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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.28 by root, Sat Dec 30 10:16:11 2006 UTC

1/*
2 * static char *rcsid_spell_effect_c =
3 * "$Id: spell_effect.C,v 1.7 2006/09/03 00:18:42 root Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__ 27#ifndef __CEXTRACT__
34#include <sproto.h> 28# include <sproto.h>
35#endif 29#endif
36#include <spells.h> 30#include <spells.h>
37#include <sounds.h> 31#include <sounds.h>
38 32
39/* cast_magic_storm: This is really used mostly for spell 33/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 34 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 35 * op is what is casting this.
42 */ 36 */
37void
43void cast_magic_storm(object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
44{ 39{
45 if (!tmp) return; /* error */ 40 if (!tmp)
41 return; /* error */
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)
396 {
360 op->contr->invis_race = spell_ob->race; 397 op->contr->invis_race = spell_ob->race;
361 398
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
363 op->contr->tmp_invis=0; 400 op->contr->tmp_invis = 0;
364 else 401 else
365 op->contr->tmp_invis=1; 402 op->contr->tmp_invis = 1;
366 403
367 op->contr->hidden = 0; 404 op->contr->hidden = 0;
368 } 405 }
369 if (makes_invisible_to(op, op)) 406 if (makes_invisible_to (op, op))
370 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!");
371 else 408 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
373 410
374 update_object(op,UP_OBJ_FACE); 411 update_object (op, UP_OBJ_FACE);
375 412
376 /* Only search the active objects - only these should actually do 413 /* Only search the active objects - only these should actually do
377 * harm to the player. 414 * harm to the player.
378 */ 415 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
380 if (tmp->enemy == op) 417 if (tmp->enemy == op)
381 tmp->enemy = NULL; 418 tmp->enemy = NULL;
382 return 1; 419 return 1;
383} 420}
384 421
385/* earth to dust spell. Basically destroys earthwalls in the area. 422/* earth to dust spell. Basically destroys earthwalls in the area.
386 */ 423 */
424int
387int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 425cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{
388 object *tmp, *next; 427 object *tmp, *next;
389 int range,i,j, mflags; 428 int range, i, j, mflags;
390 sint16 sx, sy; 429 sint16 sx, sy;
391 mapstruct *m; 430 maptile *m;
392 431
393 if(op->type!=PLAYER) 432 if (op->type != PLAYER)
394 return 0; 433 return 0;
395 434
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
397 436
398 for(i= -range;i<=range;i++) 437 for (i = -range; i <= range; i++)
399 for(j= -range;j<=range;j++) { 438 for (j = -range; j <= range; j++)
439 {
400 sx = op->x + i; 440 sx = op->x + i;
401 sy = op->y + j; 441 sy = op->y + j;
402 m = op->map; 442 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
404 444
405 if (mflags & P_OUT_OF_MAP) continue; 445 if (mflags & P_OUT_OF_MAP)
446 continue;
406 447
407 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be teared down
408 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)
409 { 450 {
410 next = tmp->above; 451 next = tmp->above;
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 } 454 }
455 }
415 return 1; 456 return 1;
416} 457}
417 458
418 459
460void
419void execute_word_of_recall(object *op) { 461execute_word_of_recall (object *op)
462{
420 object *wor=op; 463 object *wor = op;
464
421 while(op!=NULL && op->type!=PLAYER) 465 while (op != NULL && op->type != PLAYER)
422 op=op->env; 466 op = op->env;
423 467
424 if(op!=NULL && op->map) { 468 if (op != NULL && op->map)
425 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) 469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
427 else 471 else
428 enter_exit(op,wor); 472 op->enter_exit (wor);
429 } 473
430 remove_ob(wor); 474 wor->destroy ();
431 free_object(wor);
432} 475}
433 476
434/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
435 * 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
436 * time delay effect. 479 * time delay effect.
437 */ 480 */
481int
438int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{
439 object *dummy; 484 object *dummy;
440 int time; 485 int time;
441 486
442 if(op->type!=PLAYER) 487 if (op->type != PLAYER)
443 return 0; 488 return 0;
444 489
445 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))
446 { 491 {
447 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.");
448 return 1; 493 return 1;
449 } 494 }
450 495
451 dummy=get_archetype(FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
452 if(dummy == NULL){ 497 if (dummy == NULL)
498 {
453 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
454 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
455 return 0; 501 return 0;
456 } 502 }
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
458 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
459 506
460 /* 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
461 * 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
462 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
463 */ 510 */
464 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
468 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
469 515
470 /* 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
471 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
472 */ 518 */
473 EXIT_PATH(dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
476 522
477 (void) insert_ob_in_ob(dummy,op); 523 (void) insert_ob_in_ob (dummy, op);
478 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
479 return 1; 525 return 1;
480} 526}
481 527
482/* cast_wonder 528/* cast_wonder
483 * wonder is really just a spell that will likely cast another 529 * wonder is really just a spell that will likely cast another
484 * spell. 530 * spell.
485 */ 531 */
532int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 533cast_wonder (object *op, object *caster, int dir, object *spell_ob)
534{
487 object *newspell; 535 object *newspell;
488 536
489 if(!rndm(0, 3)) 537 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 538 return cast_cone (op, caster, dir, spell_ob);
491 539
492 if (spell_ob->randomitems) { 540 if (spell_ob->randomitems)
541 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 542 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 543 if (!newspell)
544 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 545 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 546 return 0;
497 } 547 }
498 if (newspell->type != SPELL) { 548 if (newspell->type != SPELL)
549 {
499 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);
500 &newspell->type, &newspell->name);
501 return 0; 551 return 0;
502 } 552 }
503 /* Prevent inifinit recursion */ 553 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 554 if (newspell->subtype == SP_WONDER)
555 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 556 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 557 return 0;
507 } 558 }
508 return cast_spell(op,caster,dir,newspell, NULL); 559 return cast_spell (op, caster, dir, newspell, NULL);
509 } 560 }
510 return 1; 561 return 1;
511} 562}
512 563
513 564int
514int perceive_self(object *op) { 565perceive_self (object *op)
566{
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 567 char *cp = describe_item (op, op), buf[MAX_BUF];
516 archetype *at=find_archetype(ARCH_DEPLETION); 568 archetype *at = archetype::find (ARCH_DEPLETION);
517 object *tmp; 569 object *tmp;
518 int i; 570 int i;
519 571
520 tmp=find_god(determine_god(op)); 572 tmp = find_god (determine_god (op));
521 if (tmp) 573 if (tmp)
522 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);
523 else 575 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
525 577
526 tmp=present_arch_in_ob(at,op); 578 tmp = present_arch_in_ob (at, op);
527 579
528 if(*cp=='\0' && tmp==NULL) 580 if (*cp == '\0' && tmp == NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
530 else { 582 else
583 {
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 584 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
532 new_draw_info(NDI_UNIQUE, 0,op,cp); 585 new_draw_info (NDI_UNIQUE, 0, op, cp);
533 if (tmp!=NULL) { 586 if (tmp != NULL)
587 {
534 for (i=0; i<NUM_STATS; i++) { 588 for (i = 0; i < NUM_STATS; i++)
589 {
535 if (get_attr_value(&tmp->stats, i)<0) { 590 if (get_attr_value (&tmp->stats, i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 591 {
537 "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)));
538 -(get_attr_value(&tmp->stats,i)));
539 } 593 }
540 } 594 }
541 } 595 }
542 } 596 }
543 597
544 if (is_dragon_pl(op)) { 598 if (is_dragon_pl (op))
599 {
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
602 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
604 {
548 if(tmp->stats.exp == 0) { 605 if (tmp->stats.exp == 0)
606 {
549 sprintf(buf, "Your metabolism isn't focused on anything."); 607 sprintf (buf, "Your metabolism isn't focused on anything.");
550 } else {
551 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
552 } 608 }
609 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
612 }
553 new_draw_info(NDI_UNIQUE, 0,op, buf); 613 new_draw_info (NDI_UNIQUE, 0, op, buf);
554 break; 614 break;
555 } 615 }
556 } 616 }
557 } 617 }
558 return 1; 618 return 1;
559} 619}
560 620
561/* int cast_create_town_portal (object *op, object *caster, int dir) 621/* int cast_create_town_portal (object *op, object *caster, int dir)
562 * 622 *
563 * This function cast the spell of town portal for op 623 * This function cast the spell of town portal for op
573 * to the town or another public place. So, check if the map is unique and if 633 * to the town or another public place. So, check if the map is unique and if
574 * so return an error 634 * so return an error
575 * 635 *
576 * Code by Tchize (david.delbecq@usa.net) 636 * Code by Tchize (david.delbecq@usa.net)
577 */ 637 */
638int
578int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579{ 640{
580 object *dummy, *force, *old_force, *tmp; 641 object *dummy, *force, *old_force, *tmp;
581 archetype *perm_portal; 642 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024]; 643 char portal_name[1024], portal_message[1024];
583 sint16 exitx, exity;
584 mapstruct *exitmap; 644 maptile *exitmap;
585 int op_level; 645 int op_level;
586 646
587
588 /* 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
589 * 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
590 * full pathname listed. 649 * full pathname listed.
591 */ 650 */
592 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)
593 settings.create_home_portals != TRUE )
594 { 652 {
595 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");
596 return 0; 654 return 0;
597 } 655 }
598 656
599 /* 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
600 * dummy is used to make a check inventory for the force 658 * dummy is used to make a check inventory for the force
601 */ 659 */
602 dummy=arch_to_object(spell->other_arch); 660 dummy = arch_to_object (spell->other_arch);
603 if(dummy == NULL){ 661 if (dummy == NULL)
662 {
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
605 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",&op->name); 664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
606 return 0; 665 return 0;
607 } 666 }
667
608 force=check_inv_recursive (op,dummy); 668 force = check_inv_recursive (op, dummy);
609 669
610 if (force==NULL) { 670 if (force == NULL)
671 {
611 /* Here we know there is no destination marked up. 672 /* Here we know there is no destination marked up.
612 * We have 2 things to do: 673 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory. 674 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked. 675 * 2. Let the player know it worked.
615 */ 676 */
616 dummy->name = op->map->path; 677 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x; 678 EXIT_X (dummy) = op->x;
618 EXIT_Y(dummy)= op->y; 679 EXIT_Y (dummy) = op->y;
619 insert_ob_in_ob (dummy,op); 680 insert_ob_in_ob (dummy, op);
620 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere."); 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.");
621 return 1; 682 return 1;
622 } 683 }
623 free_object (dummy);
624 684
685 dummy->destroy ();
686
625 /* Here we know where the town portal should go to 687 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player. 688 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals. 689 * Than we should create the 2 portals.
628 * For each of them, we need: 690 * For each of them, we need:
629 * - 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
630 * - set the owner of the town portal 692 * - set the owner of the town portal
631 * - 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
632 * for easier destruction. 694 * for easier destruction.
633 * 695 *
634 * The mark works has follow: 696 * The mark works has follow:
635 * slaying: Existing town portal 697 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal 698 * hp, sp : x & y of the associated portal
637 * name : name of the portal 699 * name : name of the portal
638 * race : map the portal is in 700 * race : map the portal is in
639 */ 701 */
640 702
641 /* First step: killing existing town portals */ 703 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race); 704 dummy = get_archetype (spell->race);
643 if(dummy == NULL){ 705 if (dummy == NULL)
706 {
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
645 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name); 708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
646 return 0; 709 return 0;
647 } 710 }
711
648 perm_portal = find_archetype (spell->slaying); 712 perm_portal = archetype::find (spell->slaying);
649 713
650 /* 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,
651 * for each marked portal in player's inventory, 715 * for each marked portal in player's inventory,
652 * -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)
653 * -We find any portal in the specified location. 717 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it. 718 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal. 719 * -We destruct the force indicating that portal.
656 */ 720 */
657 while ( (old_force=check_inv_recursive (op,dummy))) { 721 while ((old_force = check_inv_recursive (op, dummy)))
658 exitx=EXIT_X(old_force); 722 {
659 exity=EXIT_Y(old_force); 723 exitmap = maptile::find_map (old_force->race, op->map);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity);
661 724
662 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
663 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
664 else exitmap = ready_map_name(old_force->race, 0);
665
666 if (exitmap) { 725 if (exitmap)
726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
667 tmp=present_arch (perm_portal,exitmap,exitx,exity); 730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
668 while (tmp) { 731 while (tmp)
732 {
669 if (tmp->name == old_force->name) { 733 if (tmp->name == old_force->name)
670 remove_ob (tmp); 734 {
671 free_object (tmp); 735 tmp->destroy ();
672 break; 736 break;
673 } else {
674 tmp = tmp->above;
675 } 737 }
738
739 tmp = tmp->above;
676 } 740 }
677 } 741 }
678 remove_ob (old_force);
679 free_object (old_force);
680 LOG (llevDebug,"\n");
681 }
682 free_object (dummy);
683 742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
684 /* Creating the portals. 748 /* Creating the portals.
685 * The very first thing to do is to ensure 749 * The very first thing to do is to ensure
686 * access to the destination map. 750 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player. 751 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell 752 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting. 753 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got 754 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above. 755 * from the players inventory above.
692 */ 756 */
693 757
694 /* Ensure exit map is loaded*/ 758 /* Ensure exit map is loaded */
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 759 exitmap = maptile::find_map (force->name, 0);
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
697 else
698 exitmap = ready_map_name(force->name, 0);
699 760
700 /* 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 */
701 if (exitmap==NULL) { 762 if (!exitmap)
763 {
702 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!?");
703 remove_ob(force); 765 force->destroy ();
704 free_object(force);
705 return 1; 766 return 1;
706 } 767 }
707 768
708 op_level = caster_level(caster, spell); 769 op_level = caster_level (caster, spell);
709 if (op_level<15) 770 if (op_level < 15)
771 snprintf (portal_message, 1024,
710 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",&op->name); 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);
711 else if (op_level<30) 774 else if (op_level < 30)
775 snprintf (portal_message, 1024,
712 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",&op->name); 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);
713 else if (op_level<60) 777 else if (op_level < 60)
714 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); 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
715 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",&op->name); 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);
716 782
717 /* Create a portal in front of player 783 /* Create a portal in front of player
718 * dummy contain the portal and 784 * dummy contain the portal and
719 * force contain the track to kill it later 785 * force contain the track to kill it later
720 */ 786 */
721
722 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);
723 dummy=get_archetype(spell->slaying); /*The portal*/ 788 dummy = get_archetype (spell->slaying); /*The portal */
724 if(dummy == NULL) { 789 if (dummy == NULL)
790 {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
726 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name); 792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
727 return 0; 793 return 0;
728 } 794 }
795
729 EXIT_PATH(dummy) = force->name; 796 EXIT_PATH (dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force); 797 EXIT_X (dummy) = EXIT_X (force);
731 EXIT_Y(dummy)=EXIT_Y(force); 798 EXIT_Y (dummy) = EXIT_Y (force);
732 dummy->name = dummy->name_pl = portal_name; 799 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message; 800 dummy->msg = portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/ 801 dummy->race = op->name; /*Save the owner of the portal */
735 cast_create_obj (op, caster, dummy, 0); 802 cast_create_obj (op, caster, dummy, 0);
736 803
737 /* 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
738 * 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
739 * town portal. 806 * town portal.
740 */ 807 */
741 tmp=get_archetype(spell->race); 808 tmp = get_archetype (spell->race);
742 if(tmp == NULL){ 809 if (tmp == NULL)
810 {
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
744 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name); 812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
745 return 0; 813 return 0;
746 } 814 }
815
747 tmp->race=op->map->path; 816 tmp->race = op->map->path;
748 tmp->name = portal_name; 817 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x; 818 EXIT_X (tmp) = dummy->x;
750 EXIT_Y(tmp)=dummy->y; 819 EXIT_Y (tmp) = dummy->y;
751 insert_ob_in_ob (tmp,op); 820 op->insert (tmp);
752 821
753 /* Create a portal in the destination map 822 /* Create a portal in the destination map
754 * dummy contain the portal and 823 * dummy contain the portal and
755 * force the track to kill it later 824 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of 825 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to. 826 * where this portal goes to.
758 */ 827 */
759 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);
760 dummy=get_archetype (spell->slaying); /*The portal*/ 829 dummy = get_archetype (spell->slaying); /*The portal */
761 if(dummy == NULL) { 830 if (dummy == NULL)
831 {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
763 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",&op->name); 833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
764 return 0; 834 return 0;
765 } 835 }
836
766 EXIT_PATH(dummy) = op->map->path; 837 EXIT_PATH (dummy) = op->map->path;
767 EXIT_X(dummy)=op->x; 838 EXIT_X (dummy) = op->x;
768 EXIT_Y(dummy)=op->y; 839 EXIT_Y (dummy) = op->y;
769 dummy->name = dummy->name_pl = portal_name; 840 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message; 841 dummy->msg = portal_message;
771 dummy->x=EXIT_X(force);
772 dummy->y=EXIT_Y(force);
773 dummy->race=op->name; /*Save the owner of the portal*/ 842 dummy->race = op->name; /*Save the owner of the portal */
774 insert_ob_in_map(dummy,exitmap,op,0); 843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
775 844
776 /* Now we create another town portal marker that 845 /* Now we create another town portal marker that
777 * points back to the one we just made 846 * points back to the one we just made
778 */ 847 */
779 tmp=get_archetype(spell->race); 848 tmp = get_archetype (spell->race);
780 if(tmp == NULL){ 849 if (tmp == NULL)
850 {
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
782 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",&op->name); 852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
783 return 0; 853 return 0;
784 } 854 }
855
785 tmp->race=force->name; 856 tmp->race = force->name;
786 tmp->name = portal_name; 857 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x; 858 EXIT_X (tmp) = dummy->x;
788 EXIT_Y(tmp)=dummy->y; 859 EXIT_Y (tmp) = dummy->y;
789 insert_ob_in_ob (tmp,op); 860 insert_ob_in_ob (tmp, op);
790 861
791 /* Describe the player what happened 862 /* Describe the player what happened
792 */ 863 */
793 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.");
794 remove_ob(force); /* Delete the force inside the player*/ 865 force->destroy ();
795 free_object(force); 866
796 return 1; 867 return 1;
797} 868}
798
799 869
800/* This creates magic walls. Really, it can create most any object, 870/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 871 * within some reason.
802 */ 872 */
803 873int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 874magic_wall (object *op, object *caster, int dir, object *spell_ob)
805 object *tmp, *tmp2; 875{
876 object *tmp;
806 int i,posblocked,negblocked, maxrange; 877 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 878 sint16 x, y;
808 mapstruct *m; 879 maptile *m;
809 const char *name; 880 const char *name;
810 archetype *at; 881 archetype *at;
811 882
812 if(!dir) { 883 if (!dir)
884 {
813 dir=op->facing; 885 dir = op->facing;
814 x = op->x; 886 x = op->x;
815 y = op->y; 887 y = op->y;
816 } else { 888 }
889 else
890 {
817 x = op->x+freearr_x[dir]; 891 x = op->x + freearr_x[dir];
818 y = op->y+freearr_y[dir]; 892 y = op->y + freearr_y[dir];
819 } 893 }
894
820 m = op->map; 895 m = op->map;
821 896
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 897 if ((spell_ob->move_block || x != op->x || y != op->y) &&
823 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 898 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
824 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 899 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
900 {
825 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.");
826 return 0; 902 return 0;
827 } 903 }
904
828 if (spell_ob->other_arch) { 905 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 906 tmp = arch_to_object (spell_ob->other_arch);
830 } else if (spell_ob->race) { 907 else if (spell_ob->race)
908 {
831 char buf1[MAX_BUF]; 909 char buf1[MAX_BUF];
832 910
833 sprintf(buf1,spell_ob->race,dir); 911 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 912 at = archetype::find (buf1);
835 if (!at) { 913 if (!at)
914 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 915 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 916 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 917 return 0;
839 } 918 }
919
840 tmp = arch_to_object(at); 920 tmp = arch_to_object (at);
841 } else { 921 }
922 else
923 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 924 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 925 return 0;
845 } 926 }
846 927
847 if (tmp->type == SPELL_EFFECT) { 928 if (tmp->type == SPELL_EFFECT)
929 {
848 tmp->attacktype = spell_ob->attacktype; 930 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 931 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 932 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
851 tmp->stats.dam = spell_ob->stats.dam +
852 SP_level_dam_adjust(caster, spell_ob);
853 tmp->range = 0; 933 tmp->range = 0;
934 }
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 935 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
855 tmp->stats.hp = spell_ob->duration + 936 {
856 SP_level_duration_adjust(caster, spell_ob); 937 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 938 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op);
859 set_spell_skill(op, caster, spell_ob, tmp);
860 } 939 }
940
861 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))
862 tmp->stats.food = spell_ob->duration + 942 {
863 SP_level_duration_adjust(caster, spell_ob); 943 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 944 SET_FLAG (tmp, FLAG_IS_USED_UP);
865 } 945 }
946
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 947 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
948 {
867 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);
868 tmp->stats.maxhp = tmp->stats.hp; 950 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 951 SET_FLAG (tmp, FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 952 SET_FLAG (tmp, FLAG_ALIVE);
871 } 953 }
872 954
873 /* 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,
874 * 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.
875 */ 958 */
959 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 960 tmp->set_owner (op);
961
877 set_spell_skill(op, caster, spell_ob, tmp); 962 set_spell_skill (op, caster, spell_ob, tmp);
878 tmp->x = x;
879 tmp->y = y;
880 tmp->level = caster_level(caster, spell_ob) / 2; 963 tmp->level = caster_level (caster, spell_ob) / 2;
881 964
882 name = tmp->name; 965 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 966 if (!(tmp = m->insert (tmp, x, y, op)))
967 {
884 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);
885 return 0; 969 return 0;
886 } 970 }
971
887 /* 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 */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
890 975
891 /* This code causes the wall to extend some distance in 976 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 977 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 978 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 979 * created wall can extend, it won't go extend through
895 * blocked spaces. 980 * blocked spaces.
896 */ 981 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 982 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 983 posblocked = 0;
899 negblocked=0; 984 negblocked = 0;
900 985
901 for(i=1; i<=maxrange; i++) { 986 for (i = 1; i <= maxrange; i++)
987 {
902 int dir2; 988 int dir2;
903 989
904 dir2 = (dir<4)?(dir+2):dir-2; 990 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 991
906 x = tmp->x+i*freearr_x[dir2]; 992 x = tmp->x + i * freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2]; 993 y = tmp->y + i * freearr_y[dir2];
908 m = tmp->map; 994 m = tmp->map;
909 995
910 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)) &&
911 ((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)
912 !posblocked) { 998 {
913 tmp2 = get_object(); 999 object *tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2); 1000 m->insert (tmp2, x, y, op);
915 tmp2->x = x; 1001
916 tmp2->y = y;
917 insert_ob_in_map(tmp2,m,op,0);
918 /* 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 */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1004 tmp2->insert (arch_to_object (tmp2->other_arch));
921 1005
1006 }
1007 else
922 } else posblocked=1; 1008 posblocked = 1;
923 1009
924 x = tmp->x-i*freearr_x[dir2]; 1010 x = tmp->x - i * freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2]; 1011 y = tmp->y - i * freearr_y[dir2];
926 m = tmp->map; 1012 m = tmp->map;
927 1013
928 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)) &&
929 ((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)
930 !negblocked) { 1016 {
931 tmp2 = get_object(); 1017 object *tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2); 1018 m->insert (tmp2, x, y, op);
933 tmp2->x = x; 1019
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1021 tmp2->insert (arch_to_object (tmp2->other_arch));
1022 }
1023 else
938 } else negblocked=1; 1024 negblocked = 1;
939 } 1025 }
940 1026
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1027 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
942 update_all_los(op->map, op->x, op->y); 1028 update_all_los (op->map, op->x, op->y);
943 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)))
944 return 1; 1140 return 1;
945}
946 1141
947int dimension_door(object *op,object *caster, object *spob, int dir) {
948 uint32 dist, maxdist;
949 int mflags;
950 mapstruct *m;
951 sint16 sx, sy;
952
953 if(op->type!=PLAYER)
954 return 0;
955
956 if(!dir) {
957 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
958 return 0;
959 }
960
961 /* Given the new outdoor maps, can't let players dimension door for
962 * ever, so put limits in.
963 */
964 maxdist = spob->range +
965 SP_level_range_adjust(caster, spob);
966
967 if(op->contr->count) {
968 if (op->contr->count > maxdist) {
969 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
970 return 0;
971 }
972
973 for(dist=0;dist<op->contr->count; dist++) {
974 mflags = get_map_flags(op->map, &m,
975 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
976 &sx, &sy);
977
978 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
979
980 if ((mflags & P_BLOCKSVIEW) &&
981 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
982 }
983
984 if(dist<op->contr->count) {
985 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
986 op->contr->count=0;
987 return 0;
988 }
989 op->contr->count=0;
990
991 /* Remove code that puts player on random space on maps. IMO,
992 * a lot of maps probably have areas the player should not get to,
993 * but may not be marked as NO_MAGIC (as they may be bounded
994 * by such squares). Also, there are probably treasure rooms and
995 * lots of other maps that protect areas with no magic, but the
996 * areas themselves don't contain no magic spaces.
997 */
998 /* This call here is really just to normalize the coordinates */
999 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1000 &sx, &sy);
1001 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1002 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1003 return 1; /* Maybe the penalty should be more severe... */
1004 }
1005 } else {
1006 /* Player didn't specify a distance, so lets see how far
1007 * we can move the player. Don't know why this stopped on
1008 * spaces that blocked the players view.
1009 */
1010
1011 for(dist=0; dist < maxdist; dist++) {
1012 mflags = get_map_flags(op->map, &m,
1013 op->x+freearr_x[dir] * (dist+1),
1014 op->y+freearr_y[dir] * (dist+1),
1015 &sx, &sy);
1016
1017 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1018
1019 if ((mflags & P_BLOCKSVIEW) &&
1020 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1021
1022 }
1023
1024 /* If the destination is blocked, keep backing up until we
1025 * find a place for the player.
1026 */
1027 for(;dist>0; dist--) {
1028 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1029 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1030
1031
1032 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1033
1034 }
1035 if(!dist) {
1036 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1037 return 0;
1038 }
1039 }
1040
1041 /* Actually move the player now */
1042 remove_ob(op);
1043 op->x+=freearr_x[dir]*dist;
1044 op->y+=freearr_y[dir]*dist;
1045 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1046 return 1;
1047
1048 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1049 return 1; 1143 return 1;
1050} 1144}
1051 1145
1052 1146
1053/* cast_heal: Heals something. 1147/* cast_heal: Heals something.
1054 * op is the caster. 1148 * op is the caster.
1055 * dir is the direction he is casting it in. 1149 * dir is the direction he is casting it in.
1056 * spell is the spell object. 1150 * spell is the spell object.
1057 */ 1151 */
1152int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 1153cast_heal (object *op, object *caster, object *spell, int dir)
1154{
1059 object *tmp; 1155 object *tmp;
1060 archetype *at; 1156 archetype *at;
1061 object *poison; 1157 object *poison;
1062 int heal = 0, success = 0; 1158 int heal = 0, success = 0;
1063 1159
1064 tmp = find_target_for_friendly_spell(op,dir); 1160 tmp = find_target_for_friendly_spell (op, dir);
1065 1161
1066 if (tmp==NULL) return 0; 1162 if (tmp == NULL)
1163 return 0;
1067 1164
1068 /* Figure out how many hp this spell might cure. 1165 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 1166 * could be zero if this spell heals effects, not damage.
1070 */ 1167 */
1071 heal = spell->stats.dam; 1168 heal = spell->stats.dam;
1072 if (spell->stats.hp) 1169 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 1171
1076 if (heal) { 1172 if (heal)
1173 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 1174 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1078 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
1079 } 1179 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 1180 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 1181 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 1182 * on amount of damage healed.
1084 */ 1183 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 1185 heal = tmp->stats.maxhp - tmp->stats.hp;
1087 tmp->stats.hp += heal; 1186 tmp->stats.hp += heal;
1088 1187
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 1188 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) {
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!");
1093 } else if (heal > 25) {
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) {
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade.");
1097 } else {
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close.");
1099 } 1191 }
1100 success=1; 1192 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1101 } 1195 }
1102 } 1196 else if (heal > 25)
1103 if (spell->attacktype & AT_DISEASE) 1197 {
1104 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 }
1105 success = 1; 1208 success = 1;
1209 }
1210 }
1211 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op))
1213 success = 1;
1106 1214
1107 if (spell->attacktype & AT_POISON) { 1215 if (spell->attacktype & AT_POISON)
1216 {
1108 at = find_archetype("poisoning"); 1217 at = archetype::find ("poisoning");
1109 poison=present_arch_in_ob(at,tmp); 1218 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 1219 if (poison)
1220 {
1111 success = 1; 1221 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 1223 poison->stats.food = 1;
1114 } 1224 }
1115 } 1225 }
1116 if (spell->attacktype & AT_CONFUSION) { 1226 if (spell->attacktype & AT_CONFUSION)
1227 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1118 if (poison) { 1229 if (poison)
1230 {
1119 success = 1; 1231 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 1233 poison->duration = 1;
1122 } 1234 }
1123 } 1235 }
1124 if (spell->attacktype & AT_BLIND) { 1236 if (spell->attacktype & AT_BLIND)
1237 {
1125 at=find_archetype("blindness"); 1238 at = archetype::find ("blindness");
1126 poison=present_arch_in_ob(at,tmp); 1239 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 1240 if (poison)
1241 {
1128 success = 1; 1242 success = 1;
1129 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.");
1130 poison->stats.food = 1; 1244 poison->stats.food = 1;
1131 } 1245 }
1132 } 1246 }
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 {
1134 tmp->stats.sp += spell->last_sp; 1249 tmp->stats.sp += spell->last_sp;
1135 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;
1136 success = 1; 1252 success = 1;
1137 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!");
1138 } 1254 }
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 {
1140 tmp->stats.grace += spell->last_grace; 1257 tmp->stats.grace += spell->last_grace;
1141 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;
1142 success = 1; 1260 success = 1;
1143 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!");
1144 } 1262 }
1145 if (spell->stats.food && tmp->stats.food < 999) { 1263 if (spell->stats.food && tmp->stats.food < 999)
1264 {
1146 tmp->stats.food += spell->stats.food; 1265 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 1266 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999;
1148 success = 1; 1268 success = 1;
1149 /* 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 */
1150 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");
1151 } 1271 }
1152 return success; 1272 return success;
1153} 1273}
1154 1274
1155 1275
1156/* 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
1157 * 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
1158 * good comments for those. 1278 * good comments for those.
1159 */ 1279 */
1160static const char* const no_gain_msgs[NUM_STATS] = { 1280static const char *const no_gain_msgs[NUM_STATS] = {
1161"You grow no stronger.", 1281 "You grow no stronger.",
1162"You grow no more agile.", 1282 "You grow no more agile.",
1163"You don't feel any healthier.", 1283 "You don't feel any healthier.",
1164"no wis", 1284 "no wis",
1165"You are no easier to look at.", 1285 "You are no easier to look at.",
1166"no int", 1286 "no int",
1167"no pow" 1287 "no pow"
1168}; 1288};
1169 1289
1290int
1170int 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)
1171 object *tmp, *tmp2=NULL; 1292{
1172 object *force=NULL; 1293 object *force = NULL;
1173 int i; 1294 int i;
1174 1295
1175 /* 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. */
1176 if(dir!=0) { 1297 object *tmp = dir
1177 tmp=find_target_for_friendly_spell(op,dir); 1298 ? find_target_for_friendly_spell (op, dir)
1178 } else { 1299 : op;
1179 tmp = op;
1180 }
1181 1300
1182 if(tmp==NULL) return 0; 1301 if (!tmp)
1183 1302 return 0;
1303
1184 /* 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. */
1185 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1306 {
1186 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1308 {
1187 if (tmp2->name == spell_ob->name) { 1309 if (tmp2->name == spell_ob->name)
1310 {
1188 force=tmp2; /* the old effect will be "refreshed" */ 1311 force = tmp2; /* the old effect will be "refreshed" */
1189 break; 1312 break;
1190 } 1313 }
1191 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1314 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 {
1192 if ( !silent ) 1316 if (!silent)
1193 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);
1194 "You can not cast %s while %s is in effect",
1195 &spell_ob->name, &tmp2->name_pl);
1196 return 0; 1318 return 0;
1197 } 1319 }
1198 } 1320 }
1199 } 1321 }
1200 if(force==NULL) { 1322 if (force == NULL)
1323 {
1201 force=get_archetype(FORCE_NAME); 1324 force = get_archetype (FORCE_NAME);
1202 force->subtype = FORCE_CHANGE_ABILITY; 1325 force->subtype = FORCE_CHANGE_ABILITY;
1203 if (spell_ob->race) 1326 if (spell_ob->race)
1204 force->name = spell_ob->race; 1327 force->name = spell_ob->race;
1205 else 1328 else
1206 force->name = spell_ob->name; 1329 force->name = spell_ob->name;
1207 force->name_pl = spell_ob->name; 1330 force->name_pl = spell_ob->name;
1208 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.");
1209 1332
1210 } else { 1333 }
1334 else
1335 {
1211 int duration; 1336 int duration;
1212 1337
1213 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;
1214 if (duration > force->duration) { 1339 if (duration > force->duration)
1340 {
1215 force->duration = duration; 1341 force->duration = duration;
1216 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 }
1217 } else { 1344 else
1345 {
1218 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.");
1219 } 1347 }
1220 return 1; 1348 return 1;
1221 } 1349 }
1222 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;
1223 force->speed = 1.0; 1351 force->speed = 1.0;
1224 force->speed_left = -1.0; 1352 force->speed_left = -1.0;
1225 SET_FLAG(force, FLAG_APPLIED); 1353 SET_FLAG (force, FLAG_APPLIED);
1226 1354
1227 /* Now start processing the effects. First, protections */ 1355 /* Now start processing the effects. First, protections */
1228 for (i=0; i < NROFATTACKS; i++) { 1356 for (i = 0; i < NROFATTACKS; i++)
1357 {
1229 if (spell_ob->resist[i]) { 1358 if (spell_ob->resist[i])
1359 {
1230 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);
1231 if (force->resist[i] > 100) force->resist[i] = 100; 1361 if (force->resist[i] > 100)
1362 force->resist[i] = 100;
1232 } 1363 }
1233 } 1364 }
1234 if (spell_ob->stats.hp) 1365 if (spell_ob->stats.hp)
1235 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);
1236 1367
1237 if (tmp->type == PLAYER) { 1368 if (tmp->type == PLAYER)
1369 {
1238 /* Stat adjustment spells */ 1370 /* Stat adjustment spells */
1239 for (i=0; i < NUM_STATS; i++) { 1371 for (i = 0; i < NUM_STATS; i++)
1372 {
1240 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1374
1241 if (stat) { 1375 if (stat)
1376 {
1242 sm=0; 1377 sm = 0;
1243 for (k=0; k<stat; k++) 1378 for (k = 0; k < stat; k++)
1244 sm += rndm(1, 3); 1379 sm += rndm (1, 3);
1245 1380
1246 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1382 {
1247 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)
1248 if (sm<0) sm = 0; 1385 sm = 0;
1249 } 1386 }
1250 set_attr_value(&force->stats, i, sm); 1387 set_attr_value (&force->stats, i, sm);
1251 if (!sm) 1388 if (!sm)
1252 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1253 } 1390 }
1254 } 1391 }
1255 } 1392 }
1256 1393
1257 force->move_type = spell_ob->move_type; 1394 force->move_type = spell_ob->move_type;
1258 1395
1259 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1260 SET_FLAG(force, FLAG_SEE_IN_DARK); 1397 SET_FLAG (force, FLAG_SEE_IN_DARK);
1261 1398
1262 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1263 SET_FLAG(force, FLAG_XRAYS); 1400 SET_FLAG (force, FLAG_XRAYS);
1264 1401
1265 /* Haste/bonus speed */ 1402 /* Haste/bonus speed */
1266 if (spell_ob->stats.exp) { 1403 if (spell_ob->stats.exp)
1404 {
1405 if (op->speed > 0.5f)
1267 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));
1268 else 1407 else
1269 force->stats.exp = spell_ob->stats.exp; 1408 force->stats.exp = spell_ob->stats.exp;
1270 } 1409 }
1271 1410
1272 force->stats.wc = spell_ob->stats.wc; 1411 force->stats.wc = spell_ob->stats.wc;
1273 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1274 force->attacktype = spell_ob->attacktype; 1413 force->attacktype = spell_ob->attacktype;
1275 1414
1276 insert_ob_in_ob(force,tmp); 1415 insert_ob_in_ob (force, tmp);
1277 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1278 fix_player(tmp); 1417 tmp->update_stats ();
1279 return 1; 1418 return 1;
1280} 1419}
1281 1420
1282/* 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
1283 * 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
1284 * of the caster. 1423 * of the caster.
1285 */ 1424 */
1286 1425
1426int
1287int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1427cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{
1288 int i; 1429 int i;
1289 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1290 1431
1291 /* 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. */
1292 if(dir!=0) { 1433 if (dir != 0)
1434 {
1293 tmp=find_target_for_friendly_spell(op,dir); 1435 tmp = find_target_for_friendly_spell (op, dir);
1294 } else { 1436 }
1437 else
1438 {
1295 tmp = op; 1439 tmp = op;
1296 } 1440 }
1297 1441
1298 /* 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. */
1299 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1444 {
1300 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 {
1301 if (tmp2->name == spell_ob->name) { 1447 if (tmp2->name == spell_ob->name)
1448 {
1302 force=tmp2; /* the old effect will be "refreshed" */ 1449 force = tmp2; /* the old effect will be "refreshed" */
1303 break; 1450 break;
1304 } 1451 }
1305 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1452 else if (spell_ob->race && spell_ob->race == tmp2->name)
1306 new_draw_info_format(NDI_UNIQUE, 0, op, 1453 {
1307 "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);
1308 &spell_ob->name, &tmp2->name_pl);
1309 return 0; 1455 return 0;
1310 } 1456 }
1311 } 1457 }
1312 } 1458 }
1313 if(force==NULL) { 1459 if (force == NULL)
1460 {
1314 force=get_archetype(FORCE_NAME); 1461 force = get_archetype (FORCE_NAME);
1315 force->subtype = FORCE_CHANGE_ABILITY; 1462 force->subtype = FORCE_CHANGE_ABILITY;
1316 if (spell_ob->race) 1463 if (spell_ob->race)
1317 force->name = spell_ob->race; 1464 force->name = spell_ob->race;
1318 else 1465 else
1319 force->name = spell_ob->name; 1466 force->name = spell_ob->name;
1320 force->name_pl = spell_ob->name; 1467 force->name_pl = spell_ob->name;
1321 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.");
1322 } else { 1469 }
1470 else
1471 {
1323 int duration; 1472 int duration;
1324 1473
1325 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;
1326 if (duration > force->duration) { 1475 if (duration > force->duration)
1476 {
1327 force->duration = duration; 1477 force->duration = duration;
1328 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 }
1329 } else { 1480 else
1481 {
1330 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.");
1331 } 1483 }
1332 return 0; 1484 return 0;
1333 } 1485 }
1334 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;
1335 force->speed = 1.0; 1487 force->speed = 1.0;
1336 force->speed_left = -1.0; 1488 force->speed_left = -1.0;
1337 SET_FLAG(force, FLAG_APPLIED); 1489 SET_FLAG (force, FLAG_APPLIED);
1338 1490
1339 if(!god) { 1491 if (!god)
1492 {
1340 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1341 } else { 1494 }
1495 else
1496 {
1342 /* Only give out good benefits, and put a max on it */ 1497 /* Only give out good benefits, and put a max on it */
1343 for (i=0; i<NROFATTACKS; i++) { 1498 for (i = 0; i < NROFATTACKS; i++)
1499 {
1344 if (god->resist[i]>0) { 1500 if (god->resist[i] > 0)
1501 {
1345 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]);
1346 } 1503 }
1347 } 1504 }
1348 force->path_attuned|=god->path_attuned; 1505 force->path_attuned |= god->path_attuned;
1349 1506
1350 if (spell_ob->attacktype) 1507 if (spell_ob->attacktype)
1351 force->slaying = god->slaying; 1508 force->slaying = god->slaying;
1352 1509
1353 if (tmp != op) { 1510 if (tmp != op)
1511 {
1354 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);
1355 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 }
1356 } else { 1515 else
1357 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1358 "You are blessed by %s!",&god->name);
1359 } 1516 {
1517 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1518 }
1360 1519
1361 } 1520 }
1362 force->stats.wc = spell_ob->stats.wc; 1521 force->stats.wc = spell_ob->stats.wc;
1363 force->stats.ac = spell_ob->stats.ac; 1522 force->stats.ac = spell_ob->stats.ac;
1364 1523
1365 change_abil(tmp,force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1366 insert_ob_in_ob(force,tmp); 1525 insert_ob_in_ob (force, tmp);
1367 fix_player(tmp); 1526 tmp->update_stats ();
1368 return 1; 1527 return 1;
1369} 1528}
1370 1529
1371 1530
1372 1531
1373/* Alchemy code by Mark Wedel 1532/* Alchemy code by Mark Wedel
1388 * 1547 *
1389 * 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
1390 * 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
1391 * alchemied. 1550 * alchemied.
1392 */ 1551 */
1393 1552
1394/* I didn't feel like passing these as arguements to the 1553/* I didn't feel like passing these as arguements to the
1395 * two functions that need them. Real values are put in them 1554 * two functions that need them. Real values are put in them
1396 * 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
1397 * is finished. 1556 * is finished.
1398 */ 1557 */
1399static object *small, *large; 1558static object *small, *large;
1400 1559
1401static void alchemy_object(object *obj, int *small_nuggets, 1560static void
1402 int *large_nuggets, int *weight) 1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1403{ 1562{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1563 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1564
1406 /* Give third price when we alchemy money (This should hopefully 1565 /* Give third price when we alchemy money (This should hopefully
1407 * 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
1408 * the nuggets, alchemy the gold from that, etc. 1567 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1568 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1569 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1570 * the stuff back to town.
1412 */ 1571 */
1413 1572
1414 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1573 if (QUERY_FLAG (obj, FLAG_UNPAID))
1415 value=0; 1574 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1575 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1576 value /= 3;
1418 else 1577 else
1419 value = (value*9)/10; 1578 value = (value * 9) / 10;
1420 1579
1421 value /= 4; // fix by GHJ, don't understand, pcg 1580 value /= 4; // fix by GHJ, don't understand, pcg
1422 1581
1423 if ((obj->value>0) && rndm(0, 29)) { 1582 if ((obj->value > 0) && rndm (0, 29))
1583 {
1424 int count; 1584 int count;
1425 1585
1426 count = value / large->value; 1586 count = value / large->value;
1427 *large_nuggets += count; 1587 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value; 1588 value -= (uint64) count *(uint64) large->value;
1589
1429 count = value / small->value; 1590 count = value / small->value;
1430 *small_nuggets += count; 1591 *small_nuggets += count;
1431 } 1592 }
1432 1593
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1594 /* Turn 25 small nuggets into 1 large nugget. If the value
1434 * of large nuggets is not evenly divisable by the small nugget 1595 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0) 1596 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */ 1597 */
1437 if (*small_nuggets * small->value >= large->value) { 1598 if (*small_nuggets * small->value >= large->value)
1599 {
1438 (*large_nuggets)++; 1600 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value; 1601 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value) 1602 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--; 1603 (*small_nuggets)--;
1442 } 1604 }
1443 weight += obj->weight; 1605 weight += obj->weight;
1444 remove_ob(obj); 1606 obj->destroy ();
1445 free_object(obj);
1446} 1607}
1447 1608
1609static void
1448static 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)
1449 int x, int y)
1450{ 1611{
1451 object *tmp; 1612 object *tmp;
1452 int flag=0; 1613 int flag = 0;
1453 1614
1454 /* 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
1455 * flag if we are on the same space as the player 1616 * flag if we are on the same space as the player
1456 */ 1617 */
1457 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;
1458 1620
1459 if (small_nuggets) { 1621 if (small_nuggets)
1460 tmp = get_object(); 1622 {
1461 copy_object(small, tmp); 1623 tmp = small->clone ();
1462 tmp-> nrof = small_nuggets; 1624 tmp->nrof = small_nuggets;
1463 tmp->x = x; 1625 m->insert (tmp, x, y, op, flag);
1464 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag);
1466 } 1626 }
1627
1467 if (large_nuggets) { 1628 if (large_nuggets)
1468 tmp = get_object(); 1629 {
1469 copy_object(large, tmp); 1630 tmp = large->clone ();
1470 tmp-> nrof = large_nuggets; 1631 tmp->nrof = large_nuggets;
1471 tmp->x = x; 1632 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1633 }
1475} 1634}
1476 1635
1636int
1477int alchemy(object *op, object *caster, object *spell_ob) 1637alchemy (object *op, object *caster, object *spell_ob)
1478{ 1638{
1479 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;
1480 sint16 nx, ny; 1640 sint16 nx, ny;
1481 object *next,*tmp; 1641 object *next, *tmp;
1482 mapstruct *mp; 1642 maptile *mp;
1483 1643
1484 if(op->type!=PLAYER) 1644 if (op->type != PLAYER)
1485 return 0; 1645 return 0;
1486 1646
1487 /* 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
1488 * some, and also prevents people from alcheming every table/chair/clock 1648 * some, and also prevents people from alcheming every table/chair/clock
1489 * in sight 1649 * in sight
1490 */ 1650 */
1491 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);
1492 weight_max *= 1000; 1652 weight_max *= 1000;
1493 small=get_archetype("smallnugget"), 1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1494 large=get_archetype("largenugget");
1495 1654
1496 for(y= op->y-1;y<=op->y+1;y++) { 1655 for (y = op->y - 1; y <= op->y + 1; y++)
1656 {
1497 for(x= op->x-1;x<=op->x+1;x++) { 1657 for (x = op->x - 1; x <= op->x + 1; x++)
1658 {
1498 nx = x; 1659 nx = x;
1499 ny = y; 1660 ny = y;
1500 1661
1501 mp = op->map; 1662 mp = op->map;
1502 1663
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1665
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1667 continue;
1507 1668
1508 /* Treat alchemy a little differently - most spell effects 1669 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1670 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1671 * ground level effect.
1511 */ 1672 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1674 continue;
1514 1675
1515 small_nuggets=0; 1676 small_nuggets = 0;
1516 large_nuggets=0; 1677 large_nuggets = 0;
1517 1678
1518 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 {
1519 next=tmp->above; 1681 next = tmp->above;
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1684 {
1523 1685
1524 if (tmp->inv) { 1686 if (tmp->inv)
1687 {
1525 object *next1, *tmp1; 1688 object *next1, *tmp1;
1689
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1691 {
1527 next1 = tmp1->below; 1692 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1532 &weight);
1533 } 1696 }
1534 } 1697 }
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1536 1699
1537 if (weight>weight_max) { 1700 if (weight > weight_max)
1701 {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large); 1703 large->destroy ();
1540 free_object(small); 1704 small->destroy ();
1541 return 1; 1705 return 1;
1542 } 1706 }
1543 } /* is alchemable object */ 1707 } /* is alchemable object */
1544 } /* process all objects on this space */ 1708 } /* process all objects on this space */
1545 1709
1546 /* 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
1547 * it also prevents us from alcheming nuggets that were just created 1711 * it also prevents us from alcheming nuggets that were just created
1548 * with this spell. 1712 * with this spell.
1549 */ 1713 */
1550 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1551 } 1715 }
1552 } 1716 }
1553 free_object(large); 1717
1554 free_object(small); 1718 large->destroy ();
1719 small->destroy ();
1555 /* 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,
1556 * it is redrawn properly. 1721 * it is redrawn properly.
1557 */ 1722 */
1558 op->contr->socket.look_position = 0; 1723 op->contr->ns->look_position = 0;
1559 return 1; 1724 return 1;
1560} 1725}
1561 1726
1562 1727
1563/* This function removes the cursed/damned status on equipped 1728/* This function removes the cursed/damned status on equipped
1564 * items. 1729 * items.
1565 */ 1730 */
1731int
1566int remove_curse(object *op, object *caster, object *spell) { 1732remove_curse (object *op, object *caster, object *spell)
1733{
1567 object *tmp; 1734 object *tmp;
1568 int success = 0, was_one = 0; 1735 int success = 0, was_one = 0;
1569 1736
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1737 for (tmp = op->inv; tmp; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1574 1741 {
1575 was_one++; 1742 was_one++;
1576 if (tmp->level <= caster_level(caster, spell)) { 1743 if (tmp->level <= caster_level (caster, spell))
1744 {
1577 success++; 1745 success++;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1746 if (QUERY_FLAG (spell, FLAG_DAMNED))
1579 CLEAR_FLAG(tmp, FLAG_DAMNED); 1747 CLEAR_FLAG (tmp, FLAG_DAMNED);
1580 1748
1581 CLEAR_FLAG(tmp, FLAG_CURSED); 1749 CLEAR_FLAG (tmp, FLAG_CURSED);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1583 tmp->value = 0; /* Still can't sell it */ 1751 tmp->value = 0; /* Still can't sell it */
1584 if (op->type == PLAYER) 1752 if (op->type == PLAYER)
1585 esrv_send_item(op, tmp); 1753 esrv_send_item (op, tmp);
1586 } 1754 }
1587 } 1755 }
1588 1756
1589 if (op->type==PLAYER) { 1757 if (op->type == PLAYER)
1758 {
1590 if (success) { 1759 if (success)
1760 {
1591 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 }
1592 } else { 1763 else
1764 {
1593 if (was_one) 1765 if (was_one)
1594 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.");
1595 else 1767 else
1596 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.");
1597 } 1769 }
1598 } 1770 }
1771
1599 return success; 1772 return success;
1600} 1773}
1601 1774
1602/* Identifies objects in the players inventory/on the ground */ 1775/* Identifies objects in the players inventory/on the ground */
1603 1776
1777int
1604int cast_identify(object *op, object *caster, object *spell) { 1778cast_identify (object *op, object *caster, object *spell)
1779{
1605 object *tmp; 1780 object *tmp;
1606 int success = 0, num_ident; 1781 int success = 0, num_ident;
1607 1782
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1609 1784
1610 if (num_ident < 1) num_ident=1; 1785 if (num_ident < 1)
1786 num_ident = 1;
1611 1787
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1789 {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 {
1615 identify(tmp); 1792 identify (tmp);
1793
1616 if (op->type==PLAYER) { 1794 if (op->type == PLAYER)
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1795 {
1618 "You have %s.", long_desc(tmp, op)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1797
1619 if (tmp->msg) { 1798 if (tmp->msg)
1799 {
1620 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:");
1621 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1622 } 1802 }
1623 } 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
1624 num_ident--; 1836 num_ident--;
1625 success=1; 1837 success = 1;
1626 if (!num_ident) break; 1838 if (!num_ident)
1839 break;
1627 } 1840 }
1628 } 1841 }
1629 /* If all the power of the spell has been used up, don't go and identify 1842
1630 * stuff on the floor. Only identify stuff on the floor if the spell 1843 if (!success)
1631 * 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.
1632 */ 1861 */
1633 if (num_ident) { 1862 god = find_god (determine_god (op));
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1863 level = caster_level (caster, spell);
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1864 range = spell->range + SP_level_range_adjust (caster, spell);
1636 need_identify(tmp)) {
1637 1865
1638 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);
1639 if (op->type==PLAYER) { 2007 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0,op, 2008 esrv_send_item (op, tmp);
1641 "On the ground is %s.", long_desc(tmp, op));
1642 if (tmp->msg) {
1643 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1644 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1645 } 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)
1646 esrv_send_item(op, tmp); 2015 esrv_send_item (op, tmp);
1647 }
1648 num_ident--;
1649 success=1;
1650 if (!num_ident) break;
1651 }
1652 }
1653 if (!success)
1654 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1655 else {
1656 spell_effect(spell, op->x, op->y, op->map, op);
1657 }
1658 return success;
1659}
1660
1661
1662int cast_detection(object *op, object *caster, object *spell, object *skill) {
1663 object *tmp, *last, *god, *detect;
1664 int done_one, range, mflags, floor, level;
1665 sint16 x, y, nx, ny;
1666 mapstruct *m;
1667
1668 /* We precompute some values here so that we don't have to keep
1669 * doing it over and over again.
1670 */
1671 god=find_god(determine_god(op));
1672 level=caster_level(caster, spell);
1673 range = spell->range + SP_level_range_adjust(caster, spell);
1674
1675 if (!skill) skill=caster;
1676
1677 for (x = op->x - range; x <= op->x + range; x++)
1678 for (y = op->y - range; y <= op->y + range; y++) {
1679
1680 m = op->map;
1681 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1682 if (mflags & P_OUT_OF_MAP) continue;
1683
1684 /* For most of the detections, we only detect objects above the
1685 * floor. But this is not true for show invisible.
1686 * Basically, we just go and find the top object and work
1687 * down - that is easier than working up.
1688 */
1689
1690 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1691 /* Shouldn't happen, but if there are no objects on a space, this
1692 * would happen.
1693 */
1694 if (!last) continue;
1695
1696 done_one=0;
1697 floor=0;
1698 detect = NULL;
1699 for (tmp=last; tmp; tmp=tmp->below) {
1700
1701 /* show invisible */
1702 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1703 /* Might there be other objects that we can make visibile? */
1704 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1705 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1706 tmp->type==CF_HANDLE ||
1707 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1708 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1709 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1710 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1711 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1712 tmp->type==TREASURE || tmp->type==BOOK ||
1713 tmp->type==HOLY_ALTAR))) {
1714 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1715 tmp->invisible=0;
1716 done_one = 1;
1717 }
1718 } 2016 }
1719 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1720
1721 /* All detections below this point don't descend beneath the floor,
1722 * so just continue on. We could be clever and look at the type of
1723 * detection to completely break out if we don't care about objects beneath
1724 * the floor, but once we get to the floor, not likely a very big issue anyways.
1725 */
1726 if (floor) continue;
1727
1728 /* I had thought about making detect magic and detect curse
1729 * show the flash the magic item like it does for detect monster.
1730 * however, if the object is within sight, this would then make it
1731 * difficult to see what object is magical/cursed, so the
1732 * effect wouldn't be as apparant.
1733 */
1734
1735 /* detect magic */
1736 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1737 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1738 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1739 is_magical(tmp)) {
1740 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1741 /* make runes more visibile */
1742 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1743 tmp->stats.Cha/=4;
1744 done_one = 1;
1745 }
1746 /* detect monster */
1747 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1748 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1749 done_one = 2;
1750 if (!detect) detect=tmp;
1751 }
1752 /* Basically, if race is set in the spell, then the creatures race must
1753 * match that. if the spell race is set to GOD, then the gods opposing
1754 * race must match.
1755 */
1756 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1757 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1758 (strstr(spell->race, tmp->race)))) {
1759 done_one = 2;
1760 if (!detect) detect=tmp;
1761 }
1762 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1763 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1764 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1765 done_one = 1;
1766 }
1767 } /* for stack of objects on this space */
1768
1769 /* Code here puts an effect of the spell on the space, so you can see
1770 * where the magic is.
1771 */
1772 if (done_one) {
1773 object *detect_ob = arch_to_object(spell->other_arch);
1774 detect_ob->x = nx;
1775 detect_ob->y = ny;
1776 /* if this is set, we want to copy the face */
1777 if (done_one == 2 && detect) {
1778 detect_ob->face = detect->face;
1779 detect_ob->animation_id = detect->animation_id;
1780 detect_ob->anim_speed = detect->anim_speed;
1781 detect_ob->last_anim=0;
1782 /* by default, the detect_ob is already animated */
1783 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1784 }
1785 insert_ob_in_map(detect_ob, m, op,0);
1786 }
1787 } /* for processing the surrounding spaces */
1788
1789
1790 /* Now process objects in the players inventory if detect curse or magic */
1791 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1792 done_one = 0;
1793 for (tmp = op->inv; tmp; tmp = tmp->below) {
1794 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1795 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1796 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1797 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1798 if (op->type==PLAYER)
1799 esrv_send_item (op, tmp);
1800 }
1801 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1802 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1803 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1804 if (op->type==PLAYER)
1805 esrv_send_item (op, tmp);
1806 }
1807 } /* if item is not identified */ 2017 } /* if item is not identified */
1808 } /* for the players inventory */ 2018 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 2019 } /* if detect magic/curse and object is a player */
1810 return 1; 2020 return 1;
1811} 2021}
1812 2022
1813 2023
1814/** 2024/**
1815 * 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)
1816 * level whos spell did cause the overcharge. 2026 * level whos spell did cause the overcharge.
1817 */ 2027 */
2028static void
1818static void charge_mana_effect(object *victim, int caster_level) 2029charge_mana_effect (object *victim, int caster_level)
1819{ 2030{
1820 2031
1821 /* Prevent explosions for objects without mana. Without this check, doors 2032 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 2033 * will explode, too.
1823 */ 2034 */
1824 if (victim->stats.maxsp <= 0) 2035 if (victim->stats.maxsp <= 0)
1825 return; 2036 return;
1826 2037
1827 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.");
1828 2039
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 2040 if (victim->stats.sp >= victim->stats.maxsp * 2)
2041 {
1830 object *tmp; 2042 object *tmp;
1831 2043
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2044 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1833 2045
1834 /* Explodes a fireball centered at player */ 2046 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL); 2047 tmp = get_archetype (EXPLODING_FIREBALL);
1836 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;
1837 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;
1838 tmp->x = victim->x; 2050
1839 tmp->y = victim->y; 2051 tmp->insert_at (victim);
1840 insert_ob_in_map(tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp; 2052 victim->stats.sp = 2 * victim->stats.maxsp;
1842 } 2053 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1844 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.");
1845 }
1846 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 2056 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1847 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!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2059 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 2061 confuse_player (victim, victim, 99);
1852 } 2062 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2064 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856} 2065}
1857 2066
1858/* cast_transfer 2067/* cast_transfer
1859 * This spell transfers sp from the player to another person. 2068 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 2069 * We let the target go above their normal maximum SP.
1861 */ 2070 */
1862 2071
2072int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 2073cast_transfer (object *op, object *caster, object *spell, int dir)
2074{
1864 object *plyr=NULL; 2075 object *plyr = NULL;
1865 sint16 x, y; 2076 sint16 x, y;
1866 mapstruct *m; 2077 maptile *m;
1867 int mflags; 2078 int mflags;
1868 2079
1869 m = op->map; 2080 m = op->map;
1870 x = op->x+freearr_x[dir]; 2081 x = op->x + freearr_x[dir];
1871 y = op->y+freearr_y[dir]; 2082 y = op->y + freearr_y[dir];
1872 2083
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 2084 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 2085
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2086 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2087 {
1876 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)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2089 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1878 break; 2090 break;
1879 } 2091 }
1880 2092
1881 2093
1882 /* 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
1883 * 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.
1884 */ 2096 */
1885 if(plyr==NULL) 2097 if (plyr == NULL)
1886 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)
1887 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1888 break; 2100 break;
1889 2101
1890 if (!plyr) { 2102 if (!plyr)
2103 {
1891 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.");
1892 return 0; 2105 return 0;
1893 } 2106 }
1894 /* give sp */ 2107 /* give sp */
1895 if(spell->stats.dam > 0) { 2108 if (spell->stats.dam > 0)
2109 {
1896 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);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 2111 charge_mana_effect (plyr, caster_level (caster, spell));
1898 return 1; 2112 return 1;
1899 } 2113 }
1900 /* suck sp away. Can't suck sp from yourself */ 2114 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 2115 else if (op != plyr)
2116 {
1902 /* 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 */
1903 2118
1904 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;
1905 2120
1906 if (rate > 95) rate=95; 2121 if (rate > 95)
2122 rate = 95;
1907 2123
1908 sucked = (plyr->stats.sp * rate) / 100; 2124 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 2125 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2126 if (QUERY_FLAG (op, FLAG_ALIVE))
2127 {
1911 /* Player doesn't get full credit */ 2128 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 2129 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 2130 op->stats.sp += sucked;
1914 if (sucked > 0) { 2131 if (sucked > 0)
2132 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 2133 charge_mana_effect (op, caster_level (caster, spell));
1916 } 2134 }
1917 } 2135 }
1918 return 1; 2136 return 1;
1919 } 2137 }
1920 return 0; 2138 return 0;
1921} 2139}
1922 2140
1923 2141
1924/* counterspell: nullifies spell effects. 2142/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 2143 * op is the counterspell object, dir is the direction
1926 * it was cast in. 2144 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 2145 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 2146 * this may nullify it.
1929 */ 2147 */
2148void
1930void counterspell(object *op,int dir) 2149counterspell (object *op, int dir)
1931{ 2150{
1932 object *tmp, *head, *next; 2151 object *tmp, *head, *next;
1933 int mflags; 2152 int mflags;
1934 mapstruct *m; 2153 maptile *m;
1935 sint16 sx,sy; 2154 sint16 sx, sy;
1936 2155
1937 sx = op->x + freearr_x[dir]; 2156 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir]; 2157 sy = op->y + freearr_y[dir];
1939 m = op->map; 2158 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2159 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 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)
1942 2164 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 2165 next = tmp->above;
1945 2166
1946 /* Need to look at the head object - otherwise, if tmp 2167 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 2168 * points to a monster, we don't have all the necessary
1948 * info for it. 2169 * info for it.
1949 */ 2170 */
2171 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 2172 head = tmp->head;
2173 else
1951 else head = tmp; 2174 head = tmp;
1952 2175
1953 /* don't attack our own spells */ 2176 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 2177 if (tmp->owner && tmp->owner == op->owner)
2178 continue;
1955 2179
1956 /* Basically, if the object is magical and not counterspell, 2180 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 2181 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 2182 * monsters either.
1959 */ 2183 */
1960 2184
1961 if (head->attacktype & AT_MAGIC && 2185 if (head->attacktype & AT_MAGIC &&
1962 !(head->attacktype & AT_COUNTERSPELL) && 2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 2187 head->destroy ();
1964 (op->level > head->level)) { 2188 else
1965 remove_ob(head);
1966 free_object(head);
1967 } else switch(head->type) { 2189 switch (head->type)
2190 {
1968 case SPELL_EFFECT: 2191 case SPELL_EFFECT:
1969 if(op->level > head->level) { 2192 if (op->level > head->level)
1970 remove_ob(head); 2193 head->destroy ();
1971 free_object(head); 2194
1972 }
1973 break; 2195 break;
1974 2196
1975 /* I really don't get this rune code that much - that 2197 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 2198 * random chance seems really low.
1977 */ 2199 */
1978 case RUNE: 2200 case RUNE:
1979 if(rndm(0, 149) == 0) { 2201 if (rndm (0, 149) == 0)
2202 {
1980 head->stats.hp--; /* weaken the rune */ 2203 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 2204 if (!head->stats.hp)
1982 remove_ob(head); 2205 head->destroy ();
1983 free_object(head);
1984 } 2206 }
1985 }
1986 break; 2207 break;
1987 } 2208 }
1988 } 2209 }
1989} 2210}
1990 2211
1991 2212
1992 2213
1993/* cast_consecrate() - a spell to make an altar your god's */ 2214/* cast_consecrate() - a spell to make an altar your god's */
2215int
1994int cast_consecrate(object *op, object *caster, object *spell) { 2216cast_consecrate (object *op, object *caster, object *spell)
2217{
1995 char buf[MAX_BUF]; 2218 char buf[MAX_BUF];
1996 2219
1997 object *tmp, *god=find_god(determine_god(op)); 2220 object *tmp, *god = find_god (determine_god (op));
1998 2221
1999 if(!god) { 2222 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 2223 {
2001 "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!");
2002 return 0; 2225 return 0;
2003 } 2226 }
2004 2227
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 2228 for (tmp = op->below; tmp; tmp = tmp->below)
2229 {
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2230 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2231 break;
2007 if(tmp->type==HOLY_ALTAR) { 2232 if (tmp->type == HOLY_ALTAR)
2233 {
2008 2234
2009 if(tmp->level > caster_level(caster, spell)) { 2235 if (tmp->level > caster_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 2236 {
2011 "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);
2012 return 0; 2238 return 0;
2013 } else {
2014 /* If we got here, we are consecrating an altar */
2015 sprintf(buf,"Altar of %s", &god->name);
2016 tmp->name = buf;
2017 tmp->level = caster_level(caster, spell);
2018 tmp->other_arch = god->arch;
2019 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2020 new_draw_info_format(NDI_UNIQUE,0, op,
2021 "You consecrated the altar to %s!", &god->name);
2022 return 1;
2023 } 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;
2024 } 2251 }
2252 }
2025 } 2253 }
2026 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!");
2027 return 0; 2255 return 0;
2028} 2256}
2029 2257
2030/* animate_weapon - 2258/* animate_weapon -
2031 * 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.
2032 * 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
2036 * 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
2037 * 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
2038 * player checks. MSW 2003-01-06 2266 * player checks. MSW 2003-01-06
2039 */ 2267 */
2040 2268
2269int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 2270animate_weapon (object *op, object *caster, object *spell, int dir)
2271{
2042 object *weapon, *tmp; 2272 object *weapon, *tmp;
2043 char buf[MAX_BUF]; 2273 char buf[MAX_BUF];
2044 int a, i; 2274 int a, i;
2045 sint16 x, y; 2275 sint16 x, y;
2046 mapstruct *m; 2276 maptile *m;
2047 materialtype_t *mt; 2277 materialtype_t *mt;
2048 2278
2049 if(!spell->other_arch){ 2279 if (!spell->other_arch)
2280 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 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);
2052 return 0; 2283 return 0;
2053 } 2284 }
2054 /* exit if it's not a player using this spell. */ 2285 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 2286 if (op->type != PLAYER)
2287 return 0;
2056 2288
2057 /* if player already has a golem, abort */ 2289 /* if player already has a golem, abort */
2058 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2290 if (op->contr->ranges[range_golem])
2291 {
2059 control_golem(op->contr->ranges[range_golem],dir); 2292 control_golem (op->contr->ranges[range_golem], dir);
2060 return 0; 2293 return 0;
2061 } 2294 }
2062 2295
2063 /* if no direction specified, pick one */ 2296 /* if no direction specified, pick one */
2064 if(!dir) 2297 if (!dir)
2065 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);
2066 2299
2067 m = op->map; 2300 m = op->map;
2068 x = op->x+freearr_x[dir]; 2301 x = op->x + freearr_x[dir];
2069 y = op->y+freearr_y[dir]; 2302 y = op->y + freearr_y[dir];
2070 2303
2071 /* if there's no place to put the golem, abort */ 2304 /* if there's no place to put the golem, abort */
2072 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2305 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2073 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2306 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2307 {
2074 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.");
2075 return 0; 2309 return 0;
2076 } 2310 }
2077 2311
2078 /* Use the weapon marked by the player. */ 2312 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2313 weapon = find_marked_object (op);
2080 2314
2081 if (!weapon) { 2315 if (!weapon)
2316 {
2082 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!");
2083 return 0; 2318 return 0;
2084 } 2319 }
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2320 if (spell->race && strcmp (weapon->arch->name, spell->race))
2321 {
2086 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.");
2087 return 0; 2323 return 0;
2088 } 2324 }
2089 if (weapon->type != WEAPON) { 2325 if (weapon->type != WEAPON)
2326 {
2090 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.");
2091 return 0; 2328 return 0;
2092 } 2329 }
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2330 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2331 {
2094 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));
2095 query_name(weapon));
2096 return 0; 2333 return 0;
2097 } 2334 }
2098 2335
2099 if (weapon->nrof > 1) { 2336 if (weapon->nrof > 1)
2337 {
2100 tmp = get_split_ob(weapon, 1); 2338 tmp = get_split_ob (weapon, 1);
2101 esrv_send_item(op, weapon); 2339 esrv_send_item (op, weapon);
2102 weapon = tmp; 2340 weapon = tmp;
2103 } 2341 }
2104 2342
2105 /* create the golem object */ 2343 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2344 tmp = arch_to_object (spell->other_arch);
2107 2345
2108 /* 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 */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2347 CLEAR_FLAG (tmp, FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY); 2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2349 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2350 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2351 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2352 tmp->set_owner (op);
2115 set_spell_skill(op, caster, spell, tmp); 2353 set_spell_skill (op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp; 2354 op->contr->ranges[range_golem] = tmp;
2117 op->contr->shoottype=range_golem; 2355 op->contr->shoottype = range_golem;
2118 op->contr->golem_count = tmp->count;
2119 2356
2120 /* 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
2121 * 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
2122 * used above. 2359 * used above.
2123 */ 2360 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2125 remove_ob (weapon); 2362 weapon->remove ();
2126 insert_ob_in_ob (weapon, tmp); 2363 insert_ob_in_ob (weapon, tmp);
2127 esrv_send_item(op, weapon); 2364 esrv_send_item (op, weapon);
2128 /* 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,
2129 * 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
2130 * body_info, skills, etc) 2367 * body_info, skills, etc)
2131 */ 2368 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2369 SET_FLAG (tmp, FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2370 SET_FLAG (weapon, FLAG_APPLIED);
2134 fix_player(tmp); 2371 tmp->update_stats ();
2135 2372
2136 /* 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
2137 * 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 -
2138 * 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.
2139 */ 2376 */
2140 2377
2141 /* modify weapon's animated wc */ 2378 /* modify weapon's animated wc */
2142 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;
2143 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2380 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2381 tmp->stats.wc = -127;
2145 2382
2146 /* Modify hit points for weapon */ 2383 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2384 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2385 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2386 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2387 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2388 tmp->stats.hp = tmp->stats.maxhp;
2152 2389
2153 /* Modify weapon's damage */ 2390 /* Modify weapon's damage */
2154 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;
2155 + weapon->stats.dam 2392 if (tmp->stats.dam < 0)
2156 + weapon->magic 2393 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2394
2160 2395
2161 /* attacktype */ 2396 /* attacktype */
2162 if ( ! tmp->attacktype) 2397 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2398 tmp->attacktype = AT_PHYSICAL;
2164 2399
2165 mt = NULL; 2400 mt = NULL;
2166 if (op->materialname != NULL) 2401 if (op->materialname != NULL)
2167 mt = name_to_material(op->materialname); 2402 mt = name_to_material (op->materialname);
2168 if (mt != NULL) { 2403 if (mt != NULL)
2404 {
2169 for (i=0; i < NROFATTACKS; i++) 2405 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2406 tmp->resist[i] = 50 - (mt->save[i] * 5);
2171 a = mt->save[0]; 2407 a = mt->save[0];
2172 } else { 2408 }
2409 else
2410 {
2173 for (i=0; i < NROFATTACKS; i++) 2411 for (i = 0; i < NROFATTACKS; i++)
2174 tmp->resist[i] = 5; 2412 tmp->resist[i] = 5;
2175 a = 10; 2413 a = 10;
2176 } 2414 }
2177 /* Set weapon's immunity */ 2415 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2416 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2417 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2418 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2419 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2420 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2421 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2422 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2423 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2424 tmp->resist[ATNR_BLIND] = 100;
2187 2425
2188 /* 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 */
2189 2427
2190 if (a > 14) a = 14; 2428 if (a > 14)
2429 a = 14;
2191 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));
2192 2431
2193 /* Determine golem's speed */ 2432 /* Determine golem's speed */
2194 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)));
2195 2434
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) { 2435 if (!spell->race)
2436 {
2199 sprintf(buf, "animated %s", &weapon->name); 2437 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2438 tmp->name = buf;
2201 2439
2202 tmp->face = weapon->face; 2440 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2441 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2442 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2443 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2444 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2208 SET_FLAG(tmp,FLAG_ANIMATE);
2209 } else {
2210 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2211 }
2212 update_ob_speed(tmp);
2213 } 2446 }
2214 2447
2215 /* 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. */
2216 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));
2217 2450
2218 tmp->speed_left= -1; 2451 tmp->speed_left = -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir; 2452 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2453
2454 m->insert (tmp, x, y, op);
2223 return 1; 2455 return 1;
2224} 2456}
2225 2457
2226/* cast_daylight() - changes the map darkness level *lower* */ 2458/* cast_daylight() - changes the map darkness level *lower* */
2227 2459
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2460/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2461 * This changes the light level for the entire map.
2230 */ 2462 */
2231 2463
2464int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2465cast_change_map_lightlevel (object *op, object *caster, object *spell)
2466{
2233 int success; 2467 int success;
2234 2468
2235 if(!op->map) return 0; /* shouldnt happen */ 2469 if (!op->map)
2470 return 0; /* shouldnt happen */
2236 2471
2237 success=change_map_light(op->map,spell->stats.dam); 2472 success = op->map->change_map_light (spell->stats.dam);
2473
2238 if(!success) { 2474 if (!success)
2475 {
2239 if (spell->stats.dam < 0) 2476 if (spell->stats.dam < 0)
2240 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.");
2241 else 2478 else
2242 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.");
2243 } 2480 }
2244 return success; 2481 return success;
2245} 2482}
2246 2483
2247 2484
2248 2485
2249 2486
2250 2487
2251/* 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.
2252 * 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,
2253 * spell is the spell object itself. 2490 * spell is the spell object itself.
2254 */ 2491 */
2492int
2255int create_aura(object *op, object *caster, object *spell) 2493create_aura (object *op, object *caster, object *spell)
2256{ 2494{
2257 int refresh=0; 2495 int refresh = 0;
2258 object *new_aura; 2496 object *new_aura;
2259 2497
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2498 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2499 if (new_aura)
2500 refresh = 1;
2501 else
2262 else new_aura = arch_to_object(spell->other_arch); 2502 new_aura = arch_to_object (spell->other_arch);
2263 2503
2264 new_aura->duration = spell->duration + 2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2505
2267 new_aura->stats.dam = spell->stats.dam 2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2507
2270 set_owner(new_aura,op); 2508 new_aura->set_owner (op);
2271 set_spell_skill(op, caster, spell, new_aura); 2509 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2510 new_aura->attacktype = spell->attacktype;
2273 2511
2274 new_aura->level = caster_level(caster, spell); 2512 new_aura->level = caster_level (caster, spell);
2275 if (refresh) 2513 if (refresh)
2276 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.");
2277 else 2515 else
2278 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.");
2279 insert_ob_in_ob(new_aura, op); 2517 insert_ob_in_ob (new_aura, op);
2280 return 1; 2518 return 1;
2281} 2519}
2282 2520
2283 2521
2284/* 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,
2285 * 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
2288 * duration: duration counter. 2526 * duration: duration counter.
2289 * attacktype: aura's attacktype 2527 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2528 * other_arch: archetype to drop where we attack
2291 */ 2529 */
2292 2530
2531void
2293void move_aura(object *aura) { 2532move_aura (object *aura)
2533{
2294 int i, mflags; 2534 int i, mflags;
2295 object *env; 2535 object *env;
2296 mapstruct *m; 2536 maptile *m;
2297 2537
2298 /* auras belong in inventories */ 2538 /* auras belong in inventories */
2299 env = aura->env; 2539 env = aura->env;
2300 2540
2301 /* no matter what we've gotta remove the aura... 2541 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2542 * we'll put it back if its time isn't up.
2303 */ 2543 */
2304 remove_ob(aura); 2544 aura->remove ();
2305 2545
2306 /* exit if we're out of gas */ 2546 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2547 if (aura->duration-- < 0)
2308 free_object(aura); 2548 {
2549 aura->destroy ();
2309 return; 2550 return;
2310 } 2551 }
2311 2552
2312 /* auras only exist in inventories */ 2553 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2554 if (env == NULL || env->map == NULL)
2314 free_object(aura); 2555 {
2556 aura->destroy ();
2315 return; 2557 return;
2316 } 2558 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319 2559
2320 /* we need to jump out of the inventory for a bit 2560 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2561 * in order to hit the map conveniently.
2322 */ 2562 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2563 aura->insert_at (env, aura);
2324 2564
2325 for(i=1;i<9;i++) { 2565 for (i = 1; i < 9; i++)
2566 {
2326 sint16 nx, ny; 2567 sint16 nx, ny;
2568
2327 nx = aura->x + freearr_x[i]; 2569 nx = aura->x + freearr_x[i];
2328 ny = aura->y + freearr_y[i]; 2570 ny = aura->y + freearr_y[i];
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2571 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2330 2572
2331 /* Consider the movement tyep of the person with the aura as 2573 /* Consider the movement tyep of the person with the aura as
2332 * movement type of the aura. Eg, if the player is flying, the aura 2574 * movement type of the aura. Eg, if the player is flying, the aura
2333 * is flying also, if player is walking, it is on the ground, etc. 2575 * is flying also, if player is walking, it is on the ground, etc.
2334 */ 2576 */
2335 if (!(mflags & P_OUT_OF_MAP)
2336 && !(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))))
2337 { 2578 {
2338 hit_map(aura,i,aura->attacktype,0); 2579 hit_map (aura, i, aura->attacktype, 0);
2339 2580
2340 if(aura->other_arch) { 2581 if (aura->other_arch)
2341 object *new_ob; 2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2342
2343 new_ob = arch_to_object(aura->other_arch);
2344 new_ob->x = nx;
2345 new_ob->y = ny;
2346 insert_ob_in_map(new_ob,m,aura,0);
2347 } 2583 }
2348 }
2349 } 2584 }
2585
2350 /* put the aura back in the player's inventory */ 2586 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2587 aura->remove ();
2352 insert_ob_in_ob(aura, env); 2588 insert_ob_in_ob (aura, env);
2353} 2589}
2354 2590
2355/* moves the peacemaker spell. 2591/* moves the peacemaker spell.
2356 * op is the piece object. 2592 * op is the piece object.
2357 */ 2593 */
2358 2594
2595void
2359void move_peacemaker(object *op) { 2596move_peacemaker (object *op)
2597{
2360 object *tmp; 2598 object *tmp;
2361 2599
2362 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 {
2363 int atk_lev, def_lev; 2602 int atk_lev, def_lev;
2364 object *victim=tmp; 2603 object *victim = tmp;
2365 2604
2366 if (tmp->head) victim=tmp->head; 2605 if (tmp->head)
2606 victim = tmp->head;
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2607 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue;
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2610 continue;
2369 if (victim->stats.exp == 0) continue; 2611 if (victim->stats.exp == 0)
2612 continue;
2370 2613
2371 def_lev = MAX(1,victim->level); 2614 def_lev = MAX (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2615 atk_lev = MAX (1, op->level);
2373 2616
2374 if (rndm(0, atk_lev-1) > def_lev) { 2617 if (rndm (0, atk_lev - 1) > def_lev)
2618 {
2375 /* make this sucker peaceful. */ 2619 /* make this sucker peaceful. */
2376 2620
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2621 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2622 victim->stats.exp = 0;
2379#if 0 2623#if 0
2380 /* No idea why these were all set to zero - if something 2624 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2625 * makes this creature agressive, he should still do damage.
2382 */ 2626 */
2383 victim->stats.dam = 0; 2627 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2628 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2629 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2630 victim->stats.Pow = 0;
2387#endif 2631#endif
2388 victim->attack_movement = RANDO2; 2632 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2634 SET_FLAG (victim, FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2635 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2636 CLEAR_FLAG (victim, FLAG_MONSTER);
2393 if(victim->name) { 2637 if (victim->name)
2638 {
2394 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);
2395 } 2640 }
2396 } 2641 }
2397 } 2642 }
2398} 2643}
2399 2644
2400 2645
2401/* This writes a rune that contains the appropriate message. 2646/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2647 * There really isn't any adjustments we make.
2403 */ 2648 */
2404 2649
2650int
2405int write_mark(object *op, object *spell, const char *msg) { 2651write_mark (object *op, object *spell, const char *msg)
2652{
2406 char rune[HUGE_BUF]; 2653 char rune[HUGE_BUF];
2407 object *tmp; 2654 object *tmp;
2408 2655
2409 if (!msg || msg[0] == 0) { 2656 if (!msg || msg[0] == 0)
2657 {
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2658 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2411 return 0; 2659 return 0;
2412 } 2660 }
2413 2661
2414 if (strcasestr_local(msg, "endmsg")) { 2662 if (strcasestr_local (msg, "endmsg"))
2663 {
2415 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?");
2416 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);
2417 return 0; 2666 return 0;
2418 } 2667 }
2419 if (!spell->other_arch) return 0; 2668 if (!spell->other_arch)
2669 return 0;
2420 tmp = arch_to_object(spell->other_arch); 2670 tmp = arch_to_object (spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2); 2671
2422 rune[HUGE_BUF-2] = 0; 2672 snprintf (rune, sizeof (rune), "%s\n", msg);
2423 strcat(rune, "\n"); 2673
2424 tmp->race = op->name; /*Save the owner of the rune*/ 2674 tmp->race = op->name; /*Save the owner of the rune */
2425 tmp->msg = rune; 2675 tmp->msg = rune;
2426 tmp->x = op->x; 2676
2427 tmp->y = op->y; 2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1; 2678 return 1;
2430} 2679}

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