->attacktype) 2397 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2398 tmp->attacktype = AT_PHYSICAL;
2173 2399
2174 mt = NULL; 2400 mt = NULL;
2175 if (op->materialname != NULL) 2401 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2402 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2403 if (mt != NULL)
2404 {
2178 for (i=0; i < NROFATTACKS; i++) 2405 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2406 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2407 a = mt->save[0];
2181 } else { 2408 }
2409 else
2410 {
2182 for (i=0; i < NROFATTACKS; i++) 2411 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2412 tmp->resist[i] = 5;
2184 a = 10; 2413 a = 10;
2185 } 2414 }
2186 /* Set weapon's immunity */ 2415 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2416 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2417 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2418 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2419 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2420 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2421 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2422 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2423 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2424 tmp->resist[ATNR_BLIND] = 100;
2196 2425
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2426 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2427
2199 if (a > 14) a = 14; 2428 if (a > 14)
2429 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2431
2202 /* Determine golem's speed */ 2432 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2434
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2435 if (!spell->race)
2436 {
2208 sprintf(buf, "animated %s", weapon->name); 2437 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2438 tmp->name = buf;
2211 2439
2212 tmp->face = weapon->face; 2440 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2441 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2442 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2443 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2444 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2218 SET_FLAG(tmp,FLAG_ANIMATE);
2219 } else {
2220 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2221 }
2222 update_ob_speed(tmp);
2223 } 2446 }
2224 2447
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2448 /* make experience increase in proportion to the strength of the summoned creature. */
2226 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2449 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2450
2228 tmp->speed_left= -1; 2451 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2452 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2453
2454 m->insert (tmp, x, y, op);
2233 return 1; 2455 return 1;
2234} 2456}
2235 2457
2236/* cast_daylight() - changes the map darkness level *lower* */ 2458/* cast_daylight() - changes the map darkness level *lower* */
2237 2459
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2460/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2461 * This changes the light level for the entire map.
2240 */ 2462 */
2241 2463
2464int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2465cast_change_map_lightlevel (object *op, object *caster, object *spell)
2466{
2243 int success; 2467 int success;
2244 2468
2245 if(!op->map) return 0; /* shouldnt happen */ 2469 if (!op->map)
2470 return 0; /* shouldnt happen */
2246 2471
2247 success=change_map_light(op->map,spell->stats.dam); 2472 success = op->map->change_map_light (spell->stats.dam);
2473
2248 if(!success) { 2474 if (!success)
2475 {
2249 if (spell->stats.dam < 0) 2476 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2477 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2478 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2480 }
2254 return success; 2481 return success;
2255} 2482}
2256 2483
2257 2484
2258 2485
2259 2486
2260 2487
2261/* create an aura spell object and put it in the player's inventory. 2488/* create an aura spell object and put it in the player's inventory.
2262 * as usual, op is player, caster is the object casting the spell, 2489 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2490 * spell is the spell object itself.
2264 */ 2491 */
2492int
2265int create_aura(object *op, object *caster, object *spell) 2493create_aura (object *op, object *caster, object *spell)
2266{ 2494{
2267 int refresh=0; 2495 int refresh = 0;
2268 object *new_aura; 2496 object *new_aura;
2269 2497
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2498 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2499 if (new_aura)
2500 refresh = 1;
2501 else
2272 else new_aura = arch_to_object(spell->other_arch); 2502 new_aura = arch_to_object (spell->other_arch);
2273 2503
2274 new_aura->duration = spell->duration + 2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2505
2277 new_aura->stats.dam = spell->stats.dam 2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2507
2280 set_owner(new_aura,op); 2508 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2509 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2510 new_aura->attacktype = spell->attacktype;
2283 2511
2284 new_aura->level = caster_level(caster, spell); 2512 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2513 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2514 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2515 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2516 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2517 insert_ob_in_ob (new_aura, op);
2290 return 1; 2518 return 1;
2291} 2519}
2292 2520
2293 2521
2294/* move aura function. An aura is a part of someone's inventory, 2522/* move aura function. An aura is a part of someone's inventory,
2295 * which he carries with him, but which acts on the map immediately 2523 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2526 * duration: duration counter.
2299 * attacktype: aura's attacktype 2527 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2528 * other_arch: archetype to drop where we attack
2301 */ 2529 */
2302 2530
2531void
2303void move_aura(object *aura) { 2532move_aura (object *aura)
2533{
2304 int i, mflags; 2534 int i, mflags;
2305 object *env; 2535 object *env;
2306 mapstruct *m; 2536 maptile *m;
2307 2537
2308 /* auras belong in inventories */ 2538 /* auras belong in inventories */
2309 env = aura->env; 2539 env = aura->env;
2310 2540
2311 /* no matter what we've gotta remove the aura... 2541 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2542 * we'll put it back if its time isn't up.
2313 */ 2543 */
2314 remove_ob(aura); 2544 aura->remove ();
2315 2545
2316 /* exit if we're out of gas */ 2546 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2547 if (aura->duration-- < 0)
2318 free_object(aura); 2548 {
2549 aura->destroy ();
2319 return; 2550 return;
2320 } 2551 }
2321 2552
2322 /* auras only exist in inventories */ 2553 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2554 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2555 {
2556 aura->destroy ();
2325 return; 2557 return;
2326 } 2558 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2559
2330 /* we need to jump out of the inventory for a bit 2560 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2561 * in order to hit the map conveniently.
2332 */ 2562 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2563 aura->insert_at (env, aura);
2334 2564
2335 for(i=1;i<9;i++) { 2565 for (i = 1; i < 9; i++)
2566 {
2336 sint16 nx, ny; 2567 sint16 nx, ny;
2568
2337 nx = aura->x + freearr_x[i]; 2569 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2570 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2571 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2572
2341 /* Consider the movement tyep of the person with the aura as 2573 /* Consider the movement tyep of the person with the aura as
2342 * movement type of the aura. Eg, if the player is flying, the aura 2574 * movement type of the aura. Eg, if the player is flying, the aura
2343 * is flying also, if player is walking, it is on the ground, etc. 2575 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2576 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2578 {
2348 hit_map(aura,i,aura->attacktype,0); 2579 hit_map (aura, i, aura->attacktype, 0);
2349 2580
2350 if(aura->other_arch) { 2581 if (aura->other_arch)
2351 object *new_ob; 2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2352
2353 new_ob = arch_to_object(aura->other_arch);
2354 new_ob->x = nx;
2355 new_ob->y = ny;
2356 insert_ob_in_map(new_ob,m,aura,0);
2357 } 2583 }
2358 }
2359 } 2584 }
2585
2360 /* put the aura back in the player's inventory */ 2586 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2587 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2588 insert_ob_in_ob (aura, env);
2363} 2589}
2364 2590
2365/* moves the peacemaker spell. 2591/* moves the peacemaker spell.
2366 * op is the piece object. 2592 * op is the piece object.
2367 */ 2593 */
2368 2594
2595void
2369void move_peacemaker(object *op) { 2596move_peacemaker (object *op)
2597{
2370 object *tmp; 2598 object *tmp;
2371 2599
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2600 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2601 {
2373 int atk_lev, def_lev; 2602 int atk_lev, def_lev;
2374 object *victim=tmp; 2603 object *victim = tmp;
2375 2604
2376 if (tmp->head) victim=tmp->head; 2605 if (tmp->head)
2606 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2607 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2610 continue;
2379 if (victim->stats.exp == 0) continue; 2611 if (victim->stats.exp == 0)
2612 continue;
2380 2613
2381 def_lev = MAX(1,victim->level); 2614 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2615 atk_lev = MAX (1, op->level);
2383 2616
2384 if (rndm(0, atk_lev-1) > def_lev) { 2617 if (rndm (0, atk_lev - 1) > def_lev)
2618 {
2385 /* make this sucker peaceful. */ 2619 /* make this sucker peaceful. */
2386 2620
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2621 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2622 victim->stats.exp = 0;
2389#if 0 2623#if 0
2390 /* No idea why these were all set to zero - if something 2624 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2625 * makes this creature agressive, he should still do damage.
2392 */ 2626 */
2393 victim->stats.dam = 0; 2627 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2628 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2629 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2630 victim->stats.Pow = 0;
2397#endif 2631#endif
2398 victim->attack_movement = RANDO2; 2632 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2634 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2635 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2636 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2637 if (victim->name)
2638 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2639 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2640 }
2406 } 2641 }
2407 } 2642 }
2408} 2643}
2409 2644
2410 2645
2411/* This writes a rune that contains the appropriate message. 2646/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2647 * There really isn't any adjustments we make.
2413 */ 2648 */
2414 2649
2650int
2415int write_mark(object *op, object *spell, const char *msg) { 2651write_mark (object *op, object *spell, const char *msg)
2652{
2416 char rune[HUGE_BUF]; 2653 char rune[HUGE_BUF];
2417 object *tmp; 2654 object *tmp;
2418 2655
2419 if (!msg || msg[0] == 0) { 2656 if (!msg || msg[0] == 0)
2657 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2658 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2659 return 0;
2422 } 2660 }
2423 2661
2424 if (strcasestr_local(msg, "endmsg")) { 2662 if (strcasestr_local (msg, "endmsg"))
2663 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2664 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2426 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2665 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2666 return 0;
2428 } 2667 }
2429 if (!spell->other_arch) return 0; 2668 if (!spell->other_arch)
2669 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2670 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2671
2432 rune[HUGE_BUF-2] = 0; 2672 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2673
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2674 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2675 tmp->msg = rune;
2436 tmp->x = op->x; 2676
2437 tmp->y = op->y; 2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2678 return 1;
2440} 2679}

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