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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 1.45 by root, Mon Apr 16 06:23:43 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: spell_effect.C,v 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
29 24
30#include <global.h> 25#include <global.h>
31#include <object.h> 26#include <object.h>
32#include <living.h> 27#include <living.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <spells.h> 29#include <spells.h>
37#include <sounds.h> 30#include <sounds.h>
38 31
39/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 34 * op is what is casting this.
42 */ 35 */
36void
43void cast_magic_storm(object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
44{ 38{
45 if (!tmp) return; /* error */ 39 if (!tmp)
40 return; /* error */
41
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 44 tmp->duration += lvl / 5;
51 45
52 /* Put a cap on duration for this - if the player fails in their 46 /* 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 47 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
56 */ 50 */
57 if (tmp->duration>=40) tmp->duration=40; 51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
58 tmp->stats.dam=lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 56
57 tmp->insert_at (op, op);
62} 58}
63 59
64 60int
65int recharge(object *op, object *caster, object *spell_ob) { 61recharge (object *op, object *caster, object *spell_ob)
62{
66 object *wand, *tmp; 63 object *wand, *tmp;
67 int ncharges; 64 int ncharges;
68 65
69 wand = find_marked_object(op); 66 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 67 if (wand == NULL || wand->type != WAND)
68 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 73 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 74 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); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 77 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 78 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 85
86 tmp->x = op->x; 86 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 87 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 88
89 tmp->insert_at (op);
89 return 1; 90 return 1;
90 } 91 }
91 92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
98 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 100 return 0;
99 } 101 }
100 if (!ncharges) ncharges = 1;
101 102
103 if (!ncharges)
104 ncharges = 1;
105
102 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 107 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)); 108
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
110 {
106 SET_FLAG(wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->clone.speed);
108 update_ob_speed(wand);
109 } 113 }
114
110 return 1; 115 return 1;
111} 116}
112 117
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* 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 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 120 * arrows.
119 * The # of arrows created also goes up with level, so if a 30th level mage 124 * 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 125 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
122 */ 127 */
123 128
129int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 131{
126 int missile_plus=0, bonus_plus=0; 132 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 133 const char *missile_name;
128 object *tmp, *missile; 134 object *tmp, *missile;
129 tag_t tag;
130 135
131 missile_name = "arrow"; 136 missile_name = "arrow";
132 137
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 140 missile_name = tmp->race;
136 }
137 141
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 143
140 if (find_archetype(missile_name)==NULL) { 144 if (archetype::find (missile_name) == NULL)
145 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 147 return 0;
144 } 148 }
149
145 missile = get_archetype(missile_name); 150 missile = get_archetype (missile_name);
146 151
147 if (stringarg) { 152 if (stringarg)
153 {
148 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 155 if (isalpha (*stringarg))
156 {
150 artifact *al = find_artifactlist(missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
151 158
152 for ( ; al != NULL; al=al->next) 159 for (; al; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 160 if (!strcasecmp (al->item->name, stringarg))
161 break;
154 162
155 if (!al) { 163 if (!al)
156 free_object(missile); 164 {
165 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 167 return 0;
160 } 168 }
169
161 if (al->item->slaying) { 170 if (al->item->slaying)
162 free_object(missile); 171 {
172 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 173 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; 174 return 0;
166 } 175 }
176
167 give_artifact_abilities(missile, al->item); 177 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 178 /* 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 179 * 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. 180 * the parsing of having to do both plus and type.
171 */ 181 */
172 bonus_plus = 1 + (al->item->value / 5); 182 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 183 missile_plus = 0;
174 } else 184 }
175 if (atoi(stringarg) < missile_plus) 185 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 186 missile_plus = atoi (stringarg);
177 } 187 }
188
178 if (missile_plus > 4) 189 if (missile_plus > 4)
179 missile_plus = 4; 190 missile_plus = 4;
180 else if (missile_plus < -4) 191 else if (missile_plus < -4)
181 missile_plus = -4; 192 missile_plus = -4;
182 193
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 195 missile->nrof -= 3 * (missile_plus + bonus_plus);
196
185 if (missile->nrof < 1) 197 if (missile->nrof < 1)
186 missile->nrof=1; 198 missile->nrof = 1;
187 199
188 missile->magic = missile_plus; 200 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 201 /* Can't get any money for these objects */
190 missile->value=0; 202 missile->value = 0;
191 203
192 SET_FLAG(missile, FLAG_IDENTIFIED); 204 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 205
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 207 pick_up (op, missile);
199 } 208
200 return 1; 209 return 1;
201} 210}
202 211
203 212
204/* allows the choice of what sort of food object to make. 213/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 214 * If stringarg is NULL, it will create food dependent on level --PeterM*/
215int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 217{
208 int food_value; 218 int food_value;
209 archetype *at=NULL; 219 archetype *at = NULL;
210 object *new_op; 220 object *new_op;
211 221
212 food_value=spell_ob->stats.food + 222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 223
215 if(stringarg) { 224 if (stringarg)
225 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 227 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL; 230 stringarg = NULL;
221 } 231 }
222 232
223 if(!stringarg) { 233 if (!stringarg)
234 {
224 archetype *at_tmp; 235 archetype *at_tmp;
225 236
226 /* We try to find the archetype with the maximum food value. 237 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 238 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 239 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 240 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 241 * to be altered from the donor.
231 */ 242 */
232 243
233 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
246 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
248 {
236 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 251 * the item we have now, take it instead.
239 */ 252 */
240 if (at_tmp->clone.stats.food<=food_value && 253 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; 254 at = at_tmp;
243 } 255 }
244 } 256 }
245 } 257 }
246 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
247 * know 259 * know
248 */ 260 */
249 if (!at) { 261 if (!at)
262 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 264 return 0;
252 } 265 }
253 266
254 food_value/=at->clone.stats.food; 267 food_value /= at->clone.stats.food;
255 new_op = arch_to_object (at); 268 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 269 new_op->nrof = food_value;
257 270
258 new_op->value = 0; 271 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
260 274
261 cast_create_obj(op, caster,new_op, dir); 275 cast_create_obj (op, caster, new_op, dir);
262 return 1; 276 return 1;
263} 277}
264 278
279int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 280probe (object *op, object *caster, object *spell_ob, int dir)
281{
266 int r, mflags, maxrange; 282 int r, mflags, maxrange;
267 object *tmp; 283 object *tmp;
268 mapstruct *m; 284 maptile *m;
269 285
270 286
271 if(!dir) { 287 if (!dir)
288 {
272 examine_monster(op,op); 289 examine_monster (op, op);
273 return 1; 290 return 1;
274 } 291 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 293 for (r = 1; r < maxrange; r++)
294 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 296
279 m = op->map; 297 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 299
282 if (mflags & P_OUT_OF_MAP) break; 300 if (mflags & P_OUT_OF_MAP)
301 break;
283 302
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 306 return 0;
287 } 307 }
288 if (mflags & P_IS_ALIVE) { 308 if (mflags & P_IS_ALIVE)
309 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 310 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))) { 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 314 if (tmp->head != NULL)
293 tmp=tmp->head; 315 tmp = tmp->head;
294 examine_monster(op,tmp); 316 examine_monster (op, tmp);
295 return 1; 317 return 1;
296 } 318 }
297 } 319 }
298 } 320 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 322 return 1;
301} 323}
302 324
303 325
304/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 327 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 330 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 331 * pl is invisible.
310 */ 332 */
333int
311int makes_invisible_to(object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
312{ 335{
313 336
314 if (!pl->invisible) return 0; 337 if (!pl->invisible)
338 return 0;
315 if (pl->type == PLAYER ) { 339 if (pl->type == PLAYER)
340 {
316 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 342 if (!pl->contr->invis_race)
343 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 345 return 0;
346 return 1;
320 } 347 }
321 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 350 return 1;
324 /* No race, can't be invisible to it */ 351 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 352 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 353 return 0;
329 } else { 354 if (strstr (mon->race, pl->contr->invis_race))
330 /* monsters are invisible to everything */
331 return 1; 355 return 1;
356 /* Nothing matched above, return 0 */
357 return 0;
358 }
359 else
360 {
361 /* monsters are invisible to everything */
362 return 1;
332 } 363 }
333} 364}
334 365
335/* Makes the player or character invisible. 366/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 367 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 370 * 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 371 * 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/ 372 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 373 * normal applies.
343 */ 374 */
375int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 376cast_invisible (object *op, object *caster, object *spell_ob)
345 object *tmp; 377{
346
347 if(op->invisible>1000) { 378 if (op->invisible > 1000)
379 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 381 return 0;
350 } 382 }
351 383
352 /* Remove the switch with 90% duplicate code - just handle the differences with 384 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 385 * and if statement or two.
354 */ 386 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 388 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 389 if (op->invisible > 1000)
390 op->invisible = 1000;
358 391
359 if (op->type == PLAYER) { 392 if (op->type == PLAYER)
393 {
360 op->contr->invis_race = spell_ob->race; 394 op->contr->invis_race = spell_ob->race;
361 395
362 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
363 op->contr->tmp_invis=0; 397 op->contr->tmp_invis = 0;
364 else 398 else
365 op->contr->tmp_invis=1; 399 op->contr->tmp_invis = 1;
366 400
367 op->contr->hidden = 0; 401 op->contr->hidden = 0;
368 } 402 }
403
369 if (makes_invisible_to(op, op)) 404 if (makes_invisible_to (op, op))
370 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
371 else 406 else
372 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
373 408
374 update_object(op,UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
375 410
376 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
377 * harm to the player. 412 * harm to the player.
378 */ 413 */
379 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
380 if (tmp->enemy == op) 415 if (tmp->enemy == op)
381 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
382 return 1; 418 return 1;
383} 419}
384 420
385/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
386 */ 422 */
423int
387int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 424cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{
388 object *tmp, *next; 426 object *tmp, *next;
389 int range,i,j, mflags; 427 int range, i, j, mflags;
390 sint16 sx, sy; 428 sint16 sx, sy;
391 mapstruct *m; 429 maptile *m;
392 430
393 if(op->type!=PLAYER) 431 if (op->type != PLAYER)
394 return 0; 432 return 0;
395 433
396 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
397 435
398 for(i= -range;i<=range;i++) 436 for (i = -range; i <= range; i++)
399 for(j= -range;j<=range;j++) { 437 for (j = -range; j <= range; j++)
438 {
400 sx = op->x + i; 439 sx = op->x + i;
401 sy = op->y + j; 440 sy = op->y + j;
402 m = op->map; 441 m = op->map;
403 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
404 443
405 if (mflags & P_OUT_OF_MAP) continue; 444 if (mflags & P_OUT_OF_MAP)
445 continue;
406 446
407 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be teared down
408 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
409 { 449 {
410 next = tmp->above; 450 next = tmp->above;
411 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
412 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
413 }
414 } 453 }
454 }
455
415 return 1; 456 return 1;
416} 457}
417 458
418 459void
419void execute_word_of_recall(object *op) { 460execute_word_of_recall (object *op)
420 object *wor=op; 461{
421 while(op!=NULL && op->type!=PLAYER) 462 if (object *pl = op->in_player ())
422 op=op->env; 463 {
423 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
424 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)))
426 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
427 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
428 enter_exit(op,wor); 470 pl->enter_exit (op);
471 }
429 } 472 }
430 remove_ob(wor); 473
431 free_object(wor); 474 op->destroy ();
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 }
503
457 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
458 if (time <1 ) time=1; 505 if (time < 1)
506 time = 1;
459 507
460 /* value of speed really doesn't make much difference, as long as it is 508 /* 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 509 * positive. Lower value may be useful so that the problem doesn't
462 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
463 */ 511 */
464 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
465 update_ob_speed(dummy);
466 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
467 dummy->type=SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
468 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
469 516
470 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
471 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
472 */ 519 */
473 EXIT_PATH(dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
474 EXIT_X(dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
475 EXIT_Y(dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
476 523
477 (void) insert_ob_in_ob(dummy,op); 524 op->insert (dummy);
525
478 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
479 return 1; 528 return 1;
480} 529}
481 530
482/* cast_wonder 531/* cast_wonder
483 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
484 * spell. 533 * spell.
485 */ 534 */
535int
486int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 536cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537{
487 object *newspell; 538 object *newspell;
488 539
489 if(!rndm(0, 3)) 540 if (!rndm (0, 3))
490 return cast_cone(op,caster,dir, spell_ob); 541 return cast_cone (op, caster, dir, spell_ob);
491 542
492 if (spell_ob->randomitems) { 543 if (spell_ob->randomitems)
544 {
493 newspell = generate_treasure(spell_ob->randomitems, caster->level); 545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
494 if (!newspell) { 546 if (!newspell)
547 {
495 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
496 return 0; 549 return 0;
497 } 550 }
498 if (newspell->type != SPELL) { 551 if (newspell->type != SPELL)
552 {
499 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 553 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; 554 return 0;
502 } 555 }
503 /* Prevent inifinit recursion */ 556 /* Prevent inifinit recursion */
504 if (newspell->subtype == SP_WONDER) { 557 if (newspell->subtype == SP_WONDER)
558 {
505 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
506 return 0; 560 return 0;
507 } 561 }
508 return cast_spell(op,caster,dir,newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
509 } 563 }
510 return 1; 564 return 1;
511} 565}
512 566
513 567int
514int perceive_self(object *op) { 568perceive_self (object *op)
515 char *cp=describe_item(op, op), buf[MAX_BUF]; 569{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op);
516 archetype *at=find_archetype(ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
517 object *tmp; 573 object *tmp;
518 int i; 574 int i;
519 575
520 tmp=find_god(determine_god(op)); 576 tmp = find_god (determine_god (op));
521 if (tmp) 577 if (tmp)
522 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", &tmp->name); 578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
523 else 579 else
524 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
525 581
526 tmp=present_arch_in_ob(at,op); 582 tmp = present_arch_in_ob (at, op);
527 583
528 if(*cp=='\0' && tmp==NULL) 584 if (*cp == '\0' && tmp == NULL)
529 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
530 else { 586 else
587 {
531 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
532 new_draw_info(NDI_UNIQUE, 0,op,cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
533 if (tmp!=NULL) { 590 if (tmp != NULL)
591 {
534 for (i=0; i<NUM_STATS; i++) { 592 for (i = 0; i < NUM_STATS; i++)
593 {
535 if (get_attr_value(&tmp->stats, i)<0) { 594 if (get_attr_value (&tmp->stats, i) < 0)
536 new_draw_info_format(NDI_UNIQUE, 0,op, 595 {
537 "Your %s is depleted by %d", statname[i], 596 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 } 597 }
540 } 598 }
541 } 599 }
542 } 600 }
543 601
544 if (is_dragon_pl(op)) { 602 if (is_dragon_pl (op))
603 {
545 /* now grab the 'dragon_ability'-force from the player's inventory */ 604 /* now grab the 'dragon_ability'-force from the player's inventory */
546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
606 {
547 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
608 {
548 if(tmp->stats.exp == 0) { 609 if (tmp->stats.exp == 0)
549 sprintf(buf, "Your metabolism isn't focused on anything."); 610 sprintf (buf, "Your metabolism isn't focused on anything.");
550 } else { 611 else
551 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
552 } 613
553 new_draw_info(NDI_UNIQUE, 0,op, buf); 614 new_draw_info (NDI_UNIQUE, 0, op, buf);
554 break; 615 break;
555 } 616 }
556 } 617 }
557 } 618 }
619
558 return 1; 620 return 1;
559} 621}
560 622
561/* int cast_create_town_portal (object *op, object *caster, int dir) 623/* int cast_create_town_portal (object *op, object *caster, int dir)
562 * 624 *
563 * This function cast the spell of town portal for op 625 * 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 635 * to the town or another public place. So, check if the map is unique and if
574 * so return an error 636 * so return an error
575 * 637 *
576 * Code by Tchize (david.delbecq@usa.net) 638 * Code by Tchize (david.delbecq@usa.net)
577 */ 639 */
640int
578int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
579{ 642{
580 object *dummy, *force, *old_force, *tmp; 643 object *dummy, *force, *old_force;
581 archetype *perm_portal; 644 archetype *perm_portal;
582 char portal_name [1024], portal_message [1024]; 645 char portal_name[1024], portal_message[1024];
583 sint16 exitx, exity;
584 mapstruct *exitmap; 646 maptile *exitmap;
585 int op_level; 647 int op_level;
586 648
587
588 /* Check to see if the map the player is currently on is a per player unique 649 /* 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 650 * map. This can be determined in that per player unique maps have the
590 * full pathname listed. 651 * full pathname listed.
591 */ 652 */
592 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
593 settings.create_home_portals != TRUE )
594 { 654 {
595 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
596 return 0; 656 return 0;
597 } 657 }
598 658
599 /* The first thing to do is to check if we have a marked destination 659 /* 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 660 * dummy is used to make a check inventory for the force
601 */ 661 */
602 dummy=arch_to_object(spell->other_arch); 662 dummy = arch_to_object (spell->other_arch);
603 if(dummy == NULL){ 663 if (dummy == NULL)
664 {
604 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 665 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); 666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
606 return 0; 667 return 0;
607 } 668 }
669
608 force=check_inv_recursive (op,dummy); 670 force = check_inv_recursive (op, dummy);
609 671
610 if (force==NULL) { 672 if (force == NULL)
673 {
611 /* Here we know there is no destination marked up. 674 /* Here we know there is no destination marked up.
612 * We have 2 things to do: 675 * We have 2 things to do:
613 * 1. Mark the destination in the player inventory. 676 * 1. Mark the destination in the player inventory.
614 * 2. Let the player know it worked. 677 * 2. Let the player know it worked.
615 */ 678 */
616 dummy->name = op->map->path; 679 dummy->name = op->map->path;
617 EXIT_X(dummy)= op->x; 680 EXIT_X (dummy) = op->x;
618 EXIT_Y(dummy)= op->y; 681 EXIT_Y (dummy) = op->y;
619 insert_ob_in_ob (dummy,op); 682 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."); 683 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; 684 return 1;
622 } 685 }
623 free_object (dummy);
624 686
687 dummy->destroy ();
688
625 /* Here we know where the town portal should go to 689 /* Here we know where the town portal should go to
626 * We should kill any existing portal associated with the player. 690 * We should kill any existing portal associated with the player.
627 * Than we should create the 2 portals. 691 * Than we should create the 2 portals.
628 * For each of them, we need: 692 * For each of them, we need:
629 * - To create the portal with the name of the player+destination map 693 * - To create the portal with the name of the player+destination map
630 * - set the owner of the town portal 694 * - set the owner of the town portal
631 * - To mark the position of the portal in the player's inventory 695 * - To mark the position of the portal in the player's inventory
632 * for easier destruction. 696 * for easier destruction.
633 * 697 *
634 * The mark works has follow: 698 * The mark works has follow:
635 * slaying: Existing town portal 699 * slaying: Existing town portal
636 * hp, sp : x & y of the associated portal 700 * hp, sp : x & y of the associated portal
637 * name : name of the portal 701 * name : name of the portal
638 * race : map the portal is in 702 * race : map the portal is in
639 */ 703 */
640 704
641 /* First step: killing existing town portals */ 705 /* First step: killing existing town portals */
642 dummy=get_archetype(spell->race); 706 dummy = get_archetype (spell->race);
643 if(dummy == NULL){ 707 if (dummy == NULL)
708 {
644 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 709 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); 710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
646 return 0; 711 return 0;
647 } 712 }
713
648 perm_portal = find_archetype (spell->slaying); 714 perm_portal = archetype::find (spell->slaying);
649 715
650 /* To kill a town portal, we go trough the player's inventory, 716 /* To kill a town portal, we go trough the player's inventory,
651 * for each marked portal in player's inventory, 717 * for each marked portal in player's inventory,
652 * -We try load the associated map (if impossible, consider the portal destructed) 718 * -We try load the associated map (if impossible, consider the portal destructed)
653 * -We find any portal in the specified location. 719 * -We find any portal in the specified location.
654 * If it has the good name, we destruct it. 720 * If it has the good name, we destruct it.
655 * -We destruct the force indicating that portal. 721 * -We destruct the force indicating that portal.
656 */ 722 */
657 while ( (old_force=check_inv_recursive (op,dummy))) { 723 while ((old_force = check_inv_recursive (op, dummy)))
658 exitx=EXIT_X(old_force); 724 {
659 exity=EXIT_Y(old_force); 725 exitmap = maptile::find_sync (old_force->race, op->map);
660 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",&old_force->race,exitx,exity);
661 726
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) { 727 if (exitmap)
667 tmp=present_arch (perm_portal,exitmap,exitx,exity); 728 {
668 while (tmp) { 729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
669 if (tmp->name == old_force->name) { 736 if (tmp->name == old_force->name)
670 remove_ob (tmp); 737 {
671 free_object (tmp); 738 tmp->destroy ();
672 break; 739 break;
673 } else {
674 tmp = tmp->above;
675 } 740 }
676 } 741 }
677 } 742 }
678 remove_ob (old_force);
679 free_object (old_force);
680 LOG (llevDebug,"\n");
681 }
682 free_object (dummy);
683 743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
684 /* Creating the portals. 749 /* Creating the portals.
685 * The very first thing to do is to ensure 750 * The very first thing to do is to ensure
686 * access to the destination map. 751 * access to the destination map.
687 * If we can't, don't fizzle. Simply warn player. 752 * If we can't, don't fizzle. Simply warn player.
688 * This ensure player pays his mana for the spell 753 * This ensure player pays his mana for the spell
689 * because HE is responsible of forgotting. 754 * because HE is responsible of forgotting.
690 * 'force' is the destination of the town portal, which we got 755 * 'force' is the destination of the town portal, which we got
691 * from the players inventory above. 756 * from the players inventory above.
692 */ 757 */
693 758
694 /* Ensure exit map is loaded*/ 759 /* Ensure exit map is loaded */
695 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 760 exitmap = maptile::find_sync (force->name);
696 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
697 else
698 exitmap = ready_map_name(force->name, 0);
699 761
700 /* If we were unable to load (ex. random map deleted), warn player*/ 762 /* If we were unable to load (ex. random map deleted), warn player */
701 if (exitmap==NULL) { 763 if (!exitmap)
764 {
702 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
703 remove_ob(force); 766 force->destroy ();
704 free_object(force);
705 return 1; 767 return 1;
706 } 768 }
707 769
770 exitmap->load_sync ();
771
708 op_level = caster_level(caster, spell); 772 op_level = caster_level (caster, spell);
709 if (op_level<15) 773 if (op_level < 15)
774 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); 775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
711 else if (op_level<30) 777 else if (op_level < 30)
778 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); 779 "\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) 780 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"); 781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 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); 783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
716 785
717 /* Create a portal in front of player 786 /* Create a portal in front of player
718 * dummy contain the portal and 787 * dummy contain the portal and
719 * force contain the track to kill it later 788 * force contain the track to kill it later
720 */ 789 */
721
722 snprintf (portal_name,1024,"%s's portal to %s",&op->name,&force->name); 790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
723 dummy=get_archetype(spell->slaying); /*The portal*/ 791 dummy = get_archetype (spell->slaying); /*The portal */
724 if(dummy == NULL) { 792 if (dummy == NULL)
793 {
725 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 794 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); 795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
727 return 0; 796 return 0;
728 } 797 }
798
729 EXIT_PATH(dummy) = force->name; 799 EXIT_PATH (dummy) = force->name;
730 EXIT_X(dummy)=EXIT_X(force); 800 EXIT_X (dummy) = EXIT_X (force);
731 EXIT_Y(dummy)=EXIT_Y(force); 801 EXIT_Y (dummy) = EXIT_Y (force);
732 dummy->name = dummy->name_pl = portal_name; 802 dummy->name = dummy->name_pl = portal_name;
733 dummy->msg=portal_message; 803 dummy->msg = portal_message;
734 dummy->race=op->name; /*Save the owner of the portal*/ 804 dummy->race = op->name; /*Save the owner of the portal */
735 cast_create_obj (op, caster, dummy, 0); 805 cast_create_obj (op, caster, dummy, 0);
736 806
737 /* Now we need to to create a town portal marker inside the player 807 /* 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 808 * object, so on future castings, we can know that he has an active
739 * town portal. 809 * town portal.
740 */ 810 */
741 tmp=get_archetype(spell->race); 811 object *tmp = get_archetype (spell->race);
742 if(tmp == NULL){ 812
813 if (!tmp)
814 {
743 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 815 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); 816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
745 return 0; 817 return 0;
746 } 818 }
819
747 tmp->race=op->map->path; 820 tmp->race = op->map->path;
748 tmp->name = portal_name; 821 tmp->name = portal_name;
749 EXIT_X(tmp)=dummy->x; 822 EXIT_X (tmp) = dummy->x;
750 EXIT_Y(tmp)=dummy->y; 823 EXIT_Y (tmp) = dummy->y;
751 insert_ob_in_ob (tmp,op); 824 op->insert (tmp);
752 825
753 /* Create a portal in the destination map 826 /* Create a portal in the destination map
754 * dummy contain the portal and 827 * dummy contain the portal and
755 * force the track to kill it later 828 * force the track to kill it later
756 * the 'force' variable still contains the 'reminder' of 829 * the 'force' variable still contains the 'reminder' of
757 * where this portal goes to. 830 * where this portal goes to.
758 */ 831 */
759 snprintf (portal_name,1024,"%s's portal to %s",&op->name,op->map->path); 832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
760 dummy=get_archetype (spell->slaying); /*The portal*/ 833 dummy = get_archetype (spell->slaying); /*The portal */
761 if(dummy == NULL) { 834 if (dummy == NULL)
835 {
762 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 836 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); 837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
764 return 0; 838 return 0;
765 } 839 }
840
766 EXIT_PATH(dummy) = op->map->path; 841 EXIT_PATH (dummy) = op->map->path;
767 EXIT_X(dummy)=op->x; 842 EXIT_X (dummy) = op->x;
768 EXIT_Y(dummy)=op->y; 843 EXIT_Y (dummy) = op->y;
769 dummy->name = dummy->name_pl = portal_name; 844 dummy->name = dummy->name_pl = portal_name;
770 dummy->msg=portal_message; 845 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*/ 846 dummy->race = op->name; /*Save the owner of the portal */
774 insert_ob_in_map(dummy,exitmap,op,0); 847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
775 848
776 /* Now we create another town portal marker that 849 /* Now we create another town portal marker that
777 * points back to the one we just made 850 * points back to the one we just made
778 */ 851 */
779 tmp=get_archetype(spell->race); 852 tmp = get_archetype (spell->race);
780 if(tmp == NULL){ 853 if (tmp == NULL)
854 {
781 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 855 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); 856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
783 return 0; 857 return 0;
784 } 858 }
859
785 tmp->race=force->name; 860 tmp->race = force->name;
786 tmp->name = portal_name; 861 tmp->name = portal_name;
787 EXIT_X(tmp)=dummy->x; 862 EXIT_X (tmp) = dummy->x;
788 EXIT_Y(tmp)=dummy->y; 863 EXIT_Y (tmp) = dummy->y;
789 insert_ob_in_ob (tmp,op); 864 insert_ob_in_ob (tmp, op);
790 865
791 /* Describe the player what happened 866 /* Describe the player what happened
792 */ 867 */
793 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 868 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*/ 869 force->destroy ();
795 free_object(force); 870
796 return 1; 871 return 1;
797} 872}
798
799 873
800/* This creates magic walls. Really, it can create most any object, 874/* This creates magic walls. Really, it can create most any object,
801 * within some reason. 875 * within some reason.
802 */ 876 */
803 877int
804int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 878magic_wall (object *op, object *caster, int dir, object *spell_ob)
805 object *tmp, *tmp2; 879{
880 object *tmp;
806 int i,posblocked,negblocked, maxrange; 881 int i, posblocked, negblocked, maxrange;
807 sint16 x, y; 882 sint16 x, y;
808 mapstruct *m; 883 maptile *m;
809 const char *name; 884 const char *name;
810 archetype *at; 885 archetype *at;
811 886
812 if(!dir) { 887 if (!dir)
888 {
813 dir=op->facing; 889 dir = op->facing;
814 x = op->x; 890 x = op->x;
815 y = op->y; 891 y = op->y;
816 } else { 892 }
893 else
894 {
817 x = op->x+freearr_x[dir]; 895 x = op->x + freearr_x[dir];
818 y = op->y+freearr_y[dir]; 896 y = op->y + freearr_y[dir];
819 } 897 }
898
820 m = op->map; 899 m = op->map;
821 900
822 if ((spell_ob->move_block || x != op->x || y != op->y) && 901 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) || 902 (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))) { 903 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
904 {
825 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
826 return 0; 906 return 0;
827 } 907 }
908
828 if (spell_ob->other_arch) { 909 if (spell_ob->other_arch)
829 tmp = arch_to_object(spell_ob->other_arch); 910 tmp = arch_to_object (spell_ob->other_arch);
830 } else if (spell_ob->race) { 911 else if (spell_ob->race)
912 {
831 char buf1[MAX_BUF]; 913 char buf1[MAX_BUF];
832 914
833 sprintf(buf1,spell_ob->race,dir); 915 sprintf (buf1, spell_ob->race, dir);
834 at = find_archetype(buf1); 916 at = archetype::find (buf1);
835 if (!at) { 917 if (!at)
918 {
836 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
837 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
838 return 0; 921 return 0;
839 } 922 }
923
840 tmp = arch_to_object(at); 924 tmp = arch_to_object (at);
841 } else { 925 }
926 else
927 {
842 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
843 &spell_ob->name);
844 return 0; 929 return 0;
845 } 930 }
846 931
847 if (tmp->type == SPELL_EFFECT) { 932 if (tmp->type == SPELL_EFFECT)
933 {
848 tmp->attacktype = spell_ob->attacktype; 934 tmp->attacktype = spell_ob->attacktype;
849 tmp->duration = spell_ob->duration + 935 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
850 SP_level_duration_adjust(caster, spell_ob); 936 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; 937 tmp->range = 0;
938 }
854 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 939 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
855 tmp->stats.hp = spell_ob->duration + 940 {
856 SP_level_duration_adjust(caster, spell_ob); 941 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
857 tmp->stats.maxhp = tmp->stats.hp; 942 tmp->stats.maxhp = tmp->stats.hp;
858 set_owner(tmp,op);
859 set_spell_skill(op, caster, spell_ob, tmp);
860 } 943 }
944
861 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 945 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
862 tmp->stats.food = spell_ob->duration + 946 {
863 SP_level_duration_adjust(caster, spell_ob); 947 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
864 SET_FLAG(tmp, FLAG_IS_USED_UP); 948 SET_FLAG (tmp, FLAG_IS_USED_UP);
865 } 949 }
950
866 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
952 {
867 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 953 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
868 tmp->stats.maxhp = tmp->stats.hp; 954 tmp->stats.maxhp = tmp->stats.hp;
869 SET_FLAG(tmp, FLAG_TEAR_DOWN); 955 SET_FLAG (tmp, FLAG_TEAR_DOWN);
870 SET_FLAG(tmp, FLAG_ALIVE); 956 SET_FLAG (tmp, FLAG_ALIVE);
871 } 957 }
872 958
873 /* This can't really hurt - if the object doesn't kill anything, 959 /* This can't really hurt - if the object doesn't kill anything,
874 * these fields just won't be used. 960 * these fields just won't be used. Do not set the owner for
961 * earthwalls, though, so they survive restarts.
875 */ 962 */
963 if (tmp->type != EARTHWALL) //TODO
876 set_owner(tmp,op); 964 tmp->set_owner (op);
965
877 set_spell_skill(op, caster, spell_ob, tmp); 966 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; 967 tmp->level = caster_level (caster, spell_ob) / 2;
881 968
882 name = tmp->name; 969 name = tmp->name;
883 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 970 if (!(tmp = m->insert (tmp, x, y, op)))
971 {
884 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
885 return 0; 973 return 0;
886 } 974 }
975
887 /* If this is a spellcasting wall, need to insert the spell object */ 976 /* If this is a spellcasting wall, need to insert the spell object */
888 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
889 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
890 979
891 /* This code causes the wall to extend some distance in 980 /* This code causes the wall to extend some distance in
892 * each direction, or until an obstruction is encountered. 981 * each direction, or until an obstruction is encountered.
893 * posblocked and negblocked help determine how far the 982 * posblocked and negblocked help determine how far the
894 * created wall can extend, it won't go extend through 983 * created wall can extend, it won't go extend through
895 * blocked spaces. 984 * blocked spaces.
896 */ 985 */
897 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 986 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
898 posblocked=0; 987 posblocked = 0;
899 negblocked=0; 988 negblocked = 0;
900 989
901 for(i=1; i<=maxrange; i++) { 990 for (i = 1; i <= maxrange; i++)
991 {
902 int dir2; 992 int dir2;
903 993
904 dir2 = (dir<4)?(dir+2):dir-2; 994 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
905 995
906 x = tmp->x+i*freearr_x[dir2]; 996 x = tmp->x + i * freearr_x[dir2];
907 y = tmp->y+i*freearr_y[dir2]; 997 y = tmp->y + i * freearr_y[dir2];
908 m = tmp->map; 998 m = tmp->map;
909 999
910 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1000 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) && 1001 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
912 !posblocked) { 1002 {
913 tmp2 = get_object(); 1003 object *tmp2 = tmp->clone ();
914 copy_object(tmp,tmp2); 1004 m->insert (tmp2, x, y, op);
915 tmp2->x = x; 1005
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 */ 1006 /* If this is a spellcasting wall, need to insert the spell object */
919 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
920 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1008 tmp2->insert (arch_to_object (tmp2->other_arch));
921 1009
1010 }
1011 else
922 } else posblocked=1; 1012 posblocked = 1;
923 1013
924 x = tmp->x-i*freearr_x[dir2]; 1014 x = tmp->x - i * freearr_x[dir2];
925 y = tmp->y-i*freearr_y[dir2]; 1015 y = tmp->y - i * freearr_y[dir2];
926 m = tmp->map; 1016 m = tmp->map;
927 1017
928 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1018 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) && 1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
930 !negblocked) { 1020 {
931 tmp2 = get_object(); 1021 object *tmp2 = tmp->clone ();
932 copy_object(tmp,tmp2); 1022 m->insert (tmp2, x, y, op);
933 tmp2->x = x; 1023
934 tmp2->y = y;
935 insert_ob_in_map(tmp2,m,op,0);
936 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
937 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1025 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 }
1027 else
938 } else negblocked=1; 1028 negblocked = 1;
939 } 1029 }
940 1030
941 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1031 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
942 update_all_los(op->map, op->x, op->y); 1032 update_all_los (op->map, op->x, op->y);
943 1033
1034 return 1;
1035}
1036
1037int
1038dimension_door (object *op, object *caster, object *spob, int dir)
1039{
1040 uint32 dist, maxdist;
1041 int mflags;
1042 maptile *m;
1043 sint16 sx, sy;
1044
1045 if (op->type != PLAYER)
1046 return 0;
1047
1048 if (!dir)
1049 {
1050 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1051 return 0;
1052 }
1053
1054 /* Given the new outdoor maps, can't let players dimension door for
1055 * ever, so put limits in.
1056 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058
1059 if (op->contr->count)
1060 {
1061 if (op->contr->count > maxdist)
1062 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1064 return 0;
1065 }
1066
1067 for (dist = 0; dist < op->contr->count; dist++)
1068 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break;
1073
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break;
1076 }
1077
1078 if (dist < op->contr->count)
1079 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0;
1083 }
1084
1085 op->contr->count = 0;
1086
1087 /* Remove code that puts player on random space on maps. IMO,
1088 * a lot of maps probably have areas the player should not get to,
1089 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and
1091 * lots of other maps that protect areas with no magic, but the
1092 * areas themselves don't contain no magic spaces.
1093 */
1094 /* This call here is really just to normalize the coordinates */
1095 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1096 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1097 {
1098 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1099 return 1; /* Maybe the penalty should be more severe... */
1100 }
1101 }
1102 else
1103 {
1104 /* Player didn't specify a distance, so lets see how far
1105 * we can move the player. Don't know why this stopped on
1106 * spaces that blocked the players view.
1107 */
1108
1109 for (dist = 0; dist < maxdist; dist++)
1110 {
1111 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1112
1113 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1114 break;
1115
1116 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1117 break;
1118
1119 }
1120
1121 /* If the destination is blocked, keep backing up until we
1122 * find a place for the player.
1123 */
1124 for (; dist > 0; dist--)
1125 {
1126 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1127 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1128 continue;
1129
1130
1131 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1132 break;
1133
1134 }
1135 if (!dist)
1136 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1138 return 0;
1139 }
1140 }
1141
1142 /* Actually move the player now */
1143 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
944 return 1; 1144 return 1;
945}
946 1145
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 */ 1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1049 return 1; 1147 return 1;
1050} 1148}
1051 1149
1052 1150
1053/* cast_heal: Heals something. 1151/* cast_heal: Heals something.
1054 * op is the caster. 1152 * op is the caster.
1055 * dir is the direction he is casting it in. 1153 * dir is the direction he is casting it in.
1056 * spell is the spell object. 1154 * spell is the spell object.
1057 */ 1155 */
1156int
1058int cast_heal(object *op,object *caster, object *spell, int dir) { 1157cast_heal (object *op, object *caster, object *spell, int dir)
1158{
1059 object *tmp; 1159 object *tmp;
1060 archetype *at; 1160 archetype *at;
1061 object *poison; 1161 object *poison;
1062 int heal = 0, success = 0; 1162 int heal = 0, success = 0;
1063 1163
1064 tmp = find_target_for_friendly_spell(op,dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1065 1165
1066 if (tmp==NULL) return 0; 1166 if (!tmp)
1167 return 0;
1067 1168
1068 /* Figure out how many hp this spell might cure. 1169 /* Figure out how many hp this spell might cure.
1069 * could be zero if this spell heals effects, not damage. 1170 * could be zero if this spell heals effects, not damage.
1070 */ 1171 */
1071 heal = spell->stats.dam; 1172 heal = spell->stats.dam;
1072 if (spell->stats.hp) 1173 if (spell->stats.hp)
1073 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1074 spell->stats.hp;
1075 1175
1076 if (heal) { 1176 if (heal)
1177 {
1077 if (tmp->stats.hp >= tmp->stats.maxhp) { 1178 if (tmp->stats.hp >= tmp->stats.maxhp)
1078 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1179 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1180 else
1079 } 1181 {
1080 else {
1081 /* See how many points we actually heal. Instead of messages 1182 /* See how many points we actually heal. Instead of messages
1082 * based on type of spell, we instead do messages based 1183 * based on type of spell, we instead do messages based
1083 * on amount of damage healed. 1184 * on amount of damage healed.
1084 */ 1185 */
1085 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1086 heal = tmp->stats.maxhp - tmp->stats.hp; 1187 heal = tmp->stats.maxhp - tmp->stats.hp;
1087 tmp->stats.hp += heal; 1188 tmp->stats.hp += heal;
1088 1189
1089 if (tmp->stats.hp >= tmp->stats.maxhp) { 1190 if (tmp->stats.hp >= tmp->stats.maxhp)
1090 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1091 } else if (heal > 50) { 1192 else if (heal > 50)
1092 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1093 } else if (heal > 25) { 1194 else if (heal > 25)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1095 } else if (heal > 10) { 1196 else if (heal > 10)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1097 } else { 1198 else
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1099 } 1200
1100 success=1;
1101 }
1102 }
1103 if (spell->attacktype & AT_DISEASE)
1104 if (cure_disease (tmp, op))
1105 success = 1; 1201 success = 1;
1202 }
1203 }
1106 1204
1205 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op))
1207 success = 1;
1208
1107 if (spell->attacktype & AT_POISON) { 1209 if (spell->attacktype & AT_POISON)
1210 {
1108 at = find_archetype("poisoning"); 1211 at = archetype::find ("poisoning");
1109 poison=present_arch_in_ob(at,tmp); 1212 poison = present_arch_in_ob (at, tmp);
1110 if (poison) { 1213 if (poison)
1214 {
1111 success = 1; 1215 success = 1;
1112 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1113 poison->stats.food = 1; 1217 poison->stats.food = 1;
1114 } 1218 }
1115 } 1219 }
1220
1116 if (spell->attacktype & AT_CONFUSION) { 1221 if (spell->attacktype & AT_CONFUSION)
1222 {
1117 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1118 if (poison) { 1224 if (poison)
1225 {
1119 success = 1; 1226 success = 1;
1120 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1121 poison->duration = 1; 1228 poison->duration = 1;
1122 } 1229 }
1123 } 1230 }
1231
1124 if (spell->attacktype & AT_BLIND) { 1232 if (spell->attacktype & AT_BLIND)
1233 {
1125 at=find_archetype("blindness"); 1234 at = archetype::find ("blindness");
1126 poison=present_arch_in_ob(at,tmp); 1235 poison = present_arch_in_ob (at, tmp);
1127 if (poison) { 1236 if (poison)
1237 {
1128 success = 1; 1238 success = 1;
1129 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1130 poison->stats.food = 1; 1240 poison->stats.food = 1;
1131 } 1241 }
1132 } 1242 }
1243
1133 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1244 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1245 {
1134 tmp->stats.sp += spell->last_sp; 1246 tmp->stats.sp += spell->last_sp;
1135 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1247 if (tmp->stats.sp > tmp->stats.maxsp)
1248 tmp->stats.sp = tmp->stats.maxsp;
1136 success = 1; 1249 success = 1;
1137 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1138 } 1251 }
1252
1139 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1253 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1254 {
1140 tmp->stats.grace += spell->last_grace; 1255 tmp->stats.grace += spell->last_grace;
1141 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1256 if (tmp->stats.grace > tmp->stats.maxgrace)
1257 tmp->stats.grace = tmp->stats.maxgrace;
1142 success = 1; 1258 success = 1;
1143 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1259 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1144 } 1260 }
1261
1145 if (spell->stats.food && tmp->stats.food < 999) { 1262 if (spell->stats.food && tmp->stats.food < 999)
1263 {
1146 tmp->stats.food += spell->stats.food; 1264 tmp->stats.food += spell->stats.food;
1147 if (tmp->stats.food > 999) tmp->stats.food=999; 1265 if (tmp->stats.food > 999)
1266 tmp->stats.food = 999;
1148 success = 1; 1267 success = 1;
1149 /* We could do something a bit better like the messages for healing above */ 1268 /* 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"); 1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1151 } 1270 }
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
1371
1372 1529
1373/* Alchemy code by Mark Wedel 1530/* Alchemy code by Mark Wedel
1374 * 1531 *
1375 * This code adds a new spell, called alchemy. Alchemy will turn 1532 * This code adds a new spell, called alchemy. Alchemy will turn
1376 * objects to gold nuggets, the value of the gold nuggets being 1533 * objects to gold nuggets, the value of the gold nuggets being
1386 * For example, if an item is worth 110 gold, you will get 1543 * For example, if an item is worth 110 gold, you will get
1387 * 4 large nuggets, and from 0-10 small nuggets. 1544 * 4 large nuggets, and from 0-10 small nuggets.
1388 * 1545 *
1389 * There is also a chance (1:30) that you will get nothing at all 1546 * 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 1547 * for the object. There is also a maximum weight that will be
1391 * alchemied. 1548 * alchemised.
1392 */ 1549 */
1393 1550static void
1394/* I didn't feel like passing these as arguements to the 1551alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1395 * two functions that need them. Real values are put in them
1396 * when the spell is cast, and these are freed when the spell
1397 * is finished.
1398 */
1399static object *small, *large;
1400
1401static void alchemy_object(object *obj, int *small_nuggets,
1402 int *large_nuggets, int *weight)
1403{ 1552{
1404 uint64 value=query_cost(obj, NULL, F_TRUE); 1553 uint64 value = query_cost (obj, NULL, F_TRUE);
1405 1554
1406 /* Give third price when we alchemy money (This should hopefully 1555 /* Give third price when we alchemy money (This should hopefully
1407 * make it so that it isn't worth it to alchemy money, sell 1556 * make it so that it isn't worth it to alchemy money, sell
1408 * the nuggets, alchemy the gold from that, etc. 1557 * the nuggets, alchemy the gold from that, etc.
1409 * Otherwise, give 9 silver on the gold for other objects, 1558 * Otherwise, give 9 silver on the gold for other objects,
1410 * so that it would still be more affordable to haul 1559 * so that it would still be more affordable to haul
1411 * the stuff back to town. 1560 * the stuff back to town.
1412 */ 1561 */
1413
1414 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1562 if (QUERY_FLAG (obj, FLAG_UNPAID))
1415 value=0; 1563 value = 0;
1416 else if (obj->type==MONEY || obj->type==GEM) 1564 else if (obj->type == MONEY || obj->type == GEM)
1417 value /=3; 1565 value /= 3;
1418 else 1566 else
1419 value = (value*9)/10; 1567 value = value * 9 / 10;
1420 1568
1421 value /= 4; // fix by GHJ, don't understand, pcg
1422
1423 if ((obj->value>0) && rndm(0, 29)) { 1569 if (obj->value > 0 && rndm (0, 29))
1424 int count; 1570 total_value += value;
1425 1571
1426 count = value / large->value; 1572 total_weight += obj->total_weight ();
1427 *large_nuggets += count;
1428 value -= (uint64)count * (uint64)large->value;
1429 count = value / small->value;
1430 *small_nuggets += count;
1431 }
1432 1573
1433 /* Turn 25 small nuggets into 1 large nugget. If the value 1574 obj->destroy ();
1434 * of large nuggets is not evenly divisable by the small nugget
1435 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1436 */
1437 if (*small_nuggets * small->value >= large->value) {
1438 (*large_nuggets)++;
1439 *small_nuggets -= large->value / small->value;
1440 if (*small_nuggets && large->value % small->value)
1441 (*small_nuggets)--;
1442 }
1443 weight += obj->weight;
1444 remove_ob(obj);
1445 free_object(obj);
1446} 1575}
1447 1576
1448static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1577static void
1449 int x, int y) 1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1450{ 1579{
1451 object *tmp;
1452 int flag=0; 1580 int flag = 0;
1453 1581
1454 /* Put any nuggets below the player, but we can only pass this 1582 /* Put any nuggets below the player, but we can only pass this
1455 * flag if we are on the same space as the player 1583 * flag if we are on the same space as the player
1456 */ 1584 */
1457 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1585 if (x == op->x && y == op->y && op->map == m)
1586 flag = INS_BELOW_ORIGINATOR;
1458 1587
1459 if (small_nuggets) { 1588 if (small_nuggets)
1460 tmp = get_object(); 1589 {
1461 copy_object(small, tmp); 1590 object *tmp = small->clone ();
1462 tmp-> nrof = small_nuggets; 1591 tmp->nrof = small_nuggets;
1463 tmp->x = x; 1592 m->insert (tmp, x, y, op, flag);
1464 tmp->y = y;
1465 insert_ob_in_map(tmp, m, op, flag);
1466 } 1593 }
1594
1467 if (large_nuggets) { 1595 if (large_nuggets)
1468 tmp = get_object(); 1596 {
1469 copy_object(large, tmp); 1597 object *tmp = large->clone ();
1470 tmp-> nrof = large_nuggets; 1598 tmp->nrof = large_nuggets;
1471 tmp->x = x; 1599 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1600 }
1475}
1476 1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1605}
1606
1607int
1477int alchemy(object *op, object *caster, object *spell_ob) 1608alchemy (object *op, object *caster, object *spell_ob)
1478{ 1609{
1479 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1480 sint16 nx, ny;
1481 object *next,*tmp;
1482 mapstruct *mp;
1483
1484 if(op->type!=PLAYER) 1610 if (op->type != PLAYER)
1485 return 0; 1611 return 0;
1486 1612
1613 object *large = get_archetype ("largenugget");
1614 object *small = get_archetype ("smallnugget");
1615
1487 /* Put a maximum weight of items that can be alchemied. Limits the power 1616 /* Put a maximum weight of items that can be alchemised. Limits the power
1488 * some, and also prevents people from alcheming every table/chair/clock 1617 * some, and also prevents people from alchemising every table/chair/clock
1489 * in sight 1618 * in sight
1490 */ 1619 */
1491 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1620 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1492 weight_max *= 1000; 1621 int weight_max = duration * 1000;
1493 small=get_archetype("smallnugget"), 1622 uint64 value_max = duration * 1000;
1494 large=get_archetype("largenugget");
1495 1623
1624 int weight = 0;
1625
1496 for(y= op->y-1;y<=op->y+1;y++) { 1626 for (int y = op->y - 1; y <= op->y + 1; y++)
1627 {
1497 for(x= op->x-1;x<=op->x+1;x++) { 1628 for (int x = op->x - 1; x <= op->x + 1; x++)
1629 {
1630 uint64 value = 0;
1631
1498 nx = x; 1632 sint16 nx = x;
1499 ny = y; 1633 sint16 ny = y;
1500 1634
1501 mp = op->map; 1635 maptile *mp = op->map;
1502 1636
1503 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1637 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1504 1638
1505 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1639 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1506 continue; 1640 continue;
1507 1641
1508 /* Treat alchemy a little differently - most spell effects 1642 /* Treat alchemy a little differently - most spell effects
1509 * use fly as the movement type - for alchemy, consider it 1643 * use fly as the movement type - for alchemy, consider it
1510 * ground level effect. 1644 * ground level effect.
1511 */ 1645 */
1512 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1646 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1513 continue; 1647 continue;
1514 1648
1515 small_nuggets=0; 1649 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1516 large_nuggets=0; 1650 {
1517
1518 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1519 next=tmp->above; 1651 next = tmp->above;
1652
1520 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1521 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1522 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1655 {
1523
1524 if (tmp->inv) { 1656 if (tmp->inv)
1657 {
1525 object *next1, *tmp1; 1658 object *next1, *tmp1;
1659
1526 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1661 {
1527 next1 = tmp1->below; 1662 next1 = tmp1->below;
1528 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1530 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1531 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1665 alchemy_object (tmp1, value, weight);
1532 &weight);
1533 } 1666 }
1534 } 1667 }
1668
1535 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1669 alchemy_object (tmp, value, weight);
1670
1671 if (weight > weight_max)
1672 break;
1673 }
1536 1674 }
1537 if (weight>weight_max) {
1538 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1539 free_object(large);
1540 free_object(small);
1541 return 1;
1542 }
1543 } /* is alchemable object */
1544 } /* process all objects on this space */
1545 1675
1676 value = min (value, value_max);
1677
1678 uint64 count = value / large->value;
1679 int large_nuggets = count;
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1684
1546 /* Insert all the nuggets at one time. This probably saves time, but 1685 /* Insert all the nuggets at one time. This probably saves time, but
1547 * it also prevents us from alcheming nuggets that were just created 1686 * it also prevents us from alcheming nuggets that were just created
1548 * with this spell. 1687 * with this spell.
1549 */ 1688 */
1550 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1690
1691 if (weight > weight_max)
1692 goto bailout;
1551 } 1693 }
1552 } 1694 }
1553 free_object(large); 1695
1554 free_object(small); 1696bailout:
1555 /* reset this so that if player standing on a big pile of stuff, 1697 large->destroy ();
1556 * it is redrawn properly. 1698 small->destroy ();
1557 */
1558 op->contr->socket.look_position = 0;
1559 return 1; 1699 return 1;
1560} 1700}
1561 1701
1562 1702
1563/* This function removes the cursed/damned status on equipped 1703/* This function removes the cursed/damned status on equipped
1564 * items. 1704 * items.
1565 */ 1705 */
1706int
1566int remove_curse(object *op, object *caster, object *spell) { 1707remove_curse (object *op, object *caster, object *spell)
1708{
1567 object *tmp; 1709 object *tmp;
1568 int success = 0, was_one = 0; 1710 int success = 0, was_one = 0;
1569 1711
1570 for (tmp = op->inv; tmp; tmp = tmp->below) 1712 for (tmp = op->inv; tmp; tmp = tmp->below)
1571 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1572 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1573 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1574 1716 {
1575 was_one++; 1717 was_one++;
1576 if (tmp->level <= caster_level(caster, spell)) { 1718 if (tmp->level <= caster_level (caster, spell))
1719 {
1577 success++; 1720 success++;
1578 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1721 if (QUERY_FLAG (spell, FLAG_DAMNED))
1579 CLEAR_FLAG(tmp, FLAG_DAMNED); 1722 CLEAR_FLAG (tmp, FLAG_DAMNED);
1580 1723
1581 CLEAR_FLAG(tmp, FLAG_CURSED); 1724 CLEAR_FLAG (tmp, FLAG_CURSED);
1582 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1583 tmp->value = 0; /* Still can't sell it */ 1726 tmp->value = 0; /* Still can't sell it */
1584 if (op->type == PLAYER) 1727 if (op->type == PLAYER)
1585 esrv_send_item(op, tmp); 1728 esrv_send_item (op, tmp);
1586 } 1729 }
1587 } 1730 }
1588 1731
1589 if (op->type==PLAYER) { 1732 if (op->type == PLAYER)
1733 {
1590 if (success) { 1734 if (success)
1591 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1735 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1592 } else { 1736 else
1737 {
1593 if (was_one) 1738 if (was_one)
1594 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1739 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1595 else 1740 else
1596 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1741 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1597 } 1742 }
1598 } 1743 }
1744
1599 return success; 1745 return success;
1600} 1746}
1601 1747
1602/* Identifies objects in the players inventory/on the ground */ 1748/* Identifies objects in the players inventory/on the ground */
1603 1749
1750int
1604int cast_identify(object *op, object *caster, object *spell) { 1751cast_identify (object *op, object *caster, object *spell)
1752{
1605 object *tmp; 1753 object *tmp;
1606 int success = 0, num_ident; 1754 int success = 0, num_ident;
1607 1755
1608 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1609 1757
1610 if (num_ident < 1) num_ident=1; 1758 if (num_ident < 1)
1759 num_ident = 1;
1611 1760
1612
1613 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 {
1614 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1764 {
1615 identify(tmp); 1765 identify (tmp);
1766
1616 if (op->type==PLAYER) { 1767 if (op->type == PLAYER)
1617 new_draw_info_format(NDI_UNIQUE, 0, op, 1768 {
1618 "You have %s.", long_desc(tmp, op)); 1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1770
1619 if (tmp->msg) { 1771 if (tmp->msg)
1772 {
1620 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1621 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1622 } 1775 }
1623 } 1776 }
1777
1778 num_ident--;
1779 success = 1;
1780 if (!num_ident)
1781 break;
1782 }
1783 }
1784
1785 /* If all the power of the spell has been used up, don't go and identify
1786 * stuff on the floor. Only identify stuff on the floor if the spell
1787 * was not fully used.
1788 */
1789 if (num_ident)
1790 {
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 {
1794 identify (tmp);
1795
1796 if (op->type == PLAYER)
1797 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1799
1800 if (tmp->msg)
1801 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1804 }
1805
1806 esrv_send_item (op, tmp);
1807 }
1808
1624 num_ident--; 1809 num_ident--;
1625 success=1; 1810 success = 1;
1626 if (!num_ident) break; 1811 if (!num_ident)
1812 break;
1627 } 1813 }
1628 } 1814 }
1629 /* If all the power of the spell has been used up, don't go and identify 1815
1630 * stuff on the floor. Only identify stuff on the floor if the spell 1816 if (!success)
1631 * was not fully used. 1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1818 else
1819 spell_effect (spell, op->x, op->y, op->map, op);
1820
1821 return success;
1822}
1823
1824int
1825cast_detection (object *op, object *caster, object *spell, object *skill)
1826{
1827 object *tmp, *last, *god, *detect;
1828 int done_one, range, mflags, floor, level;
1829 sint16 x, y, nx, ny;
1830 maptile *m;
1831
1832 /* We precompute some values here so that we don't have to keep
1833 * doing it over and over again.
1632 */ 1834 */
1633 if (num_ident) { 1835 god = find_god (determine_god (op));
1634 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1836 level = caster_level (caster, spell);
1635 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1837 range = spell->range + SP_level_range_adjust (caster, spell);
1636 need_identify(tmp)) {
1637 1838
1638 identify(tmp); 1839 if (!skill)
1840 skill = caster;
1841
1842 for (x = op->x - range; x <= op->x + range; x++)
1843 for (y = op->y - range; y <= op->y + range; y++)
1844 {
1845 m = op->map;
1846 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1847 if (mflags & P_OUT_OF_MAP)
1848 continue;
1849
1850 /* For most of the detections, we only detect objects above the
1851 * floor. But this is not true for show invisible.
1852 * Basically, we just go and find the top object and work
1853 * down - that is easier than working up.
1854 */
1855
1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1857 last = tmp;
1858
1859 /* Shouldn't happen, but if there are no objects on a space, this
1860 * would happen.
1861 */
1862 if (!last)
1863 continue;
1864
1865 done_one = 0;
1866 floor = 0;
1867 detect = NULL;
1868 for (tmp = last; tmp; tmp = tmp->below)
1869 {
1870 /* show invisible */
1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1872 /* Might there be other objects that we can make visible? */
1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1875 tmp->type == CF_HANDLE ||
1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1877 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1878 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1881 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1882 {
1883 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1884 {
1885 tmp->invisible = 0;
1886 done_one = 1;
1887 }
1888 }
1889
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1;
1892
1893 /* All detections below this point don't descend beneath the floor,
1894 * so just continue on. We could be clever and look at the type of
1895 * detection to completely break out if we don't care about objects beneath
1896 * the floor, but once we get to the floor, not likely a very big issue anyways.
1897 */
1898 if (floor)
1899 continue;
1900
1901 /* I had thought about making detect magic and detect curse
1902 * show the flash the magic item like it does for detect monster.
1903 * however, if the object is within sight, this would then make it
1904 * difficult to see what object is magical/cursed, so the
1905 * effect wouldn't be as apparant.
1906 */
1907
1908 /* detect magic */
1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1910 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1911 {
1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1913 /* make runes more visibile */
1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1915 tmp->stats.Cha /= 4;
1916 done_one = 1;
1917 }
1918 /* detect monster */
1919 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1920 {
1921 done_one = 2;
1922 if (!detect)
1923 detect = tmp;
1924 }
1925 /* Basically, if race is set in the spell, then the creatures race must
1926 * match that. if the spell race is set to GOD, then the gods opposing
1927 * race must match.
1928 */
1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1931 (strstr (spell->race, tmp->race))))
1932 {
1933 done_one = 2;
1934 if (!detect)
1935 detect = tmp;
1936 }
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 {
1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1941 done_one = 1;
1942 }
1943 } /* for stack of objects on this space */
1944
1945 /* Code here puts an effect of the spell on the space, so you can see
1946 * where the magic is.
1947 */
1948 if (done_one)
1949 {
1950 object *detect_ob = arch_to_object (spell->other_arch);
1951
1952 /* if this is set, we want to copy the face */
1953 if (done_one == 2 && detect)
1954 {
1955 detect_ob->face = detect->face;
1956 detect_ob->animation_id = detect->animation_id;
1957 detect_ob->anim_speed = detect->anim_speed;
1958 detect_ob->last_anim = 0;
1959 /* by default, the detect_ob is already animated */
1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1962 }
1963
1964 m->insert (detect_ob, nx, ny, op);
1965 }
1966 } /* for processing the surrounding spaces */
1967
1968
1969 /* Now process objects in the players inventory if detect curse or magic */
1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1971 {
1972 done_one = 0;
1973 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 {
1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1976 {
1977 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1978 {
1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1639 if (op->type==PLAYER) { 1980 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0,op, 1981 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 } 1982 }
1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 if (op->type == PLAYER)
1646 esrv_send_item(op, tmp); 1988 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 } 1989 }
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 */ 1990 } /* if item is not identified */
1808 } /* for the players inventory */ 1991 } /* for the players inventory */
1809 } /* if detect magic/curse and object is a player */ 1992 } /* if detect magic/curse and object is a player */
1810 return 1; 1993 return 1;
1811} 1994}
1812 1995
1813 1996
1814/** 1997/**
1815 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1998 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1816 * level whos spell did cause the overcharge. 1999 * level whos spell did cause the overcharge.
1817 */ 2000 */
2001static void
1818static void charge_mana_effect(object *victim, int caster_level) 2002charge_mana_effect (object *victim, int caster_level)
1819{ 2003{
1820 2004
1821 /* Prevent explosions for objects without mana. Without this check, doors 2005 /* Prevent explosions for objects without mana. Without this check, doors
1822 * will explode, too. 2006 * will explode, too.
1823 */ 2007 */
1824 if (victim->stats.maxsp <= 0) 2008 if (victim->stats.maxsp <= 0)
1825 return; 2009 return;
1826 2010
1827 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2011 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1828 2012
1829 if (victim->stats.sp >= victim->stats.maxsp*2) { 2013 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 {
1830 object *tmp; 2015 object *tmp;
1831 2016
1832 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1833 2018
1834 /* Explodes a fireball centered at player */ 2019 /* Explodes a fireball centered at player */
1835 tmp = get_archetype(EXPLODING_FIREBALL); 2020 tmp = get_archetype (EXPLODING_FIREBALL);
1836 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2021 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; 2022 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1838 tmp->x = victim->x; 2023
1839 tmp->y = victim->y; 2024 tmp->insert_at (victim);
1840 insert_ob_in_map(tmp, victim->map, NULL, 0);
1841 victim->stats.sp = 2*victim->stats.maxsp; 2025 victim->stats.sp = 2 * victim->stats.maxsp;
1842 } 2026 }
1843 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2027 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."); 2028 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) { 2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1847 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1848 }
1849 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 {
1850 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1851 confuse_player(victim, victim, 99); 2034 confuse_player (victim, victim, 99);
1852 } 2035 }
1853 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1854 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2037 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1855 }
1856} 2038}
1857 2039
1858/* cast_transfer 2040/* cast_transfer
1859 * This spell transfers sp from the player to another person. 2041 * This spell transfers sp from the player to another person.
1860 * We let the target go above their normal maximum SP. 2042 * We let the target go above their normal maximum SP.
1861 */ 2043 */
1862 2044
2045int
1863int cast_transfer(object *op,object *caster, object *spell, int dir) { 2046cast_transfer (object *op, object *caster, object *spell, int dir)
2047{
1864 object *plyr=NULL; 2048 object *plyr = NULL;
1865 sint16 x, y; 2049 sint16 x, y;
1866 mapstruct *m; 2050 maptile *m;
1867 int mflags; 2051 int mflags;
1868 2052
1869 m = op->map; 2053 m = op->map;
1870 x = op->x+freearr_x[dir]; 2054 x = op->x + freearr_x[dir];
1871 y = op->y+freearr_y[dir]; 2055 y = op->y + freearr_y[dir];
1872 2056
1873 mflags = get_map_flags(m, &m, x, y, &x, &y); 2057 mflags = get_map_flags (m, &m, x, y, &x, &y);
1874 2058
1875 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2059 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2060 {
1876 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2061 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1877 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2062 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1878 break; 2063 break;
1879 } 2064 }
1880 2065
1881 2066
1882 /* If we did not find a player in the specified direction, transfer 2067 /* 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. 2068 * to anyone on top of us. This is used for the rune of transference mostly.
1884 */ 2069 */
1885 if(plyr==NULL) 2070 if (plyr == NULL)
1886 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2071 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)) 2072 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1888 break; 2073 break;
1889 2074
1890 if (!plyr) { 2075 if (!plyr)
2076 {
1891 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2077 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1892 return 0; 2078 return 0;
1893 } 2079 }
1894 /* give sp */ 2080 /* give sp */
1895 if(spell->stats.dam > 0) { 2081 if (spell->stats.dam > 0)
2082 {
1896 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2083 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1897 charge_mana_effect(plyr, caster_level(caster, spell)); 2084 charge_mana_effect (plyr, caster_level (caster, spell));
1898 return 1; 2085 return 1;
1899 } 2086 }
1900 /* suck sp away. Can't suck sp from yourself */ 2087 /* suck sp away. Can't suck sp from yourself */
1901 else if (op != plyr) { 2088 else if (op != plyr)
2089 {
1902 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2090 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1903 2091
1904 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2092 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1905 2093
1906 if (rate > 95) rate=95; 2094 if (rate > 95)
2095 rate = 95;
1907 2096
1908 sucked = (plyr->stats.sp * rate) / 100; 2097 sucked = (plyr->stats.sp * rate) / 100;
1909 plyr->stats.sp -= sucked; 2098 plyr->stats.sp -= sucked;
1910 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2099 if (QUERY_FLAG (op, FLAG_ALIVE))
2100 {
1911 /* Player doesn't get full credit */ 2101 /* Player doesn't get full credit */
1912 sucked = (sucked * rate) / 100; 2102 sucked = (sucked * rate) / 100;
1913 op->stats.sp += sucked; 2103 op->stats.sp += sucked;
1914 if (sucked > 0) { 2104 if (sucked > 0)
2105 {
1915 charge_mana_effect(op, caster_level(caster, spell)); 2106 charge_mana_effect (op, caster_level (caster, spell));
1916 } 2107 }
1917 } 2108 }
1918 return 1; 2109 return 1;
1919 } 2110 }
1920 return 0; 2111 return 0;
1921} 2112}
1922 2113
1923 2114
1924/* counterspell: nullifies spell effects. 2115/* counterspell: nullifies spell effects.
1925 * op is the counterspell object, dir is the direction 2116 * op is the counterspell object, dir is the direction
1926 * it was cast in. 2117 * it was cast in.
1927 * Basically, if the object has a magic attacktype, 2118 * Basically, if the object has a magic attacktype,
1928 * this may nullify it. 2119 * this may nullify it.
1929 */ 2120 */
2121void
1930void counterspell(object *op,int dir) 2122counterspell (object *op, int dir)
1931{ 2123{
1932 object *tmp, *head, *next; 2124 object *tmp, *head, *next;
1933 int mflags; 2125 int mflags;
1934 mapstruct *m; 2126 maptile *m;
1935 sint16 sx,sy; 2127 sint16 sx, sy;
1936 2128
1937 sx = op->x + freearr_x[dir]; 2129 sx = op->x + freearr_x[dir];
1938 sy = op->y + freearr_y[dir]; 2130 sy = op->y + freearr_y[dir];
1939 m = op->map; 2131 m = op->map;
1940 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2132 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1941 if (mflags & P_OUT_OF_MAP) return; 2133 if (mflags & P_OUT_OF_MAP)
2134 return;
2135
2136 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1942 2137 {
1943 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1944 next = tmp->above; 2138 next = tmp->above;
1945 2139
1946 /* Need to look at the head object - otherwise, if tmp 2140 /* Need to look at the head object - otherwise, if tmp
1947 * points to a monster, we don't have all the necessary 2141 * points to a monster, we don't have all the necessary
1948 * info for it. 2142 * info for it.
1949 */ 2143 */
2144 if (tmp->head)
1950 if (tmp->head) head = tmp->head; 2145 head = tmp->head;
2146 else
1951 else head = tmp; 2147 head = tmp;
1952 2148
1953 /* don't attack our own spells */ 2149 /* don't attack our own spells */
1954 if(tmp->owner && tmp->owner == op->owner) continue; 2150 if (tmp->owner && tmp->owner == op->owner)
2151 continue;
1955 2152
1956 /* Basically, if the object is magical and not counterspell, 2153 /* Basically, if the object is magical and not counterspell,
1957 * we will more or less remove the object. Don't counterspell 2154 * we will more or less remove the object. Don't counterspell
1958 * monsters either. 2155 * monsters either.
1959 */ 2156 */
1960 2157
1961 if (head->attacktype & AT_MAGIC && 2158 if (head->attacktype & AT_MAGIC
1962 !(head->attacktype & AT_COUNTERSPELL) && 2159 && !(head->attacktype & AT_COUNTERSPELL)
1963 !QUERY_FLAG(head,FLAG_MONSTER) && 2160 && !QUERY_FLAG (head, FLAG_MONSTER)
1964 (op->level > head->level)) { 2161 && (op->level > head->level))
1965 remove_ob(head); 2162 head->destroy ();
1966 free_object(head); 2163 else
1967 } else switch(head->type) { 2164 switch (head->type)
2165 {
1968 case SPELL_EFFECT: 2166 case SPELL_EFFECT:
2167 // XXX: Don't affect floor spelleffects. See also XXX comment
2168 // about sanctuary in spell_util.C
2169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2170 continue;
2171
1969 if(op->level > head->level) { 2172 if (op->level > head->level)
1970 remove_ob(head); 2173 head->destroy ();
1971 free_object(head); 2174
1972 }
1973 break; 2175 break;
1974 2176
1975 /* I really don't get this rune code that much - that 2177 /* I really don't get this rune code that much - that
1976 * random chance seems really low. 2178 * random chance seems really low.
1977 */ 2179 */
1978 case RUNE: 2180 case RUNE:
1979 if(rndm(0, 149) == 0) { 2181 if (rndm (0, 149) == 0)
2182 {
1980 head->stats.hp--; /* weaken the rune */ 2183 head->stats.hp--; /* weaken the rune */
1981 if(!head->stats.hp) { 2184 if (!head->stats.hp)
1982 remove_ob(head); 2185 head->destroy ();
1983 free_object(head);
1984 } 2186 }
1985 }
1986 break; 2187 break;
1987 } 2188 }
1988 } 2189 }
1989} 2190}
1990 2191
1991 2192
1992 2193
1993/* cast_consecrate() - a spell to make an altar your god's */ 2194/* cast_consecrate() - a spell to make an altar your god's */
2195int
1994int cast_consecrate(object *op, object *caster, object *spell) { 2196cast_consecrate (object *op, object *caster, object *spell)
2197{
1995 char buf[MAX_BUF]; 2198 char buf[MAX_BUF];
1996 2199
1997 object *tmp, *god=find_god(determine_god(op)); 2200 object *tmp, *god = find_god (determine_god (op));
1998 2201
1999 if(!god) { 2202 if (!god)
2000 new_draw_info(NDI_UNIQUE, 0,op, 2203 {
2001 "You can't consecrate anything if you don't worship a god!"); 2204 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2002 return 0; 2205 return 0;
2003 } 2206 }
2004 2207
2005 for(tmp=op->below;tmp;tmp=tmp->below) { 2208 for (tmp = op->below; tmp; tmp = tmp->below)
2209 {
2006 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2211 break;
2007 if(tmp->type==HOLY_ALTAR) { 2212 if (tmp->type == HOLY_ALTAR)
2213 {
2008 2214
2009 if(tmp->level > caster_level(caster, spell)) { 2215 if (tmp->level > caster_level (caster, spell))
2010 new_draw_info_format(NDI_UNIQUE, 0,op, 2216 {
2011 "You are not powerful enough to reconsecrate the %s", &tmp->name); 2217 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2012 return 0; 2218 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 } 2219 }
2220 else
2221 {
2222 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell);
2226 tmp->other_arch = god->arch;
2227 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp);
2229 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2230 return 1;
2024 } 2231 }
2232 }
2025 } 2233 }
2026 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2234 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2027 return 0; 2235 return 0;
2028} 2236}
2029 2237
2030/* animate_weapon - 2238/* animate_weapon -
2031 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2239 * 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 2240 * 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 2244 * 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 2245 * that only let players use it was correct, and removed all the other
2038 * player checks. MSW 2003-01-06 2246 * player checks. MSW 2003-01-06
2039 */ 2247 */
2040 2248
2249int
2041int animate_weapon(object *op,object *caster,object *spell, int dir) { 2250animate_weapon (object *op, object *caster, object *spell, int dir)
2251{
2042 object *weapon, *tmp; 2252 object *weapon, *tmp;
2043 char buf[MAX_BUF]; 2253 char buf[MAX_BUF];
2044 int a, i; 2254 int a, i;
2045 sint16 x, y; 2255 sint16 x, y;
2046 mapstruct *m; 2256 maptile *m;
2047 materialtype_t *mt; 2257 materialtype_t *mt;
2048 2258
2049 if(!spell->other_arch){ 2259 if (!spell->other_arch)
2260 {
2050 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2261 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2051 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 2262 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2052 return 0; 2263 return 0;
2053 } 2264 }
2054 /* exit if it's not a player using this spell. */ 2265 /* exit if it's not a player using this spell. */
2055 if(op->type!=PLAYER) return 0; 2266 if (op->type != PLAYER)
2267 return 0;
2056 2268
2057 /* if player already has a golem, abort */ 2269 /* 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) { 2270 if (op->contr->ranges[range_golem])
2271 {
2059 control_golem(op->contr->ranges[range_golem],dir); 2272 control_golem (op->contr->ranges[range_golem], dir);
2060 return 0; 2273 return 0;
2061 } 2274 }
2062 2275
2063 /* if no direction specified, pick one */ 2276 /* if no direction specified, pick one */
2064 if(!dir) 2277 if (!dir)
2065 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2278 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2066 2279
2067 m = op->map; 2280 m = op->map;
2068 x = op->x+freearr_x[dir]; 2281 x = op->x + freearr_x[dir];
2069 y = op->y+freearr_y[dir]; 2282 y = op->y + freearr_y[dir];
2070 2283
2071 /* if there's no place to put the golem, abort */ 2284 /* 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) || 2285 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)) { 2286 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2287 {
2074 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2288 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2075 return 0; 2289 return 0;
2076 } 2290 }
2077 2291
2078 /* Use the weapon marked by the player. */ 2292 /* Use the weapon marked by the player. */
2079 weapon = find_marked_object(op); 2293 weapon = find_marked_object (op);
2080 2294
2081 if (!weapon) { 2295 if (!weapon)
2296 {
2082 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2297 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2083 return 0; 2298 return 0;
2084 } 2299 }
2085 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2300 if (spell->race && strcmp (weapon->arch->name, spell->race))
2301 {
2086 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2302 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2087 return 0; 2303 return 0;
2088 } 2304 }
2089 if (weapon->type != WEAPON) { 2305 if (weapon->type != WEAPON)
2306 {
2090 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2307 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2091 return 0; 2308 return 0;
2092 } 2309 }
2093 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2310 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2311 {
2094 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2312 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; 2313 return 0;
2097 } 2314 }
2098 2315
2099 if (weapon->nrof > 1) { 2316 if (weapon->nrof > 1)
2317 {
2100 tmp = get_split_ob(weapon, 1); 2318 tmp = get_split_ob (weapon, 1);
2101 esrv_send_item(op, weapon); 2319 esrv_send_item (op, weapon);
2102 weapon = tmp; 2320 weapon = tmp;
2103 } 2321 }
2104 2322
2105 /* create the golem object */ 2323 /* create the golem object */
2106 tmp=arch_to_object(spell->other_arch); 2324 tmp = arch_to_object (spell->other_arch);
2107 2325
2108 /* if animated by a player, give the player control of the golem */ 2326 /* if animated by a player, give the player control of the golem */
2109 CLEAR_FLAG(tmp, FLAG_MONSTER); 2327 CLEAR_FLAG (tmp, FLAG_MONSTER);
2110 SET_FLAG(tmp, FLAG_FRIENDLY);
2111 tmp->stats.exp=0; 2328 tmp->stats.exp = 0;
2112 add_friendly_object(tmp); 2329 add_friendly_object (tmp);
2113 tmp->type=GOLEM; 2330 tmp->type = GOLEM;
2114 set_owner(tmp,op); 2331 tmp->set_owner (op);
2115 set_spell_skill(op, caster, spell, tmp); 2332 set_spell_skill (op, caster, spell, tmp);
2116 op->contr->ranges[range_golem]=tmp; 2333 op->contr->ranges[range_golem] = tmp;
2117 op->contr->shoottype=range_golem; 2334 op->contr->shoottype = range_golem;
2118 op->contr->golem_count = tmp->count;
2119 2335
2120 /* Give the weapon to the golem now. A bit of a hack to check the 2336 /* 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 2337 * removed flag - it should only be set if get_split_object was
2122 * used above. 2338 * used above.
2123 */ 2339 */
2124 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2340 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2125 remove_ob (weapon); 2341 weapon->remove ();
2126 insert_ob_in_ob (weapon, tmp); 2342 insert_ob_in_ob (weapon, tmp);
2127 esrv_send_item(op, weapon); 2343 esrv_send_item (op, weapon);
2128 /* To do everything necessary to let a golem use the weapon is a pain, 2344 /* 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 2345 * so instead, just set it as equipped (otherwise, we need to update
2130 * body_info, skills, etc) 2346 * body_info, skills, etc)
2131 */ 2347 */
2132 SET_FLAG (tmp, FLAG_USE_WEAPON); 2348 SET_FLAG (tmp, FLAG_USE_WEAPON);
2133 SET_FLAG(weapon, FLAG_APPLIED); 2349 SET_FLAG (weapon, FLAG_APPLIED);
2134 fix_player(tmp); 2350 tmp->update_stats ();
2135 2351
2136 /* There used to be 'odd' code that basically seemed to take the absolute 2352 /* 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 - 2353 * 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. 2354 * if you're using a crappy weapon, it shouldn't be as good.
2139 */ 2355 */
2140 2356
2141 /* modify weapon's animated wc */ 2357 /* modify weapon's animated wc */
2142 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2358 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; 2359 if (tmp->stats.wc < -127)
2144 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2360 tmp->stats.wc = -127;
2145 2361
2146 /* Modify hit points for weapon */ 2362 /* Modify hit points for weapon */
2147 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2363 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2148 SP_level_duration_adjust(caster, spell) + 2364 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2149 + 8 * weapon->magic + 12 * weapon->stats.Con; 2365 if (tmp->stats.maxhp < 0)
2150 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2366 tmp->stats.maxhp = 10;
2151 tmp->stats.hp = tmp->stats.maxhp; 2367 tmp->stats.hp = tmp->stats.maxhp;
2152 2368
2153 /* Modify weapon's damage */ 2369 /* Modify weapon's damage */
2154 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2370 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 2371 if (tmp->stats.dam < 0)
2156 + weapon->magic 2372 tmp->stats.dam = 127;
2157 + 5 * weapon->stats.Str;
2158 if(tmp->stats.dam<0) tmp->stats.dam=127;
2159 2373
2160 2374
2161 /* attacktype */ 2375 /* attacktype */
2162 if ( ! tmp->attacktype) 2376 if (!tmp->attacktype)
2163 tmp->attacktype = AT_PHYSICAL; 2377 tmp->attacktype = AT_PHYSICAL;
2164 2378
2165 mt = NULL; 2379 mt = NULL;
2166 if (op->materialname != NULL) 2380 if (op->materialname != NULL)
2167 mt = name_to_material(op->materialname); 2381 mt = name_to_material (op->materialname);
2168 if (mt != NULL) { 2382 if (mt != NULL)
2383 {
2169 for (i=0; i < NROFATTACKS; i++) 2384 for (i = 0; i < NROFATTACKS; i++)
2170 tmp->resist[i] = 50 - (mt->save[i] * 5); 2385 tmp->resist[i] = 50 - (mt->save[i] * 5);
2171 a = mt->save[0]; 2386 a = mt->save[0];
2172 } else { 2387 }
2388 else
2389 {
2173 for (i=0; i < NROFATTACKS; i++) 2390 for (i = 0; i < NROFATTACKS; i++)
2174 tmp->resist[i] = 5; 2391 tmp->resist[i] = 5;
2175 a = 10; 2392 a = 10;
2176 } 2393 }
2177 /* Set weapon's immunity */ 2394 /* Set weapon's immunity */
2178 tmp->resist[ATNR_CONFUSION] = 100; 2395 tmp->resist[ATNR_CONFUSION] = 100;
2179 tmp->resist[ATNR_POISON] = 100; 2396 tmp->resist[ATNR_POISON] = 100;
2180 tmp->resist[ATNR_SLOW] = 100; 2397 tmp->resist[ATNR_SLOW] = 100;
2181 tmp->resist[ATNR_PARALYZE] = 100; 2398 tmp->resist[ATNR_PARALYZE] = 100;
2182 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2399 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2183 tmp->resist[ATNR_FEAR] = 100; 2400 tmp->resist[ATNR_FEAR] = 100;
2184 tmp->resist[ATNR_DEPLETE] = 100; 2401 tmp->resist[ATNR_DEPLETE] = 100;
2185 tmp->resist[ATNR_DEATH] = 100; 2402 tmp->resist[ATNR_DEATH] = 100;
2186 tmp->resist[ATNR_BLIND] = 100; 2403 tmp->resist[ATNR_BLIND] = 100;
2187 2404
2188 /* Improve weapon's armour value according to best save vs. physical of its material */ 2405 /* Improve weapon's armour value according to best save vs. physical of its material */
2189 2406
2190 if (a > 14) a = 14; 2407 if (a > 14)
2408 a = 14;
2191 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2409 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2192 2410
2193 /* Determine golem's speed */ 2411 /* Determine golem's speed */
2194 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2412 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2195 2413
2196 if(tmp->speed > 3.33) tmp->speed = 3.33;
2197
2198 if (!spell->race) { 2414 if (!spell->race)
2415 {
2199 sprintf(buf, "animated %s", &weapon->name); 2416 sprintf (buf, "animated %s", &weapon->name);
2200 tmp->name = buf; 2417 tmp->name = buf;
2201 2418
2202 tmp->face = weapon->face; 2419 tmp->face = weapon->face;
2203 tmp->animation_id = weapon->animation_id; 2420 tmp->animation_id = weapon->animation_id;
2204 tmp->anim_speed = weapon->anim_speed; 2421 tmp->anim_speed = weapon->anim_speed;
2205 tmp->last_anim = weapon->last_anim; 2422 tmp->last_anim = weapon->last_anim;
2206 tmp->state = weapon->state; 2423 tmp->state = weapon->state;
2207 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2424 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 } 2425 }
2214 2426
2215 /* make experience increase in proportion to the strength of the summoned creature. */ 2427 /* 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)); 2428 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2217 2429
2218 tmp->speed_left= -1; 2430 tmp->speed_left = -1;
2219 tmp->x=x;
2220 tmp->y=y;
2221 tmp->direction=dir; 2431 tmp->direction = dir;
2222 insert_ob_in_map(tmp,m,op,0); 2432
2433 m->insert (tmp, x, y, op);
2223 return 1; 2434 return 1;
2224} 2435}
2225 2436
2226/* cast_daylight() - changes the map darkness level *lower* */ 2437/* cast_daylight() - changes the map darkness level *lower* */
2227 2438
2228/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2439/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2229 * This changes the light level for the entire map. 2440 * This changes the light level for the entire map.
2230 */ 2441 */
2231 2442
2443int
2232int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2444cast_change_map_lightlevel (object *op, object *caster, object *spell)
2445{
2233 int success; 2446 int success;
2234 2447
2235 if(!op->map) return 0; /* shouldnt happen */ 2448 if (!op->map)
2449 return 0; /* shouldnt happen */
2236 2450
2237 success=change_map_light(op->map,spell->stats.dam); 2451 success = op->map->change_map_light (spell->stats.dam);
2452
2238 if(!success) { 2453 if (!success)
2454 {
2239 if (spell->stats.dam < 0) 2455 if (spell->stats.dam < 0)
2240 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2456 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2241 else 2457 else
2242 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2458 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2243 } 2459 }
2244 return success; 2460 return success;
2245} 2461}
2246 2462
2247 2463
2248 2464
2249 2465
2250 2466
2251/* create an aura spell object and put it in the player's inventory. 2467/* 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, 2468 * as usual, op is player, caster is the object casting the spell,
2253 * spell is the spell object itself. 2469 * spell is the spell object itself.
2254 */ 2470 */
2471int
2255int create_aura(object *op, object *caster, object *spell) 2472create_aura (object *op, object *caster, object *spell)
2256{ 2473{
2257 int refresh=0; 2474 int refresh = 0;
2258 object *new_aura; 2475 object *new_aura;
2259 2476
2260 new_aura = present_arch_in_ob(spell->other_arch, op); 2477 new_aura = present_arch_in_ob (spell->other_arch, op);
2261 if (new_aura) refresh=1; 2478 if (new_aura)
2479 refresh = 1;
2480 else
2262 else new_aura = arch_to_object(spell->other_arch); 2481 new_aura = arch_to_object (spell->other_arch);
2263 2482
2264 new_aura->duration = spell->duration + 2483 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2265 10* SP_level_duration_adjust(caster,spell);
2266 2484
2267 new_aura->stats.dam = spell->stats.dam 2485 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2268 +SP_level_dam_adjust(caster,spell);
2269 2486
2270 set_owner(new_aura,op); 2487 new_aura->set_owner (op);
2271 set_spell_skill(op, caster, spell, new_aura); 2488 set_spell_skill (op, caster, spell, new_aura);
2272 new_aura->attacktype= spell->attacktype; 2489 new_aura->attacktype = spell->attacktype;
2273 2490
2274 new_aura->level = caster_level(caster, spell); 2491 new_aura->level = caster_level (caster, spell);
2275 if (refresh) 2492 if (refresh)
2276 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2493 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2277 else 2494 else
2278 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2495 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2279 insert_ob_in_ob(new_aura, op); 2496 insert_ob_in_ob (new_aura, op);
2280 return 1; 2497 return 1;
2281} 2498}
2282 2499
2283 2500
2284/* move aura function. An aura is a part of someone's inventory, 2501/* 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 2502 * which he carries with him, but which acts on the map immediately
2288 * duration: duration counter. 2505 * duration: duration counter.
2289 * attacktype: aura's attacktype 2506 * attacktype: aura's attacktype
2290 * other_arch: archetype to drop where we attack 2507 * other_arch: archetype to drop where we attack
2291 */ 2508 */
2292 2509
2510void
2293void move_aura(object *aura) { 2511move_aura (object *aura)
2512{
2294 int i, mflags; 2513 int i, mflags;
2295 object *env; 2514 object *env;
2296 mapstruct *m; 2515 maptile *m;
2297 2516
2298 /* auras belong in inventories */ 2517 /* auras belong in inventories */
2299 env = aura->env; 2518 env = aura->env;
2300 2519
2301 /* no matter what we've gotta remove the aura... 2520 /* no matter what we've gotta remove the aura...
2302 * we'll put it back if its time isn't up. 2521 * we'll put it back if its time isn't up.
2303 */ 2522 */
2304 remove_ob(aura); 2523 aura->remove ();
2305 2524
2306 /* exit if we're out of gas */ 2525 /* exit if we're out of gas */
2307 if(aura->duration--< 0) { 2526 if (aura->duration-- < 0)
2308 free_object(aura); 2527 {
2528 aura->destroy ();
2309 return; 2529 return;
2310 } 2530 }
2311 2531
2312 /* auras only exist in inventories */ 2532 /* auras only exist in inventories */
2313 if(env == NULL || env->map==NULL) { 2533 if (env == NULL || env->map == NULL)
2314 free_object(aura); 2534 {
2535 aura->destroy ();
2315 return; 2536 return;
2316 } 2537 }
2317 aura->x = env->x;
2318 aura->y = env->y;
2319 2538
2320 /* we need to jump out of the inventory for a bit 2539 /* we need to jump out of the inventory for a bit
2321 * in order to hit the map conveniently. 2540 * in order to hit the map conveniently.
2322 */ 2541 */
2323 insert_ob_in_map(aura,env->map,aura,0); 2542 aura->insert_at (env, aura);
2324 2543
2325 for(i=1;i<9;i++) { 2544 for (i = 1; i < 9; i++)
2545 {
2326 sint16 nx, ny; 2546 sint16 nx, ny;
2547
2327 nx = aura->x + freearr_x[i]; 2548 nx = aura->x + freearr_x[i];
2328 ny = aura->y + freearr_y[i]; 2549 ny = aura->y + freearr_y[i];
2329 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2550 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2330 2551
2331 /* Consider the movement tyep of the person with the aura as 2552 /* 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 2553 * 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. 2554 * is flying also, if player is walking, it is on the ground, etc.
2334 */ 2555 */
2335 if (!(mflags & P_OUT_OF_MAP)
2336 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2556 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2337 { 2557 {
2338 hit_map(aura,i,aura->attacktype,0); 2558 hit_map (aura, i, aura->attacktype, 0);
2339 2559
2340 if(aura->other_arch) { 2560 if (aura->other_arch)
2341 object *new_ob; 2561 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 } 2562 }
2348 }
2349 } 2563 }
2564
2350 /* put the aura back in the player's inventory */ 2565 /* put the aura back in the player's inventory */
2351 remove_ob(aura); 2566 aura->remove ();
2352 insert_ob_in_ob(aura, env); 2567 insert_ob_in_ob (aura, env);
2353} 2568}
2354 2569
2355/* moves the peacemaker spell. 2570/* moves the peacemaker spell.
2356 * op is the piece object. 2571 * op is the piece object.
2357 */ 2572 */
2358 2573
2574void
2359void move_peacemaker(object *op) { 2575move_peacemaker (object *op)
2576{
2360 object *tmp; 2577 object *tmp;
2361 2578
2362 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2580 {
2363 int atk_lev, def_lev; 2581 int atk_lev, def_lev;
2364 object *victim=tmp; 2582 object *victim = tmp;
2365 2583
2366 if (tmp->head) victim=tmp->head; 2584 if (tmp->head)
2585 victim = tmp->head;
2367 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2586 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2587 continue;
2368 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2588 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2589 continue;
2369 if (victim->stats.exp == 0) continue; 2590 if (victim->stats.exp == 0)
2591 continue;
2370 2592
2371 def_lev = MAX(1,victim->level); 2593 def_lev = MAX (1, victim->level);
2372 atk_lev = MAX(1,op->level); 2594 atk_lev = MAX (1, op->level);
2373 2595
2374 if (rndm(0, atk_lev-1) > def_lev) { 2596 if (rndm (0, atk_lev - 1) > def_lev)
2597 {
2375 /* make this sucker peaceful. */ 2598 /* make this sucker peaceful. */
2376 2599
2377 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2600 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2378 victim->stats.exp=0; 2601 victim->stats.exp = 0;
2379#if 0 2602#if 0
2380 /* No idea why these were all set to zero - if something 2603 /* No idea why these were all set to zero - if something
2381 * makes this creature agressive, he should still do damage. 2604 * makes this creature agressive, he should still do damage.
2382 */ 2605 */
2383 victim->stats.dam = 0; 2606 victim->stats.dam = 0;
2384 victim->stats.sp = 0; 2607 victim->stats.sp = 0;
2385 victim->stats.grace = 0; 2608 victim->stats.grace = 0;
2386 victim->stats.Pow = 0; 2609 victim->stats.Pow = 0;
2387#endif 2610#endif
2388 victim->attack_movement = RANDO2; 2611 victim->attack_movement = RANDO2;
2389 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2612 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2390 SET_FLAG(victim,FLAG_RUN_AWAY); 2613 SET_FLAG (victim, FLAG_RUN_AWAY);
2391 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2614 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2392 CLEAR_FLAG(victim,FLAG_MONSTER); 2615 CLEAR_FLAG (victim, FLAG_MONSTER);
2393 if(victim->name) { 2616 if (victim->name)
2617 {
2394 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",&victim->name); 2618 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2395 } 2619 }
2396 } 2620 }
2397 } 2621 }
2398} 2622}
2399 2623
2400 2624
2401/* This writes a rune that contains the appropriate message. 2625/* This writes a rune that contains the appropriate message.
2402 * There really isn't any adjustments we make. 2626 * There really isn't any adjustments we make.
2403 */ 2627 */
2404 2628
2629int
2405int write_mark(object *op, object *spell, const char *msg) { 2630write_mark (object *op, object *spell, const char *msg)
2631{
2406 char rune[HUGE_BUF]; 2632 char rune[HUGE_BUF];
2407 object *tmp; 2633 object *tmp;
2408 2634
2409 if (!msg || msg[0] == 0) { 2635 if (!msg || msg[0] == 0)
2636 {
2410 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2637 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2411 return 0; 2638 return 0;
2412 } 2639 }
2413 2640
2414 if (strcasestr_local(msg, "endmsg")) { 2641 if (strcasestr_local (msg, "endmsg"))
2642 {
2415 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2643 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); 2644 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2417 return 0; 2645 return 0;
2418 } 2646 }
2419 if (!spell->other_arch) return 0; 2647 if (!spell->other_arch)
2648 return 0;
2420 tmp = arch_to_object(spell->other_arch); 2649 tmp = arch_to_object (spell->other_arch);
2421 strncpy(rune, msg, HUGE_BUF-2); 2650
2422 rune[HUGE_BUF-2] = 0; 2651 snprintf (rune, sizeof (rune), "%s\n", msg);
2423 strcat(rune, "\n"); 2652
2424 tmp->race = op->name; /*Save the owner of the rune*/ 2653 tmp->race = op->name; /*Save the owner of the rune */
2425 tmp->msg = rune; 2654 tmp->msg = rune;
2426 tmp->x = op->x; 2655
2427 tmp->y = op->y; 2656 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2428 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2429 return 1; 2657 return 1;
2430} 2658}

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