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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC vs.
Revision 1.10 by root, Thu Sep 14 21:16:13 2006 UTC

1
1/* 2/*
2 * static char *rcsid_spell_effect_c = 3 * static char *rcsid_spell_effect_c =
3 * "$Id: spell_effect.C,v 1.6 2006/08/29 11:58:02 elmex Exp $"; 4 * "$Id: spell_effect.C,v 1.10 2006/09/14 21:16:13 root Exp $";
4 */ 5 */
5 6
6 7
7/* 8/*
8 CrossFire, A Multiplayer game for X-windows 9 CrossFire, A Multiplayer game for X-windows
29 30
30#include <global.h> 31#include <global.h>
31#include <object.h> 32#include <object.h>
32#include <living.h> 33#include <living.h>
33#ifndef __CEXTRACT__ 34#ifndef __CEXTRACT__
34#include <sproto.h> 35# include <sproto.h>
35#endif 36#endif
36#include <spells.h> 37#include <spells.h>
37#include <sounds.h> 38#include <sounds.h>
38 39
39/* cast_magic_storm: This is really used mostly for spell 40/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 41 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 42 * op is what is casting this.
42 */ 43 */
44void
43void cast_magic_storm(object *op, object *tmp, int lvl) 45cast_magic_storm (object *op, object *tmp, int lvl)
44{ 46{
45 if (!tmp) return; /* error */ 47 if (!tmp)
48 return; /* error */
46 tmp->level=op->level; 49 tmp->level = op->level;
47 tmp->x=op->x; 50 tmp->x = op->x;
48 tmp->y=op->y; 51 tmp->y = op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 52 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 53 tmp->duration += lvl / 5;
51 54
52 /* Put a cap on duration for this - if the player fails in their 55 /* 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 56 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 57 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 58 * so don't really need to increase the duration as much either.
56 */ 59 */
57 if (tmp->duration>=40) tmp->duration=40; 60 if (tmp->duration >= 40)
61 tmp->duration = 40;
58 tmp->stats.dam=lvl; /* nasty recoils! */ 62 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 63 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0); 64 insert_ob_in_map (tmp, op->map, op, 0);
61 65
62} 66}
63 67
64 68
69int
65int recharge(object *op, object *caster, object *spell_ob) { 70recharge (object *op, object *caster, object *spell_ob)
71{
66 object *wand, *tmp; 72 object *wand, *tmp;
67 int ncharges; 73 int ncharges;
68 74
69 wand = find_marked_object(op); 75 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 76 if (wand == NULL || wand->type != WAND)
77 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 78 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 79 return 0;
73 } 80 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 81 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 82 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 83 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); 84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 85 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 86 remove_ob (wand);
80 free_object(wand); 87 free_object (wand);
81 tmp = get_archetype("fireball"); 88 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 90 if (!tmp->stats.dam)
91 tmp->stats.dam = 1;
84 tmp->stats.hp = tmp->stats.dam / 2; 92 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 93 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2;
86 tmp->x = op->x; 95 tmp->x = op->x;
87 tmp->y = op->y; 96 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 97 insert_ob_in_map (tmp, op->map, NULL, 0);
89 return 1; 98 return 1;
90 } 99 }
91 100
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93 if (wand->inv && wand->inv->level) 102 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 103 ncharges /= wand->inv->level;
95 else { 104 else
105 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 107 return 0;
99 } 108 }
100 if (!ncharges) ncharges = 1; 109 if (!ncharges)
110 ncharges = 1;
101 111
102 wand->stats.food += ncharges; 112 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand));
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
115 {
106 SET_FLAG(wand, FLAG_ANIMATE); 116 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 117 wand->speed = wand->arch->clone.speed;
108 update_ob_speed(wand); 118 update_ob_speed (wand);
109 } 119 }
110 return 1; 120 return 1;
111} 121}
112 122
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 123/* 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 124 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 125 * arrows.
119 * The # of arrows created also goes up with level, so if a 30th level mage 129 * 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 130 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 131 * create nonnmagic arrows, or even -1, etc...
122 */ 132 */
123 133
134int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 136{
126 int missile_plus=0, bonus_plus=0; 137 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 138 const char *missile_name;
128 object *tmp, *missile; 139 object *tmp, *missile;
129 tag_t tag; 140 tag_t tag;
130 141
131 missile_name = "arrow"; 142 missile_name = "arrow";
132 143
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
146 {
135 missile_name=tmp->race; 147 missile_name = tmp->race;
136 } 148 }
137 149
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 151
140 if (find_archetype(missile_name)==NULL) { 152 if (archetype::find (missile_name) == NULL)
153 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 155 return 0;
144 } 156 }
145 missile = get_archetype(missile_name); 157 missile = get_archetype (missile_name);
146 158
147 if (stringarg) { 159 if (stringarg)
160 {
148 /* If it starts with a letter, presume it is a description */ 161 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 162 if (isalpha (*stringarg))
163 {
150 artifact *al = find_artifactlist(missile->type)->items; 164 artifact *al = find_artifactlist (missile->type)->items;
151 165
152 for ( ; al != NULL; al=al->next) 166 for (; al != NULL; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 167 if (!strcasecmp (al->item->name, stringarg))
168 break;
154 169
155 if (!al) { 170 if (!al)
171 {
156 free_object(missile); 172 free_object (missile);
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 174 return 0;
160 } 175 }
161 if (al->item->slaying) { 176 if (al->item->slaying)
177 {
162 free_object(missile); 178 free_object (missile);
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 179 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; 180 return 0;
166 } 181 }
167 give_artifact_abilities(missile, al->item); 182 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 183 /* 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 184 * 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. 185 * the parsing of having to do both plus and type.
171 */ 186 */
172 bonus_plus = 1 + (al->item->value / 5); 187 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 188 missile_plus = 0;
174 } else 189 }
175 if (atoi(stringarg) < missile_plus) 190 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 191 missile_plus = atoi (stringarg);
177 } 192 }
178 if (missile_plus > 4) 193 if (missile_plus > 4)
179 missile_plus = 4; 194 missile_plus = 4;
180 else if (missile_plus < -4) 195 else if (missile_plus < -4)
181 missile_plus = -4; 196 missile_plus = -4;
182 197
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 199 missile->nrof -= 3 * (missile_plus + bonus_plus);
185 if (missile->nrof < 1) 200 if (missile->nrof < 1)
186 missile->nrof=1; 201 missile->nrof = 1;
187 202
188 missile->magic = missile_plus; 203 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 204 /* Can't get any money for these objects */
190 missile->value=0; 205 missile->value = 0;
191 206
192 SET_FLAG(missile, FLAG_IDENTIFIED); 207 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count; 208 tag = missile->count;
194 209
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag))
196 && ! was_destroyed (missile, tag))
197 { 211 {
198 pick_up(op, missile); 212 pick_up (op, missile);
199 } 213 }
200 return 1; 214 return 1;
201} 215}
202 216
203 217
204/* allows the choice of what sort of food object to make. 218/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 219 * If stringarg is NULL, it will create food dependent on level --PeterM*/
220int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 221cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 222{
208 int food_value; 223 int food_value;
209 archetype *at=NULL; 224 archetype *at = NULL;
210 object *new_op; 225 object *new_op;
211 226
212 food_value=spell_ob->stats.food + 227 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 228
215 if(stringarg) { 229 if (stringarg)
230 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 231 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 232 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 233 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 234 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL; 235 stringarg = NULL;
221 } 236 }
222 237
223 if(!stringarg) { 238 if (!stringarg)
239 {
224 archetype *at_tmp; 240 archetype *at_tmp;
225 241
226 /* We try to find the archetype with the maximum food value. 242 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 243 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 244 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 245 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 246 * to be altered from the donor.
231 */ 247 */
232 248
233 /* We assume the food items don't have multiple parts */ 249 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
251 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
253 {
236 /* Basically, if the food value is something that is creatable 254 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 255 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 256 * the item we have now, take it instead.
239 */ 257 */
240 if (at_tmp->clone.stats.food<=food_value && 258 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; 259 at = at_tmp;
243 } 260 }
244 } 261 }
245 } 262 }
246 /* Pretty unlikely (there are some very low food items), but you never 263 /* Pretty unlikely (there are some very low food items), but you never
247 * know 264 * know
248 */ 265 */
249 if (!at) { 266 if (!at)
267 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 269 return 0;
252 } 270 }
253 271
254 food_value/=at->clone.stats.food; 272 food_value /= at->clone.stats.food;
255 new_op = arch_to_object (at); 273 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 274 new_op->nrof = food_value;
257 275
258 new_op->value = 0; 276 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 277 if (new_op->nrof < 1)
278 new_op->nrof = 1;
260 279
261 cast_create_obj(op, caster,new_op, dir); 280 cast_create_obj (op, caster, new_op, dir);
262 return 1; 281 return 1;
263} 282}
264 283
284int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 285probe (object *op, object *caster, object *spell_ob, int dir)
286{
266 int r, mflags, maxrange; 287 int r, mflags, maxrange;
267 object *tmp; 288 object *tmp;
268 mapstruct *m; 289 mapstruct *m;
269 290
270 291
271 if(!dir) { 292 if (!dir)
293 {
272 examine_monster(op,op); 294 examine_monster (op, op);
273 return 1; 295 return 1;
274 } 296 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 298 for (r = 1; r < maxrange; r++)
299 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 300 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 301
279 m = op->map; 302 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 303 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 304
282 if (mflags & P_OUT_OF_MAP) break; 305 if (mflags & P_OUT_OF_MAP)
306 break;
283 307
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 308 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
309 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 311 return 0;
287 } 312 }
288 if (mflags & P_IS_ALIVE) { 313 if (mflags & P_IS_ALIVE)
314 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 315 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))) { 316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
317 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 319 if (tmp->head != NULL)
293 tmp=tmp->head; 320 tmp = tmp->head;
294 examine_monster(op,tmp); 321 examine_monster (op, tmp);
295 return 1; 322 return 1;
296 } 323 }
297 } 324 }
298 } 325 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 327 return 1;
301} 328}
302 329
303 330
304/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 332 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 335 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 336 * pl is invisible.
310 */ 337 */
338int
311int makes_invisible_to(object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
312{ 340{
313 341
314 if (!pl->invisible) return 0; 342 if (!pl->invisible)
343 return 0;
315 if (pl->type == PLAYER ) { 344 if (pl->type == PLAYER)
345 {
316 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 347 if (!pl->contr->invis_race)
348 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 349 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 350 return 0;
351 return 1;
320 } 352 }
321 /* invis_race is set if we get here */ 353 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 354 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 355 return 1;
324 /* No race, can't be invisible to it */ 356 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 357 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 358 return 0;
329 } else { 359 if (strstr (mon->race, pl->contr->invis_race))
330 /* monsters are invisible to everything */
331 return 1; 360 return 1;
361 /* Nothing matched above, return 0 */
362 return 0;
363 }
364 else
365 {
366 /* monsters are invisible to everything */
367 return 1;
332 } 368 }
333} 369}
334 370
335/* Makes the player or character invisible. 371/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 372 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 375 * 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 376 * 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/ 377 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 378 * normal applies.
343 */ 379 */
380int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 381cast_invisible (object *op, object *caster, object *spell_ob)
382{
345 object *tmp; 383 object *tmp;
346 384
347 if(op->invisible>1000) { 385 if (op->invisible > 1000)
386 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 388 return 0;
350 } 389 }
351 390
352 /* Remove the switch with 90% duplicate code - just handle the differences with 391 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 392 * and if statement or two.
354 */ 393 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 394 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 395 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 396 if (op->invisible > 1000)
397 op->invisible = 1000;
358 398
359 if (op->type == PLAYER) { 399 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 400 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 401 op->contr->invis_race = spell_ob->race;
402
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 403 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 404 op->contr->tmp_invis = 0;
365 else 405 else
366 op->contr->tmp_invis=1; 406 op->contr->tmp_invis = 1;
367 407
368 op->contr->hidden = 0; 408 op->contr->hidden = 0;
369 } 409 }
370 if (makes_invisible_to(op, op)) 410 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 412 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 414
375 update_object(op,UP_OBJ_FACE); 415 update_object (op, UP_OBJ_FACE);
376 416
377 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
378 * harm to the player. 418 * harm to the player.
379 */ 419 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
381 if (tmp->enemy == op) 421 if (tmp->enemy == op)
382 tmp->enemy = NULL; 422 tmp->enemy = NULL;
383 return 1; 423 return 1;
384} 424}
385 425
386/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 427 */
428int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 429cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{
389 object *tmp, *next; 431 object *tmp, *next;
390 int range,i,j, mflags; 432 int range, i, j, mflags;
391 sint16 sx, sy; 433 sint16 sx, sy;
392 mapstruct *m; 434 mapstruct *m;
393 435
394 if(op->type!=PLAYER) 436 if (op->type != PLAYER)
395 return 0; 437 return 0;
396 438
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 440
399 for(i= -range;i<=range;i++) 441 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 442 for (j = -range; j <= range; j++)
443 {
401 sx = op->x + i; 444 sx = op->x + i;
402 sy = op->y + j; 445 sy = op->y + j;
403 m = op->map; 446 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 448
406 if (mflags & P_OUT_OF_MAP) continue; 449 if (mflags & P_OUT_OF_MAP)
450 continue;
407 451
408 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
410 { 454 {
411 next = tmp->above; 455 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 458 }
459 }
416 return 1; 460 return 1;
417} 461}
418 462
419 463
464void
420void execute_word_of_recall(object *op) { 465execute_word_of_recall (object *op)
466{
421 object *wor=op; 467 object *wor = op;
468
422 while(op!=NULL && op->type!=PLAYER) 469 while (op != NULL && op->type != PLAYER)
423 op=op->env; 470 op = op->env;
424 471
425 if(op!=NULL && op->map) { 472 if (op != NULL && op->map)
473 {
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) 474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
428 else 476 else
429 enter_exit(op,wor); 477 enter_exit (op, wor);
430 } 478 }
431 remove_ob(wor); 479 remove_ob (wor);
432 free_object(wor); 480 free_object (wor);
433} 481}
434 482
435/* Word of recall causes the player to return 'home'. 483/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 484 * we put a force into the player object, so that there is a
437 * time delay effect. 485 * time delay effect.
438 */ 486 */
487int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 488cast_word_of_recall (object *op, object *caster, object *spell_ob)
489{
440 object *dummy; 490 object *dummy;
441 int time; 491 int time;
442 492
443 if(op->type!=PLAYER) 493 if (op->type != PLAYER)
444 return 0; 494 return 0;
445 495
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 496 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 497 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 498 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 499 return 1;
450 } 500 }
451 501
452 dummy=get_archetype(FORCE_NAME); 502 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 503 if (dummy == NULL)
504 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 507 return 0;
457 } 508 }
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 510 if (time < 1)
511 time = 1;
460 512
461 /* value of speed really doesn't make much difference, as long as it is 513 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 514 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 515 * do anything really odd if it say a -1000 or something.
464 */ 516 */
465 dummy->speed = 0.002; 517 dummy->speed = 0.002;
466 update_ob_speed(dummy); 518 update_ob_speed (dummy);
467 dummy->speed_left = -dummy->speed * time; 519 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 520 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 521 dummy->subtype = SP_WORD_OF_RECALL;
470 522
471 /* If we could take advantage of enter_player_savebed() here, it would be 523 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 524 * nice, but until the map load fails, we can't.
473 */ 525 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 526 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 527 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 528 EXIT_Y (dummy) = op->contr->bed_y;
477 529
478 (void) insert_ob_in_ob(dummy,op); 530 (void) insert_ob_in_ob (dummy, op);
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
480 return 1; 532 return 1;
481} 533}
482 534
483/* cast_wonder 535/* cast_wonder
484 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
485 * spell. 537 * spell.
486 */ 538 */
539int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 540cast_wonder (object *op, object *caster, int dir, object *spell_ob)
541{
488 object *newspell; 542 object *newspell;
489 543
490 if(!rndm(0, 3)) 544 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 545 return cast_cone (op, caster, dir, spell_ob);
492 546
493 if (spell_ob->randomitems) { 547 if (spell_ob->randomitems)
548 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 549 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 550 if (!newspell)
551 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 552 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 553 return 0;
498 } 554 }
499 if (newspell->type != SPELL) { 555 if (newspell->type != SPELL)
556 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 557 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
501 newspell->type, newspell->name);
502 return 0; 558 return 0;
503 } 559 }
504 /* Prevent inifinit recursion */ 560 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 561 if (newspell->subtype == SP_WONDER)
562 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 563 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 564 return 0;
508 } 565 }
509 return cast_spell(op,caster,dir,newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
510 } 567 }
511 return 1; 568 return 1;
512} 569}
513 570
514 571
572int
515int perceive_self(object *op) { 573perceive_self (object *op)
574{
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 575 char *cp = describe_item (op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION); 576 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp; 577 object *tmp;
519 int i; 578 int i;
520 579
521 tmp=find_god(determine_god(op)); 580 tmp = find_god (determine_god (op));
522 if (tmp) 581 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
524 else 583 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
526 585
527 tmp=present_arch_in_ob(at,op); 586 tmp = present_arch_in_ob (at, op);
528 587
529 if(*cp=='\0' && tmp==NULL) 588 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
531 else { 590 else
591 {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 592 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 593 new_draw_info (NDI_UNIQUE, 0, op, cp);
534 if (tmp!=NULL) { 594 if (tmp != NULL)
595 {
535 for (i=0; i<NUM_STATS; i++) { 596 for (i = 0; i < NUM_STATS; i++)
597 {
536 if (get_attr_value(&tmp->stats, i)<0) { 598 if (get_attr_value (&tmp->stats, i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 599 {
538 "Your %s is depleted by %d", statname[i], 600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
539 -(get_attr_value(&tmp->stats,i)));
540 } 601 }
541 } 602 }
542 } 603 }
543 } 604 }
544 605
545 if (is_dragon_pl(op)) { 606 if (is_dragon_pl (op))
607 {
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
610 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
612 {
549 if(tmp->stats.exp == 0) { 613 if (tmp->stats.exp == 0)
614 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 615 sprintf (buf, "Your metabolism isn't focused on anything.");
551 } else {
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
553 } 616 }
617 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
620 }
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 621 new_draw_info (NDI_UNIQUE, 0, op, buf);
555 break; 622 break;
556 } 623 }
557 } 624 }
558 } 625 }
559 return 1; 626 return 1;
560} 627}
561 628
562/* int cast_create_town_portal (object *op, object *caster, int dir) 629/* int cast_create_town_portal (object *op, object *caster, int dir)
563 * 630 *
564 * This function cast the spell of town portal for op 631 * This function cast the spell of town portal for op
574 * to the town or another public place. So, check if the map is unique and if 641 * to the town or another public place. So, check if the map is unique and if
575 * so return an error 642 * so return an error
576 * 643 *
577 * Code by Tchize (david.delbecq@usa.net) 644 * Code by Tchize (david.delbecq@usa.net)
578 */ 645 */
646int
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{ 648{
581 object *dummy, *force, *old_force, *tmp; 649 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal; 650 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024]; 651 char portal_name[1024], portal_message[1024];
584 sint16 exitx, exity; 652 sint16 exitx, exity;
585 mapstruct *exitmap; 653 mapstruct *exitmap;
586 int op_level; 654 int op_level;
587 655
588 656
589 /* Check to see if the map the player is currently on is a per player unique 657 /* Check to see if the map the player is currently on is a per player unique
590 * map. This can be determined in that per player unique maps have the 658 * map. This can be determined in that per player unique maps have the
591 * full pathname listed. 659 * full pathname listed.
592 */ 660 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
594 settings.create_home_portals != TRUE )
595 { 662 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
597 return 0; 664 return 0;
598 } 665 }
599 666
600 /* The first thing to do is to check if we have a marked destination 667 /* The first thing to do is to check if we have a marked destination
601 * dummy is used to make a check inventory for the force 668 * dummy is used to make a check inventory for the force
602 */ 669 */
603 dummy=arch_to_object(spell->other_arch); 670 dummy = arch_to_object (spell->other_arch);
604 if(dummy == NULL){ 671 if (dummy == NULL)
672 {
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
606 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name); 674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
607 return 0; 675 return 0;
608 } 676 }
609 force=check_inv_recursive (op,dummy); 677 force = check_inv_recursive (op, dummy);
610 678
611 if (force==NULL) { 679 if (force == NULL)
680 {
612 /* Here we know there is no destination marked up. 681 /* Here we know there is no destination marked up.
613 * We have 2 things to do: 682 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory. 683 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked. 684 * 2. Let the player know it worked.
616 */ 685 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path); 686 dummy->name = op->map->path;
619 EXIT_X(dummy)= op->x; 687 EXIT_X (dummy) = op->x;
620 EXIT_Y(dummy)= op->y; 688 EXIT_Y (dummy) = op->y;
621 insert_ob_in_ob (dummy,op); 689 insert_ob_in_ob (dummy, op);
622 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You fix this place in your mind.\nYou feel you are able to come here from anywhere."); 690 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
623 return 1; 691 return 1;
624 } 692 }
625 free_object (dummy); 693 free_object (dummy);
626 694
627 /* Here we know where the town portal should go to 695 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player. 696 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals. 697 * Than we should create the 2 portals.
630 * For each of them, we need: 698 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map 699 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal 700 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory 701 * - To mark the position of the portal in the player's inventory
634 * for easier destruction. 702 * for easier destruction.
635 * 703 *
636 * The mark works has follow: 704 * The mark works has follow:
637 * slaying: Existing town portal 705 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal 706 * hp, sp : x & y of the associated portal
639 * name : name of the portal 707 * name : name of the portal
640 * race : map the portal is in 708 * race : map the portal is in
641 */ 709 */
642 710
643 /* First step: killing existing town portals */ 711 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race); 712 dummy = get_archetype (spell->race);
645 if(dummy == NULL){ 713 if (dummy == NULL)
714 {
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
647 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); 716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
648 return 0; 717 return 0;
649 } 718 }
650 perm_portal = find_archetype (spell->slaying); 719 perm_portal = archetype::find (spell->slaying);
651 720
652 /* To kill a town portal, we go trough the player's inventory, 721 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory, 722 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed) 723 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location. 724 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it. 725 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal. 726 * -We destruct the force indicating that portal.
658 */ 727 */
659 while ( (old_force=check_inv_recursive (op,dummy))) { 728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
660 exitx=EXIT_X(old_force); 730 exitx = EXIT_X (old_force);
661 exity=EXIT_Y(old_force); 731 exity = EXIT_Y (old_force);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity); 732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
663 733
664 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) 734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
665 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); 735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
666 else exitmap = ready_map_name(old_force->race, 0); 737 exitmap = ready_map_name (old_force->race, 0);
667 738
668 if (exitmap) { 739 if (exitmap)
740 {
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
670 while (tmp) { 742 while (tmp)
743 {
671 if (tmp->name == old_force->name) { 744 if (tmp->name == old_force->name)
745 {
672 remove_ob (tmp); 746 remove_ob (tmp);
673 free_object (tmp); 747 free_object (tmp);
674 break; 748 break;
749 }
675 } else { 750 else
751 {
676 tmp = tmp->above; 752 tmp = tmp->above;
677 } 753 }
678 } 754 }
679 } 755 }
680 remove_ob (old_force); 756 remove_ob (old_force);
681 free_object (old_force); 757 free_object (old_force);
682 LOG (llevDebug,"\n"); 758 LOG (llevDebug, "\n");
683 } 759 }
684 free_object (dummy); 760 free_object (dummy);
685 761
686 /* Creating the portals. 762 /* Creating the portals.
687 * The very first thing to do is to ensure 763 * The very first thing to do is to ensure
688 * access to the destination map. 764 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 765 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 766 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 767 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 768 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 769 * from the players inventory above.
694 */ 770 */
695 771
696 /* Ensure exit map is loaded*/ 772 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE); 774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
699 else 775 else
700 exitmap = ready_map_name(force->name, 0); 776 exitmap = ready_map_name (force->name, 0);
701 777
702 /* If we were unable to load (ex. random map deleted), warn player*/ 778 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 779 if (exitmap == NULL)
780 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force); 782 remove_ob (force);
706 free_object(force); 783 free_object (force);
707 return 1; 784 return 1;
708 } 785 }
709 786
710 op_level = caster_level(caster, spell); 787 op_level = caster_level (caster, spell);
711 if (op_level<15) 788 if (op_level < 15)
789 snprintf (portal_message, 1024,
712 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name); 790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
713 else if (op_level<30) 792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
714 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name); 794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
715 else if (op_level<60) 795 else if (op_level < 60)
716 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); 796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
717 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name); 798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
718 800
719 /* Create a portal in front of player 801 /* Create a portal in front of player
720 * dummy contain the portal and 802 * dummy contain the portal and
721 * force contain the track to kill it later 803 * force contain the track to kill it later
722 */ 804 */
723 805
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 807 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 808 if (dummy == NULL)
809 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
728 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); 811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 812 return 0;
730 } 813 }
731 EXIT_PATH(dummy) = add_string (force->name); 814 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 815 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 816 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 817 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 818 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 819 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 820 cast_create_obj (op, caster, dummy, 0);
739 821
740 /* Now we need to to create a town portal marker inside the player 822 /* Now we need to to create a town portal marker inside the player
741 * object, so on future castings, we can know that he has an active 823 * object, so on future castings, we can know that he has an active
742 * town portal. 824 * town portal.
743 */ 825 */
744 tmp=get_archetype(spell->race); 826 tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 827 if (tmp == NULL)
828 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
747 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); 830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 831 return 0;
749 } 832 }
750 tmp->race=add_string (op->map->path); 833 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 834 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 835 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 836 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 837 insert_ob_in_ob (tmp, op);
755 838
756 /* Create a portal in the destination map 839 /* Create a portal in the destination map
757 * dummy contain the portal and 840 * dummy contain the portal and
758 * force the track to kill it later 841 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 842 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 843 * where this portal goes to.
761 */ 844 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 846 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 847 if (dummy == NULL)
848 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
766 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); 850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 851 return 0;
768 } 852 }
769 EXIT_PATH(dummy) = add_string (op->map->path); 853 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 854 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 855 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 856 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 857 dummy->msg = portal_message;
775 dummy->x=EXIT_X(force); 858 dummy->x = EXIT_X (force);
776 dummy->y=EXIT_Y(force); 859 dummy->y = EXIT_Y (force);
777 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 860 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 861 insert_ob_in_map (dummy, exitmap, op, 0);
779 862
780 /* Now we create another town portal marker that 863 /* Now we create another town portal marker that
781 * points back to the one we just made 864 * points back to the one we just made
782 */ 865 */
783 tmp=get_archetype(spell->race); 866 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 867 if (tmp == NULL)
868 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
786 LOG(llevError,"get_object failed (force) in cast_create_town_portal for %s!\n",op->name); 870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 871 return 0;
788 } 872 }
789 tmp->race=add_string(force->name); 873 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 874 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 875 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 876 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 877 insert_ob_in_ob (tmp, op);
794 878
795 /* Describe the player what happened 879 /* Describe the player what happened
796 */ 880 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
798 remove_ob(force); /* Delete the force inside the player*/ 882 remove_ob (force); /* Delete the force inside the player */
799 free_object(force); 883 free_object (force);
800 return 1; 884 return 1;
801} 885}
802 886
803 887
804/* This creates magic walls. Really, it can create most any object, 888/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 889 * within some reason.
806 */ 890 */
807 891
892int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 893magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{
809 object *tmp, *tmp2; 895 object *tmp, *tmp2;
810 int i,posblocked,negblocked, maxrange; 896 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 897 sint16 x, y;
812 mapstruct *m; 898 mapstruct *m;
813 const char *name; 899 const char *name;
814 archetype *at; 900 archetype *at;
815 901
816 if(!dir) { 902 if (!dir)
903 {
817 dir=op->facing; 904 dir = op->facing;
818 x = op->x; 905 x = op->x;
819 y = op->y; 906 y = op->y;
820 } else { 907 }
908 else
909 {
821 x = op->x+freearr_x[dir]; 910 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 911 y = op->y + freearr_y[dir];
823 } 912 }
824 m = op->map; 913 m = op->map;
825 914
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 915 if ((spell_ob->move_block || x != op->x || y != op->y) &&
827 (get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE) || 916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
828 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) == spell_ob->move_block))) { 917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 920 return 0;
831 } 921 }
832 if (spell_ob->other_arch) { 922 if (spell_ob->other_arch)
923 {
833 tmp = arch_to_object(spell_ob->other_arch); 924 tmp = arch_to_object (spell_ob->other_arch);
925 }
834 } else if (spell_ob->race) { 926 else if (spell_ob->race)
927 {
835 char buf1[MAX_BUF]; 928 char buf1[MAX_BUF];
836 929
837 sprintf(buf1,spell_ob->race,dir); 930 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 931 at = archetype::find (buf1);
839 if (!at) { 932 if (!at)
933 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 936 return 0;
843 } 937 }
844 tmp = arch_to_object(at); 938 tmp = arch_to_object (at);
845 } else { 939 }
940 else
941 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 943 return 0;
849 } 944 }
850 945
851 if (tmp->type == SPELL_EFFECT) { 946 if (tmp->type == SPELL_EFFECT)
947 {
852 tmp->attacktype = spell_ob->attacktype; 948 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 949 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 950 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
855 tmp->stats.dam = spell_ob->stats.dam +
856 SP_level_dam_adjust(caster, spell_ob);
857 tmp->range = 0; 951 tmp->range = 0;
952 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 953 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 954 {
860 SP_level_duration_adjust(caster, spell_ob); 955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 956 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op); 957 set_owner (tmp, op);
863 set_spell_skill(op, caster, spell_ob, tmp); 958 set_spell_skill (op, caster, spell_ob, tmp);
864 } 959 }
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 961 {
867 SP_level_duration_adjust(caster, spell_ob); 962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 963 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 964 }
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 968 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 969 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 970 SET_FLAG (tmp, FLAG_ALIVE);
875 } 971 }
876 972
877 /* This can't really hurt - if the object doesn't kill anything, 973 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 974 * these fields just won't be used.
879 */ 975 */
880 set_owner(tmp,op); 976 set_owner (tmp, op);
881 set_spell_skill(op, caster, spell_ob, tmp); 977 set_spell_skill (op, caster, spell_ob, tmp);
882 tmp->x = x; 978 tmp->x = x;
883 tmp->y = y; 979 tmp->y = y;
884 tmp->level = caster_level(caster, spell_ob) / 2; 980 tmp->level = caster_level (caster, spell_ob) / 2;
885 981
886 name = tmp->name; 982 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
984 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 986 return 0;
890 } 987 }
891 /* If this is a spellcasting wall, need to insert the spell object */ 988 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 991
895 /* This code causes the wall to extend some distance in 992 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 993 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 994 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 995 * created wall can extend, it won't go extend through
899 * blocked spaces. 996 * blocked spaces.
900 */ 997 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 998 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 999 posblocked = 0;
903 negblocked=0; 1000 negblocked = 0;
904 1001
905 for(i=1; i<=maxrange; i++) { 1002 for (i = 1; i <= maxrange; i++)
1003 {
906 int dir2; 1004 int dir2;
907 1005
908 dir2 = (dir<4)?(dir+2):dir-2; 1006 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 1007
910 x = tmp->x+i*freearr_x[dir2]; 1008 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 1009 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 1010 m = tmp->map;
913 1011
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
915 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 1014 {
917 tmp2 = get_object(); 1015 tmp2 = get_object ();
918 copy_object(tmp,tmp2); 1016 copy_object (tmp, tmp2);
919 tmp2->x = x; 1017 tmp2->x = x;
920 tmp2->y = y; 1018 tmp2->y = y;
921 insert_ob_in_map(tmp2,m,op,0); 1019 insert_ob_in_map (tmp2, m, op, 0);
922 /* If this is a spellcasting wall, need to insert the spell object */ 1020 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
925 1023
1024 }
1025 else
926 } else posblocked=1; 1026 posblocked = 1;
927 1027
928 x = tmp->x-i*freearr_x[dir2]; 1028 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1029 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1030 m = tmp->map;
931 1031
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
933 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1034 {
935 tmp2 = get_object(); 1035 tmp2 = get_object ();
936 copy_object(tmp,tmp2); 1036 copy_object (tmp, tmp2);
937 tmp2->x = x; 1037 tmp2->x = x;
938 tmp2->y = y; 1038 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0); 1039 insert_ob_in_map (tmp2, m, op, 0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1042 }
1043 else
942 } else negblocked=1; 1044 negblocked = 1;
943 } 1045 }
944 1046
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1047 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1048 update_all_los (op->map, op->x, op->y);
947 1049
1050 return 1;
1051}
1052
1053int
1054dimension_door (object *op, object *caster, object *spob, int dir)
1055{
1056 uint32 dist, maxdist;
1057 int mflags;
1058 mapstruct *m;
1059 sint16 sx, sy;
1060
1061 if (op->type != PLAYER)
1062 return 0;
1063
1064 if (!dir)
1065 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1067 return 0;
1068 }
1069
1070 /* Given the new outdoor maps, can't let players dimension door for
1071 * ever, so put limits in.
1072 */
1073 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1074
1075 if (op->contr->count)
1076 {
1077 if (op->contr->count > maxdist)
1078 {
1079 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1080 return 0;
1081 }
1082
1083 for (dist = 0; dist < op->contr->count; dist++)
1084 {
1085 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1086
1087 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1088 break;
1089
1090 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1091 break;
1092 }
1093
1094 if (dist < op->contr->count)
1095 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0;
1098 return 0;
1099 }
1100 op->contr->count = 0;
1101
1102 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded
1105 * by such squares). Also, there are probably treasure rooms and
1106 * lots of other maps that protect areas with no magic, but the
1107 * areas themselves don't contain no magic spaces.
1108 */
1109 /* This call here is really just to normalize the coordinates */
1110 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1111 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1112 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1114 return 1; /* Maybe the penalty should be more severe... */
1115 }
1116 }
1117 else
1118 {
1119 /* Player didn't specify a distance, so lets see how far
1120 * we can move the player. Don't know why this stopped on
1121 * spaces that blocked the players view.
1122 */
1123
1124 for (dist = 0; dist < maxdist; dist++)
1125 {
1126 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1127
1128 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1129 break;
1130
1131 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1132 break;
1133
1134 }
1135
1136 /* If the destination is blocked, keep backing up until we
1137 * find a place for the player.
1138 */
1139 for (; dist > 0; dist--)
1140 {
1141 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1142 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1143 continue;
1144
1145
1146 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1147 break;
1148
1149 }
1150 if (!dist)
1151 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1153 return 0;
1154 }
1155 }
1156
1157 /* Actually move the player now */
1158 remove_ob (op);
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
948 return 1; 1162 return 1;
949}
950 1163
951int dimension_door(object *op,object *caster, object *spob, int dir) {
952 uint32 dist, maxdist;
953 int mflags;
954 mapstruct *m;
955 sint16 sx, sy;
956
957 if(op->type!=PLAYER)
958 return 0;
959
960 if(!dir) {
961 new_draw_info(NDI_UNIQUE, 0,op,"In what direction?");
962 return 0;
963 }
964
965 /* Given the new outdoor maps, can't let players dimension door for
966 * ever, so put limits in.
967 */
968 maxdist = spob->range +
969 SP_level_range_adjust(caster, spob);
970
971 if(op->contr->count) {
972 if (op->contr->count > maxdist) {
973 new_draw_info(NDI_UNIQUE, 0, op, "You can't dimension door that far!");
974 return 0;
975 }
976
977 for(dist=0;dist<op->contr->count; dist++) {
978 mflags = get_map_flags(op->map, &m,
979 op->x+freearr_x[dir]*(dist+1), op->y+freearr_y[dir]*(dist+1),
980 &sx, &sy);
981
982 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
983
984 if ((mflags & P_BLOCKSVIEW) &&
985 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
986 }
987
988 if(dist<op->contr->count) {
989 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the spell.\n");
990 op->contr->count=0;
991 return 0;
992 }
993 op->contr->count=0;
994
995 /* Remove code that puts player on random space on maps. IMO,
996 * a lot of maps probably have areas the player should not get to,
997 * but may not be marked as NO_MAGIC (as they may be bounded
998 * by such squares). Also, there are probably treasure rooms and
999 * lots of other maps that protect areas with no magic, but the
1000 * areas themselves don't contain no magic spaces.
1001 */
1002 /* This call here is really just to normalize the coordinates */
1003 mflags = get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1004 &sx, &sy);
1005 if (mflags&P_IS_ALIVE || OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) {
1006 new_draw_info(NDI_UNIQUE, 0,op,"You cast your spell, but nothing happens.\n");
1007 return 1; /* Maybe the penalty should be more severe... */
1008 }
1009 } else {
1010 /* Player didn't specify a distance, so lets see how far
1011 * we can move the player. Don't know why this stopped on
1012 * spaces that blocked the players view.
1013 */
1014
1015 for(dist=0; dist < maxdist; dist++) {
1016 mflags = get_map_flags(op->map, &m,
1017 op->x+freearr_x[dir] * (dist+1),
1018 op->y+freearr_y[dir] * (dist+1),
1019 &sx, &sy);
1020
1021 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) break;
1022
1023 if ((mflags & P_BLOCKSVIEW) &&
1024 OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1025
1026 }
1027
1028 /* If the destination is blocked, keep backing up until we
1029 * find a place for the player.
1030 */
1031 for(;dist>0; dist--) {
1032 if (get_map_flags(op->map, &m,op->x+freearr_x[dir]*dist, op->y+freearr_y[dir]*dist,
1033 &sx, &sy) & (P_OUT_OF_MAP|P_IS_ALIVE)) continue;
1034
1035
1036 if (!OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, sx, sy))) break;
1037
1038 }
1039 if(!dist) {
1040 new_draw_info(NDI_UNIQUE, 0,op,"Your spell failed!\n");
1041 return 0;
1042 }
1043 }
1044
1045 /* Actually move the player now */
1046 remove_ob(op);
1047 op->x+=freearr_x[dir]*dist;
1048 op->y+=freearr_y[dir]*dist;
1049 if ((op = insert_ob_in_map(op,op->map,op,0)) == NULL)
1050 return 1;
1051
1052 op->speed_left= -FABS(op->speed)*5; /* Freeze them for a short while */ 1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 1165 return 1;
1054} 1166}
1055 1167
1056 1168
1057/* cast_heal: Heals something. 1169/* cast_heal: Heals something.
1058 * op is the caster. 1170 * op is the caster.
1059 * dir is the direction he is casting it in. 1171 * dir is the direction he is casting it in.
1060 * spell is the spell object. 1172 * spell is the spell object.
1061 */ 1173 */
1174int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 1175cast_heal (object *op, object *caster, object *spell, int dir)
1176{
1063 object *tmp; 1177 object *tmp;
1064 archetype *at; 1178 archetype *at;
1065 object *poison; 1179 object *poison;
1066 int heal = 0, success = 0; 1180 int heal = 0, success = 0;
1067 1181
1068 tmp = find_target_for_friendly_spell(op,dir); 1182 tmp = find_target_for_friendly_spell (op, dir);
1069 1183
1070 if (tmp==NULL) return 0; 1184 if (tmp == NULL)
1185 return 0;
1071 1186
1072 /* Figure out how many hp this spell might cure. 1187 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 1188 * could be zero if this spell heals effects, not damage.
1074 */ 1189 */
1075 heal = spell->stats.dam; 1190 heal = spell->stats.dam;
1076 if (spell->stats.hp) 1191 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 1193
1080 if (heal) { 1194 if (heal)
1195 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 1196 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else
1083 } 1201 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1202 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1203 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1204 * on amount of damage healed.
1088 */ 1205 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1207 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1208 tmp->stats.hp += heal;
1092 1209
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1210 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) {
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!");
1097 } else if (heal > 25) {
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) {
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade.");
1101 } else {
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close.");
1103 } 1213 }
1104 success=1; 1214 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1105 } 1217 }
1106 } 1218 else if (heal > 25)
1107 if (spell->attacktype & AT_DISEASE) 1219 {
1108 if (cure_disease (tmp, op)) 1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 }
1109 success = 1; 1230 success = 1;
1231 }
1232 }
1233 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op))
1235 success = 1;
1110 1236
1111 if (spell->attacktype & AT_POISON) { 1237 if (spell->attacktype & AT_POISON)
1238 {
1112 at = find_archetype("poisoning"); 1239 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1240 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1241 if (poison)
1242 {
1115 success = 1; 1243 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1245 poison->stats.food = 1;
1118 } 1246 }
1119 } 1247 }
1120 if (spell->attacktype & AT_CONFUSION) { 1248 if (spell->attacktype & AT_CONFUSION)
1249 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1251 if (poison)
1252 {
1123 success = 1; 1253 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1255 poison->duration = 1;
1126 } 1256 }
1127 } 1257 }
1128 if (spell->attacktype & AT_BLIND) { 1258 if (spell->attacktype & AT_BLIND)
1259 {
1129 at=find_archetype("blindness"); 1260 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1261 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1262 if (poison)
1263 {
1132 success = 1; 1264 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1266 poison->stats.food = 1;
1135 } 1267 }
1136 } 1268 }
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 {
1138 tmp->stats.sp += spell->last_sp; 1271 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1272 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1274 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1276 }
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 {
1144 tmp->stats.grace += spell->last_grace; 1279 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1280 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1282 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1284 }
1149 if (spell->stats.food && tmp->stats.food < 999) { 1285 if (spell->stats.food && tmp->stats.food < 999)
1286 {
1150 tmp->stats.food += spell->stats.food; 1287 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1288 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999;
1152 success = 1; 1290 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1291 /* We could do something a bit better like the messages for healing above */
1154 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel your belly fill with food"); 1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1293 }
1156 return success; 1294 return success;
1157} 1295}
1158 1296
1159 1297
1160/* This is used for the spells that gain stats. There are no spells 1298/* This is used for the spells that gain stats. There are no spells
1161 * right now that icnrease wis/int/pow on a temp basis, so no 1299 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1300 * good comments for those.
1163 */ 1301 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1302static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1303 "You grow no stronger.",
1166"You grow no more agile.", 1304 "You grow no more agile.",
1167"You don't feel any healthier.", 1305 "You don't feel any healthier.",
1168"no wis", 1306 "no wis",
1169"You are no easier to look at.", 1307 "You are no easier to look at.",
1170"no int", 1308 "no int",
1171"no pow" 1309 "no pow"
1172}; 1310};
1173 1311
1312int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{
1175 object *tmp, *tmp2=NULL; 1315 object *tmp, *tmp2 = NULL;
1176 object *force=NULL; 1316 object *force = NULL;
1177 int i; 1317 int i;
1178 1318
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1320 if (dir != 0)
1321 {
1181 tmp=find_target_for_friendly_spell(op,dir); 1322 tmp = find_target_for_friendly_spell (op, dir);
1182 } else { 1323 }
1324 else
1325 {
1183 tmp = op; 1326 tmp = op;
1184 } 1327 }
1185 1328
1186 if(tmp==NULL) return 0; 1329 if (tmp == NULL)
1187 1330 return 0;
1331
1188 /* If we've already got a force of this type, don't add a new one. */ 1332 /* If we've already got a force of this type, don't add a new one. */
1189 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1334 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 {
1191 if (tmp2->name == spell_ob->name) { 1337 if (tmp2->name == spell_ob->name)
1338 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1339 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1340 break;
1194 } 1341 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1342 else if (spell_ob->race && spell_ob->race == tmp2->name)
1343 {
1196 if ( !silent ) 1344 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1345 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1198 "You can not cast %s while %s is in effect",
1199 spell_ob->name, tmp2->name_pl);
1200 return 0; 1346 return 0;
1201 } 1347 }
1202 } 1348 }
1203 } 1349 }
1204 if(force==NULL) { 1350 if (force == NULL)
1351 {
1205 force=get_archetype(FORCE_NAME); 1352 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1353 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1354 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1355 force->name = spell_ob->race;
1210 else 1356 else
1211 force->name = add_refcount(spell_ob->name); 1357 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1358 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1359 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1360
1216 } else { 1361 }
1362 else
1363 {
1217 int duration; 1364 int duration;
1218 1365
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1366 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1367 if (duration > force->duration)
1368 {
1221 force->duration = duration; 1369 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1370 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1371 }
1223 } else { 1372 else
1373 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1375 }
1226 return 1; 1376 return 1;
1227 } 1377 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1379 force->speed = 1.0;
1230 force->speed_left = -1.0; 1380 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1381 SET_FLAG (force, FLAG_APPLIED);
1232 1382
1233 /* Now start processing the effects. First, protections */ 1383 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1384 for (i = 0; i < NROFATTACKS; i++)
1385 {
1235 if (spell_ob->resist[i]) { 1386 if (spell_ob->resist[i])
1387 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1389 if (force->resist[i] > 100)
1390 force->resist[i] = 100;
1238 } 1391 }
1239 } 1392 }
1240 if (spell_ob->stats.hp) 1393 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1395
1243 if (tmp->type == PLAYER) { 1396 if (tmp->type == PLAYER)
1397 {
1244 /* Stat adjustment spells */ 1398 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1399 for (i = 0; i < NUM_STATS; i++)
1400 {
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1402
1247 if (stat) { 1403 if (stat)
1404 {
1248 sm=0; 1405 sm = 0;
1249 for (k=0; k<stat; k++) 1406 for (k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1407 sm += rndm (1, 3);
1251 1408
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1410 {
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1412 if (sm < 0)
1254 if (sm<0) sm = 0; 1413 sm = 0;
1255 } 1414 }
1256 set_attr_value(&force->stats, i, sm); 1415 set_attr_value (&force->stats, i, sm);
1257 if (!sm) 1416 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1418 }
1260 } 1419 }
1261 } 1420 }
1262 1421
1263 force->move_type = spell_ob->move_type; 1422 force->move_type = spell_ob->move_type;
1264 1423
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1424 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1425 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1426
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1427 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1428 SET_FLAG (force, FLAG_XRAYS);
1270 1429
1271 /* Haste/bonus speed */ 1430 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1431 if (spell_ob->stats.exp)
1432 {
1433 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1434 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1435 else
1275 force->stats.exp = spell_ob->stats.exp; 1436 force->stats.exp = spell_ob->stats.exp;
1276 } 1437 }
1277 1438
1278 force->stats.wc = spell_ob->stats.wc; 1439 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1440 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1441 force->attacktype = spell_ob->attacktype;
1281 1442
1282 insert_ob_in_ob(force,tmp); 1443 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1444 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1445 fix_player (tmp);
1285 return 1; 1446 return 1;
1286} 1447}
1287 1448
1288/* This used to be part of cast_change_ability, but it really didn't make 1449/* This used to be part of cast_change_ability, but it really didn't make
1289 * a lot of sense, since most of the values it derives are from the god 1450 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1451 * of the caster.
1291 */ 1452 */
1292 1453
1454int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1455cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{
1294 int i; 1457 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1459
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1460 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1461 if (dir != 0)
1462 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1463 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1464 }
1465 else
1466 {
1301 tmp = op; 1467 tmp = op;
1302 } 1468 }
1303 1469
1304 /* If we've already got a force of this type, don't add a new one. */ 1470 /* If we've already got a force of this type, don't add a new one. */
1305 for(tmp2=tmp->inv; tmp2!=NULL; tmp2=tmp2->below) { 1471 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1472 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1473 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1474 {
1307 if (tmp2->name == spell_ob->name) { 1475 if (tmp2->name == spell_ob->name)
1476 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1477 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1478 break;
1310 } 1479 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1480 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1481 {
1313 "You can not cast %s while %s is in effect", 1482 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1314 spell_ob->name, tmp2->name_pl);
1315 return 0; 1483 return 0;
1316 } 1484 }
1317 } 1485 }
1318 } 1486 }
1319 if(force==NULL) { 1487 if (force == NULL)
1488 {
1320 force=get_archetype(FORCE_NAME); 1489 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1490 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1491 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1492 force->name = spell_ob->race;
1325 else 1493 else
1326 force->name = add_refcount(spell_ob->name); 1494 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1495 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1496 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1497 }
1498 else
1499 {
1331 int duration; 1500 int duration;
1332 1501
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1502 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1503 if (duration > force->duration)
1504 {
1335 force->duration = duration; 1505 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1506 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1507 }
1337 } else { 1508 else
1509 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1510 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1511 }
1340 return 0; 1512 return 0;
1341 } 1513 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1514 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1515 force->speed = 1.0;
1344 force->speed_left = -1.0; 1516 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1517 SET_FLAG (force, FLAG_APPLIED);
1346 1518
1347 if(!god) { 1519 if (!god)
1520 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1521 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1522 }
1523 else
1524 {
1350 /* Only give out good benefits, and put a max on it */ 1525 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1526 for (i = 0; i < NROFATTACKS; i++)
1527 {
1352 if (god->resist[i]>0) { 1528 if (god->resist[i] > 0)
1529 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1530 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1531 }
1355 } 1532 }
1356 force->path_attuned|=god->path_attuned; 1533 force->path_attuned |= god->path_attuned;
1534
1357 if (spell_ob->attacktype) { 1535 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1536 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1537
1360 }
1361 if (tmp != op) { 1538 if (tmp != op)
1539 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1540 new_draw_info_format (NDI_UNIQUE, 0, op, "You bless %s.", &tmp->name);
1363 new_draw_info_format(NDI_UNIQUE, 0, tmp, "%s blessed you.", op->name); 1541 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1542 }
1364 } else { 1543 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1544 {
1545 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1546 }
1368 1547
1369 } 1548 }
1370 force->stats.wc = spell_ob->stats.wc; 1549 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1550 force->stats.ac = spell_ob->stats.ac;
1372 1551
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1552 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1553 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1554 fix_player (tmp);
1376 return 1; 1555 return 1;
1377} 1556}
1378 1557
1379 1558
1380 1559
1381/* Alchemy code by Mark Wedel 1560/* Alchemy code by Mark Wedel
1396 * 1575 *
1397 * There is also a chance (1:30) that you will get nothing at all 1576 * There is also a chance (1:30) that you will get nothing at all
1398 * for the object. There is also a maximum weight that will be 1577 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1578 * alchemied.
1400 */ 1579 */
1401 1580
1402/* I didn't feel like passing these as arguements to the 1581/* I didn't feel like passing these as arguements to the
1403 * two functions that need them. Real values are put in them 1582 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell 1583 * when the spell is cast, and these are freed when the spell
1405 * is finished. 1584 * is finished.
1406 */ 1585 */
1407static object *small, *large; 1586static object *small, *large;
1408 1587
1409static void alchemy_object(object *obj, int *small_nuggets, 1588static void
1410 int *large_nuggets, int *weight) 1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1411{ 1590{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1591 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1592
1414 /* Give third price when we alchemy money (This should hopefully 1593 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1594 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1595 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1596 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1597 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1598 * the stuff back to town.
1420 */ 1599 */
1421 1600
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1601 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1602 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1603 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1604 value /= 3;
1426 else 1605 else
1427 value = (value*9)/10; 1606 value = (value * 9) / 10;
1428 1607
1429 value /= 4; // fix by GHJ, don't understand, pcg 1608 value /= 4; // fix by GHJ, don't understand, pcg
1430 1609
1431 if ((obj->value>0) && rndm(0, 29)) { 1610 if ((obj->value > 0) && rndm (0, 29))
1611 {
1432 int count; 1612 int count;
1433 1613
1434 count = value / large->value; 1614 count = value / large->value;
1435 *large_nuggets += count; 1615 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value; 1616 value -= (uint64) count *(uint64) large->value;
1617
1437 count = value / small->value; 1618 count = value / small->value;
1438 *small_nuggets += count; 1619 *small_nuggets += count;
1439 } 1620 }
1440 1621
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1442 * of large nuggets is not evenly divisable by the small nugget 1623 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0) 1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */ 1625 */
1445 if (*small_nuggets * small->value >= large->value) { 1626 if (*small_nuggets * small->value >= large->value)
1627 {
1446 (*large_nuggets)++; 1628 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value; 1629 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value) 1630 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--; 1631 (*small_nuggets)--;
1450 } 1632 }
1451 weight += obj->weight; 1633 weight += obj->weight;
1452 remove_ob(obj); 1634 remove_ob (obj);
1453 free_object(obj); 1635 free_object (obj);
1454} 1636}
1455 1637
1638static void
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1457 int x, int y)
1458{ 1640{
1459 object *tmp; 1641 object *tmp;
1460 int flag=0; 1642 int flag = 0;
1461 1643
1462 /* Put any nuggets below the player, but we can only pass this 1644 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1645 * flag if we are on the same space as the player
1464 */ 1646 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1466 1649
1467 if (small_nuggets) { 1650 if (small_nuggets)
1651 {
1468 tmp = get_object(); 1652 tmp = get_object ();
1469 copy_object(small, tmp); 1653 copy_object (small, tmp);
1470 tmp-> nrof = small_nuggets; 1654 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1655 tmp->x = x;
1472 tmp->y = y; 1656 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag); 1657 insert_ob_in_map (tmp, m, op, flag);
1474 } 1658 }
1475 if (large_nuggets) { 1659 if (large_nuggets)
1660 {
1476 tmp = get_object(); 1661 tmp = get_object ();
1477 copy_object(large, tmp); 1662 copy_object (large, tmp);
1478 tmp-> nrof = large_nuggets; 1663 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1664 tmp->x = x;
1480 tmp->y = y; 1665 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag); 1666 insert_ob_in_map (tmp, m, op, flag);
1482 } 1667 }
1483} 1668}
1484 1669
1670int
1485int alchemy(object *op, object *caster, object *spell_ob) 1671alchemy (object *op, object *caster, object *spell_ob)
1486{ 1672{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; 1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1488 sint16 nx, ny; 1674 sint16 nx, ny;
1489 object *next,*tmp; 1675 object *next, *tmp;
1490 mapstruct *mp; 1676 mapstruct *mp;
1491 1677
1492 if(op->type!=PLAYER) 1678 if (op->type != PLAYER)
1493 return 0; 1679 return 0;
1494 1680
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1681 /* Put a maximum weight of items that can be alchemied. Limits the power
1496 * some, and also prevents people from alcheming every table/chair/clock 1682 * some, and also prevents people from alcheming every table/chair/clock
1497 * in sight 1683 * in sight
1498 */ 1684 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1686 weight_max *= 1000;
1501 small=get_archetype("smallnugget"), 1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1502 large=get_archetype("largenugget");
1503 1688
1504 for(y= op->y-1;y<=op->y+1;y++) { 1689 for (y = op->y - 1; y <= op->y + 1; y++)
1690 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1691 for (x = op->x - 1; x <= op->x + 1; x++)
1692 {
1506 nx = x; 1693 nx = x;
1507 ny = y; 1694 ny = y;
1508 1695
1509 mp = op->map; 1696 mp = op->map;
1510 1697
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1699
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1701 continue;
1515 1702
1516 /* Treat alchemy a little differently - most spell effects 1703 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1704 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1705 * ground level effect.
1519 */ 1706 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1708 continue;
1522 1709
1523 small_nuggets=0; 1710 small_nuggets = 0;
1524 large_nuggets=0; 1711 large_nuggets = 0;
1525 1712
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 {
1527 next=tmp->above; 1715 next = tmp->above;
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1718 {
1531 1719
1532 if (tmp->inv) { 1720 if (tmp->inv)
1721 {
1533 object *next1, *tmp1; 1722 object *next1, *tmp1;
1723
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1725 {
1535 next1 = tmp1->below; 1726 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1540 &weight);
1541 } 1730 }
1542 } 1731 }
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1544 1733
1545 if (weight>weight_max) { 1734 if (weight > weight_max)
1735 {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large); 1737 free_object (large);
1548 free_object(small); 1738 free_object (small);
1549 return 1; 1739 return 1;
1550 } 1740 }
1551 } /* is alchemable object */ 1741 } /* is alchemable object */
1552 } /* process all objects on this space */ 1742 } /* process all objects on this space */
1553 1743
1554 /* Insert all the nuggets at one time. This probably saves time, but 1744 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1745 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1746 * with this spell.
1557 */ 1747 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1559 } 1749 }
1560 } 1750 }
1561 free_object(large); 1751 free_object (large);
1562 free_object(small); 1752 free_object (small);
1563 /* reset this so that if player standing on a big pile of stuff, 1753 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly. 1754 * it is redrawn properly.
1565 */ 1755 */
1566 op->contr->socket.look_position = 0; 1756 op->contr->socket.look_position = 0;
1567 return 1; 1757 return 1;
1568} 1758}
1569 1759
1570 1760
1571/* This function removes the cursed/damned status on equipped 1761/* This function removes the cursed/damned status on equipped
1572 * items. 1762 * items.
1573 */ 1763 */
1764int
1574int remove_curse(object *op, object *caster, object *spell) { 1765remove_curse (object *op, object *caster, object *spell)
1766{
1575 object *tmp; 1767 object *tmp;
1576 int success = 0, was_one = 0; 1768 int success = 0, was_one = 0;
1577 1769
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1770 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 {
1582 1775
1583 was_one++; 1776 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1777 if (tmp->level <= caster_level (caster, spell))
1778 {
1585 success++; 1779 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1780 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1781 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1782
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1783 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1784 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1785 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1786 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1787 esrv_send_item (op, tmp);
1594 } 1788 }
1595 } 1789 }
1596 1790
1597 if (op->type==PLAYER) { 1791 if (op->type == PLAYER)
1792 {
1598 if (success) { 1793 if (success)
1794 {
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1600 } else { 1797 else
1798 {
1601 if (was_one) 1799 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1801 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1803 }
1606 } 1804 }
1607 return success; 1805 return success;
1608} 1806}
1609 1807
1610/* Identifies objects in the players inventory/on the ground */ 1808/* Identifies objects in the players inventory/on the ground */
1611 1809
1810int
1612int cast_identify(object *op, object *caster, object *spell) { 1811cast_identify (object *op, object *caster, object *spell)
1812{
1613 object *tmp; 1813 object *tmp;
1614 int success = 0, num_ident; 1814 int success = 0, num_ident;
1615 1815
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1817
1618 if (num_ident < 1) num_ident=1; 1818 if (num_ident < 1)
1819 num_ident = 1;
1619 1820
1620 1821
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1822 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 {
1623 identify(tmp); 1826 identify (tmp);
1624 if (op->type==PLAYER) { 1827 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1828 {
1626 "You have %s.", long_desc(tmp, op)); 1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1627 if (tmp->msg) { 1830 if (tmp->msg)
1831 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1834 }
1631 } 1835 }
1836 num_ident--;
1837 success = 1;
1838 if (!num_ident)
1839 break;
1840 }
1841 }
1842 /* If all the power of the spell has been used up, don't go and identify
1843 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used.
1845 */
1846 if (num_ident)
1847 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 {
1851
1852 identify (tmp);
1853 if (op->type == PLAYER)
1854 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1856 if (tmp->msg)
1857 {
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 }
1861 esrv_send_item (op, tmp);
1862 }
1632 num_ident--; 1863 num_ident--;
1633 success=1; 1864 success = 1;
1634 if (!num_ident) break; 1865 if (!num_ident)
1866 break;
1635 } 1867 }
1868 }
1869 if (!success)
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1871 else
1636 } 1872 {
1637 /* If all the power of the spell has been used up, don't go and identify 1873 spell_effect (spell, op->x, op->y, op->map, op);
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1874 }
1639 * was not fully used. 1875 return success;
1876}
1877
1878
1879int
1880cast_detection (object *op, object *caster, object *spell, object *skill)
1881{
1882 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny;
1885 mapstruct *m;
1886
1887 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again.
1640 */ 1889 */
1641 if (num_ident) { 1890 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1891 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1892 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1893
1646 identify(tmp); 1894 if (!skill)
1895 skill = caster;
1896
1897 for (x = op->x - range; x <= op->x + range; x++)
1898 for (y = op->y - range; y <= op->y + range; y++)
1899 {
1900
1901 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP)
1904 continue;
1905
1906 /* For most of the detections, we only detect objects above the
1907 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up.
1910 */
1911
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1913 last = tmp;
1914 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen.
1916 */
1917 if (!last)
1918 continue;
1919
1920 done_one = 0;
1921 floor = 0;
1922 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below)
1924 {
1925
1926 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1931 tmp->type == CF_HANDLE ||
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1933 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1934 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1935 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1936 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1937 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1938 {
1939 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1940 {
1941 tmp->invisible = 0;
1942 done_one = 1;
1943 }
1944 }
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1;
1947
1948 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of
1950 * detection to completely break out if we don't care about objects beneath
1951 * the floor, but once we get to the floor, not likely a very big issue anyways.
1952 */
1953 if (floor)
1954 continue;
1955
1956 /* I had thought about making detect magic and detect curse
1957 * show the flash the magic item like it does for detect monster.
1958 * however, if the object is within sight, this would then make it
1959 * difficult to see what object is magical/cursed, so the
1960 * effect wouldn't be as apparant.
1961 */
1962
1963 /* detect magic */
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1965 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1968 /* make runes more visibile */
1969 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1970 tmp->stats.Cha /= 4;
1971 done_one = 1;
1972 }
1973 /* detect monster */
1974 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1975 {
1976 done_one = 2;
1977 if (!detect)
1978 detect = tmp;
1979 }
1980 /* Basically, if race is set in the spell, then the creatures race must
1981 * match that. if the spell race is set to GOD, then the gods opposing
1982 * race must match.
1983 */
1984 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1985 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1986 (strstr (spell->race, tmp->race))))
1987 {
1988 done_one = 2;
1989 if (!detect)
1990 detect = tmp;
1991 }
1992 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1993 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1994 {
1995 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1996 done_one = 1;
1997 }
1998 } /* for stack of objects on this space */
1999
2000 /* Code here puts an effect of the spell on the space, so you can see
2001 * where the magic is.
2002 */
2003 if (done_one)
2004 {
2005 object *detect_ob = arch_to_object (spell->other_arch);
2006
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect)
2011 {
2012 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id;
2014 detect_ob->anim_speed = detect->anim_speed;
2015 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 }
2020 insert_ob_in_map (detect_ob, m, op, 0);
2021 }
2022 } /* for processing the surrounding spaces */
2023
2024
2025 /* Now process objects in the players inventory if detect curse or magic */
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2027 {
2028 done_one = 0;
2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 {
2031 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2032 {
2033 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2034 {
2035 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 2036 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 2037 esrv_send_item (op, tmp);
1649 "On the ground is %s.", long_desc(tmp, op));
1650 if (tmp->msg) {
1651 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:");
1652 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg);
1653 } 2038 }
2039 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2040 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2041 {
2042 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2043 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 2044 esrv_send_item (op, tmp);
1655 }
1656 num_ident--;
1657 success=1;
1658 if (!num_ident) break;
1659 }
1660 }
1661 if (!success)
1662 new_draw_info(NDI_UNIQUE, 0,op, "You can't reach anything unidentified.");
1663 else {
1664 spell_effect(spell, op->x, op->y, op->map, op);
1665 }
1666 return success;
1667}
1668
1669
1670int cast_detection(object *op, object *caster, object *spell, object *skill) {
1671 object *tmp, *last, *god, *detect;
1672 int done_one, range, mflags, floor, level;
1673 sint16 x, y, nx, ny;
1674 mapstruct *m;
1675
1676 /* We precompute some values here so that we don't have to keep
1677 * doing it over and over again.
1678 */
1679 god=find_god(determine_god(op));
1680 level=caster_level(caster, spell);
1681 range = spell->range + SP_level_range_adjust(caster, spell);
1682
1683 if (!skill) skill=caster;
1684
1685 for (x = op->x - range; x <= op->x + range; x++)
1686 for (y = op->y - range; y <= op->y + range; y++) {
1687
1688 m = op->map;
1689 mflags = get_map_flags(m, &m, x, y, &nx, &ny);
1690 if (mflags & P_OUT_OF_MAP) continue;
1691
1692 /* For most of the detections, we only detect objects above the
1693 * floor. But this is not true for show invisible.
1694 * Basically, we just go and find the top object and work
1695 * down - that is easier than working up.
1696 */
1697
1698 for (last=NULL, tmp=get_map_ob(m, nx, ny); tmp; tmp=tmp->above) last=tmp;
1699 /* Shouldn't happen, but if there are no objects on a space, this
1700 * would happen.
1701 */
1702 if (!last) continue;
1703
1704 done_one=0;
1705 floor=0;
1706 detect = NULL;
1707 for (tmp=last; tmp; tmp=tmp->below) {
1708
1709 /* show invisible */
1710 if (QUERY_FLAG(spell, FLAG_MAKE_INVIS) &&
1711 /* Might there be other objects that we can make visibile? */
1712 (tmp->invisible && (QUERY_FLAG(tmp, FLAG_MONSTER) ||
1713 (tmp->type==PLAYER && !QUERY_FLAG(tmp, FLAG_WIZ)) ||
1714 tmp->type==CF_HANDLE ||
1715 tmp->type==TRAPDOOR || tmp->type==EXIT || tmp->type==HOLE ||
1716 tmp->type==BUTTON || tmp->type==TELEPORTER ||
1717 tmp->type==GATE || tmp->type==LOCKED_DOOR ||
1718 tmp->type==WEAPON || tmp->type==ALTAR || tmp->type==SIGN ||
1719 tmp->type==TRIGGER_PEDESTAL || tmp->type==SPECIAL_KEY ||
1720 tmp->type==TREASURE || tmp->type==BOOK ||
1721 tmp->type==HOLY_ALTAR))) {
1722 if(random_roll(0, skill->level-1, op, PREFER_HIGH) > level/4) {
1723 tmp->invisible=0;
1724 done_one = 1;
1725 }
1726 } 2045 }
1727 if (QUERY_FLAG(tmp, FLAG_IS_FLOOR)) floor=1;
1728
1729 /* All detections below this point don't descend beneath the floor,
1730 * so just continue on. We could be clever and look at the type of
1731 * detection to completely break out if we don't care about objects beneath
1732 * the floor, but once we get to the floor, not likely a very big issue anyways.
1733 */
1734 if (floor) continue;
1735
1736 /* I had thought about making detect magic and detect curse
1737 * show the flash the magic item like it does for detect monster.
1738 * however, if the object is within sight, this would then make it
1739 * difficult to see what object is magical/cursed, so the
1740 * effect wouldn't be as apparant.
1741 */
1742
1743 /* detect magic */
1744 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1745 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) &&
1746 !QUERY_FLAG(tmp, FLAG_IDENTIFIED) &&
1747 is_magical(tmp)) {
1748 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1749 /* make runes more visibile */
1750 if(tmp->type==RUNE && tmp->attacktype&AT_MAGIC)
1751 tmp->stats.Cha/=4;
1752 done_one = 1;
1753 }
1754 /* detect monster */
1755 if (QUERY_FLAG(spell, FLAG_MONSTER) &&
1756 (QUERY_FLAG(tmp, FLAG_MONSTER) || tmp->type==PLAYER)) {
1757 done_one = 2;
1758 if (!detect) detect=tmp;
1759 }
1760 /* Basically, if race is set in the spell, then the creatures race must
1761 * match that. if the spell race is set to GOD, then the gods opposing
1762 * race must match.
1763 */
1764 if (spell->race && QUERY_FLAG(tmp,FLAG_MONSTER) && tmp->race &&
1765 ((!strcmp(spell->race, "GOD") && god && god->slaying && strstr(god->slaying,tmp->race)) ||
1766 (strstr(spell->race, tmp->race)))) {
1767 done_one = 2;
1768 if (!detect) detect=tmp;
1769 }
1770 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1771 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1772 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1773 done_one = 1;
1774 }
1775 } /* for stack of objects on this space */
1776
1777 /* Code here puts an effect of the spell on the space, so you can see
1778 * where the magic is.
1779 */
1780 if (done_one) {
1781 object *detect_ob = arch_to_object(spell->other_arch);
1782 detect_ob->x = nx;
1783 detect_ob->y = ny;
1784 /* if this is set, we want to copy the face */
1785 if (done_one == 2 && detect) {
1786 detect_ob->face = detect->face;
1787 detect_ob->animation_id = detect->animation_id;
1788 detect_ob->anim_speed = detect->anim_speed;
1789 detect_ob->last_anim=0;
1790 /* by default, the detect_ob is already animated */
1791 if (!QUERY_FLAG(detect, FLAG_ANIMATE)) CLEAR_FLAG(detect_ob, FLAG_ANIMATE);
1792 }
1793 insert_ob_in_map(detect_ob, m, op,0);
1794 }
1795 } /* for processing the surrounding spaces */
1796
1797
1798 /* Now process objects in the players inventory if detect curse or magic */
1799 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) || QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL)) {
1800 done_one = 0;
1801 for (tmp = op->inv; tmp; tmp = tmp->below) {
1802 if (!tmp->invisible && !QUERY_FLAG(tmp, FLAG_IDENTIFIED)) {
1803 if (QUERY_FLAG(spell, FLAG_KNOWN_MAGICAL) &&
1804 is_magical(tmp) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)) {
1805 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
1806 if (op->type==PLAYER)
1807 esrv_send_item (op, tmp);
1808 }
1809 if (QUERY_FLAG(spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED) &&
1810 (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED))) {
1811 SET_FLAG(tmp, FLAG_KNOWN_CURSED);
1812 if (op->type==PLAYER)
1813 esrv_send_item (op, tmp);
1814 }
1815 } /* if item is not identified */ 2046 } /* if item is not identified */
1816 } /* for the players inventory */ 2047 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 2048 } /* if detect magic/curse and object is a player */
1818 return 1; 2049 return 1;
1819} 2050}
1820 2051
1821 2052
1822/** 2053/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 2054 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 2055 * level whos spell did cause the overcharge.
1825 */ 2056 */
2057static void
1826static void charge_mana_effect(object *victim, int caster_level) 2058charge_mana_effect (object *victim, int caster_level)
1827{ 2059{
1828 2060
1829 /* Prevent explosions for objects without mana. Without this check, doors 2061 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 2062 * will explode, too.
1831 */ 2063 */
1832 if (victim->stats.maxsp <= 0) 2064 if (victim->stats.maxsp <= 0)
1833 return; 2065 return;
1834 2066
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2067 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2068
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2069 if (victim->stats.sp >= victim->stats.maxsp * 2)
2070 {
1838 object *tmp; 2071 object *tmp;
1839 2072
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2073 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2074
1842 /* Explodes a fireball centered at player */ 2075 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2076 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1845 tmp->stats.maxhp = random_roll(1, caster_level, victim, PREFER_LOW)/10+2; 2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2079 tmp->x = victim->x;
1847 tmp->y = victim->y; 2080 tmp->y = victim->y;
1848 insert_ob_in_map(tmp, victim->map, NULL, 0); 2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2082 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2083 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
1852 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1853 } 2087 }
1854 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 } 2091 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2095 confuse_player (victim, victim, 99);
1860 } 2096 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 } 2100 }
1864} 2101}
1865 2102
1866/* cast_transfer 2103/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2104 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2105 * We let the target go above their normal maximum SP.
1869 */ 2106 */
1870 2107
2108int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2109cast_transfer (object *op, object *caster, object *spell, int dir)
2110{
1872 object *plyr=NULL; 2111 object *plyr = NULL;
1873 sint16 x, y; 2112 sint16 x, y;
1874 mapstruct *m; 2113 mapstruct *m;
1875 int mflags; 2114 int mflags;
1876 2115
1877 m = op->map; 2116 m = op->map;
1878 x = op->x+freearr_x[dir]; 2117 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2118 y = op->y + freearr_y[dir];
1880 2119
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2120 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2121
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2126 break;
1887 } 2127 }
1888 2128
1889 2129
1890 /* If we did not find a player in the specified direction, transfer 2130 /* If we did not find a player in the specified direction, transfer
1891 * to anyone on top of us. This is used for the rune of transference mostly. 2131 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2132 */
1893 if(plyr==NULL) 2133 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1895 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2136 break;
1897 2137
1898 if (!plyr) { 2138 if (!plyr)
2139 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2140 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2141 return 0;
1901 } 2142 }
1902 /* give sp */ 2143 /* give sp */
1903 if(spell->stats.dam > 0) { 2144 if (spell->stats.dam > 0)
2145 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2146 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2147 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2148 return 1;
1907 } 2149 }
1908 /* suck sp away. Can't suck sp from yourself */ 2150 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2151 else if (op != plyr)
2152 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2153 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2154
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2155 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2156
1914 if (rate > 95) rate=95; 2157 if (rate > 95)
2158 rate = 95;
1915 2159
1916 sucked = (plyr->stats.sp * rate) / 100; 2160 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2161 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2162 if (QUERY_FLAG (op, FLAG_ALIVE))
2163 {
1919 /* Player doesn't get full credit */ 2164 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2165 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2166 op->stats.sp += sucked;
1922 if (sucked > 0) { 2167 if (sucked > 0)
2168 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2169 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2170 }
1925 } 2171 }
1926 return 1; 2172 return 1;
1927 } 2173 }
1928 return 0; 2174 return 0;
1929} 2175}
1930 2176
1931 2177
1932/* counterspell: nullifies spell effects. 2178/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2179 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2180 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2181 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2182 * this may nullify it.
1937 */ 2183 */
2184void
1938void counterspell(object *op,int dir) 2185counterspell (object *op, int dir)
1939{ 2186{
1940 object *tmp, *head, *next; 2187 object *tmp, *head, *next;
1941 int mflags; 2188 int mflags;
1942 mapstruct *m; 2189 mapstruct *m;
1943 sint16 sx,sy; 2190 sint16 sx, sy;
1944 2191
1945 sx = op->x + freearr_x[dir]; 2192 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2193 sy = op->y + freearr_y[dir];
1947 m = op->map; 2194 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2196 if (mflags & P_OUT_OF_MAP)
2197 return;
2198
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
1950 2200 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2201 next = tmp->above;
1953 2202
1954 /* Need to look at the head object - otherwise, if tmp 2203 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2204 * points to a monster, we don't have all the necessary
1956 * info for it. 2205 * info for it.
1957 */ 2206 */
2207 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2208 head = tmp->head;
2209 else
1959 else head = tmp; 2210 head = tmp;
1960 2211
1961 /* don't attack our own spells */ 2212 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2213 if (tmp->owner && tmp->owner == op->owner)
2214 continue;
1963 2215
1964 /* Basically, if the object is magical and not counterspell, 2216 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2217 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2218 * monsters either.
1967 */ 2219 */
1968 2220
1969 if (head->attacktype & AT_MAGIC && 2221 if (head->attacktype & AT_MAGIC &&
1970 !(head->attacktype & AT_COUNTERSPELL) && 2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2223 {
1972 (op->level > head->level)) {
1973 remove_ob(head); 2224 remove_ob (head);
1974 free_object(head); 2225 free_object (head);
2226 }
2227 else
1975 } else switch(head->type) { 2228 switch (head->type)
2229 {
1976 case SPELL_EFFECT: 2230 case SPELL_EFFECT:
1977 if(op->level > head->level) { 2231 if (op->level > head->level)
2232 {
1978 remove_ob(head); 2233 remove_ob (head);
1979 free_object(head); 2234 free_object (head);
1980 } 2235 }
1981 break; 2236 break;
1982 2237
1983 /* I really don't get this rune code that much - that 2238 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2239 * random chance seems really low.
1985 */ 2240 */
1986 case RUNE: 2241 case RUNE:
1987 if(rndm(0, 149) == 0) { 2242 if (rndm (0, 149) == 0)
2243 {
1988 head->stats.hp--; /* weaken the rune */ 2244 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2245 if (!head->stats.hp)
2246 {
1990 remove_ob(head); 2247 remove_ob (head);
1991 free_object(head); 2248 free_object (head);
1992 } 2249 }
1993 } 2250 }
1994 break; 2251 break;
1995 } 2252 }
1996 } 2253 }
1997} 2254}
1998 2255
1999 2256
2000 2257
2001/* cast_consecrate() - a spell to make an altar your god's */ 2258/* cast_consecrate() - a spell to make an altar your god's */
2259int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2260cast_consecrate (object *op, object *caster, object *spell)
2261{
2003 char buf[MAX_BUF]; 2262 char buf[MAX_BUF];
2004 2263
2005 object *tmp, *god=find_god(determine_god(op)); 2264 object *tmp, *god = find_god (determine_god (op));
2006 2265
2007 if(!god) { 2266 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2267 {
2009 "You can't consecrate anything if you don't worship a god!"); 2268 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2269 return 0;
2011 } 2270 }
2012 2271
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2272 for (tmp = op->below; tmp; tmp = tmp->below)
2273 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2275 break;
2015 if(tmp->type==HOLY_ALTAR) { 2276 if (tmp->type == HOLY_ALTAR)
2277 {
2016 2278
2017 if(tmp->level > caster_level(caster, spell)) { 2279 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2280 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2281 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2282 return 0;
2021 } else {
2022 /* If we got here, we are consecrating an altar */
2023 if(tmp->name) free_string(tmp->name);
2024 sprintf(buf,"Altar of %s",god->name);
2025 tmp->name = add_string(buf);
2026 tmp->level = caster_level(caster, spell);
2027 tmp->other_arch = god->arch;
2028 if(op->type==PLAYER) esrv_update_item(UPD_NAME, op, tmp);
2029 new_draw_info_format(NDI_UNIQUE,0, op,
2030 "You consecrated the altar to %s!",god->name);
2031 return 1;
2032 } 2283 }
2284 else
2285 {
2286 /* If we got here, we are consecrating an altar */
2287 sprintf (buf, "Altar of %s", &god->name);
2288 tmp->name = buf;
2289 tmp->level = caster_level (caster, spell);
2290 tmp->other_arch = god->arch;
2291 if (op->type == PLAYER)
2292 esrv_update_item (UPD_NAME, op, tmp);
2293 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2294 return 1;
2033 } 2295 }
2296 }
2034 } 2297 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2298 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2299 return 0;
2037} 2300}
2038 2301
2039/* animate_weapon - 2302/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2303 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2041 * The golem is based on the archetype specified, modified by the caster's level 2304 * The golem is based on the archetype specified, modified by the caster's level
2045 * yet the code wass full of player checks. I've presumed that the code 2308 * yet the code wass full of player checks. I've presumed that the code
2046 * that only let players use it was correct, and removed all the other 2309 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2310 * player checks. MSW 2003-01-06
2048 */ 2311 */
2049 2312
2313int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2314animate_weapon (object *op, object *caster, object *spell, int dir)
2315{
2051 object *weapon, *tmp; 2316 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2317 char buf[MAX_BUF];
2053 int a, i; 2318 int a, i;
2054 sint16 x, y; 2319 sint16 x, y;
2055 mapstruct *m; 2320 mapstruct *m;
2056 materialtype_t *mt; 2321 materialtype_t *mt;
2057 2322
2058 if(!spell->other_arch){ 2323 if (!spell->other_arch)
2324 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2326 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2327 return 0;
2062 } 2328 }
2063 /* exit if it's not a player using this spell. */ 2329 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2330 if (op->type != PLAYER)
2331 return 0;
2065 2332
2066 /* if player already has a golem, abort */ 2333 /* if player already has a golem, abort */
2067 if(op->contr->ranges[range_golem]!=NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) { 2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count)
2335 {
2068 control_golem(op->contr->ranges[range_golem],dir); 2336 control_golem (op->contr->ranges[range_golem], dir);
2069 return 0; 2337 return 0;
2070 } 2338 }
2071 2339
2072 /* if no direction specified, pick one */ 2340 /* if no direction specified, pick one */
2073 if(!dir) 2341 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2342 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2343
2076 m = op->map; 2344 m = op->map;
2077 x = op->x+freearr_x[dir]; 2345 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2346 y = op->y + freearr_y[dir];
2079 2347
2080 /* if there's no place to put the golem, abort */ 2348 /* if there's no place to put the golem, abort */
2081 if((dir==-1) || (get_map_flags(m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2082 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK(m, x, y)) == spell->other_arch->clone.move_type)) { 2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2351 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2353 return 0;
2085 } 2354 }
2086 2355
2087 /* Use the weapon marked by the player. */ 2356 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2357 weapon = find_marked_object (op);
2089 2358
2090 if (!weapon) { 2359 if (!weapon)
2360 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2362 return 0;
2093 } 2363 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2364 if (spell->race && strcmp (weapon->arch->name, spell->race))
2365 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2367 return 0;
2097 } 2368 }
2098 if (weapon->type != WEAPON) { 2369 if (weapon->type != WEAPON)
2370 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2371 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2372 return 0;
2101 } 2373 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2374 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2375 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2376 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2104 query_name(weapon));
2105 return 0; 2377 return 0;
2106 } 2378 }
2107 2379
2108 if (weapon->nrof > 1) { 2380 if (weapon->nrof > 1)
2381 {
2109 tmp = get_split_ob(weapon, 1); 2382 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2383 esrv_send_item (op, weapon);
2111 weapon = tmp; 2384 weapon = tmp;
2112 } 2385 }
2113 2386
2114 /* create the golem object */ 2387 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2388 tmp = arch_to_object (spell->other_arch);
2116 2389
2117 /* if animated by a player, give the player control of the golem */ 2390 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2391 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY); 2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2393 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2394 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2395 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2396 set_owner (tmp, op);
2124 set_spell_skill(op, caster, spell, tmp); 2397 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp; 2398 op->contr->ranges[range_golem] = tmp;
2126 op->contr->shoottype=range_golem; 2399 op->contr->shoottype = range_golem;
2127 op->contr->golem_count = tmp->count; 2400 op->contr->golem_count = tmp->count;
2128 2401
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2402 /* Give the weapon to the golem now. A bit of a hack to check the
2130 * removed flag - it should only be set if get_split_object was 2403 * removed flag - it should only be set if get_split_object was
2131 * used above. 2404 * used above.
2132 */ 2405 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2407 remove_ob (weapon);
2135 insert_ob_in_ob (weapon, tmp); 2408 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2409 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2410 /* To do everything necessary to let a golem use the weapon is a pain,
2138 * so instead, just set it as equipped (otherwise, we need to update 2411 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2412 * body_info, skills, etc)
2140 */ 2413 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2414 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2415 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2416 fix_player (tmp);
2144 2417
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2418 /* There used to be 'odd' code that basically seemed to take the absolute
2146 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2419 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2147 * if you're using a crappy weapon, it shouldn't be as good. 2420 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2421 */
2149 2422
2150 /* modify weapon's animated wc */ 2423 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2424 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust (caster, spell) - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic;
2152 - 5 * weapon->stats.Dex - 2 * weapon->stats.Str - weapon->magic; 2425 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2426 tmp->stats.wc = -127;
2154 2427
2155 /* Modify hit points for weapon */ 2428 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2429 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2430 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2431 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2432 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2433 tmp->stats.hp = tmp->stats.maxhp;
2161 2434
2162 /* Modify weapon's damage */ 2435 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2436 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell) + weapon->stats.dam + weapon->magic + 5 * weapon->stats.Str;
2164 + weapon->stats.dam 2437 if (tmp->stats.dam < 0)
2165 + weapon->magic 2438 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2439
2169 2440
2170 /* attacktype */ 2441 /* attacktype */
2171 if ( ! tmp->attacktype) 2442 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2443 tmp->attacktype = AT_PHYSICAL;
2173 2444
2174 mt = NULL; 2445 mt = NULL;
2175 if (op->materialname != NULL) 2446 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2447 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2448 if (mt != NULL)
2449 {
2178 for (i=0; i < NROFATTACKS; i++) 2450 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2451 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2452 a = mt->save[0];
2181 } else { 2453 }
2454 else
2455 {
2182 for (i=0; i < NROFATTACKS; i++) 2456 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2457 tmp->resist[i] = 5;
2184 a = 10; 2458 a = 10;
2185 } 2459 }
2186 /* Set weapon's immunity */ 2460 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2461 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2462 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2463 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2464 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2465 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2466 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2467 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2468 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2469 tmp->resist[ATNR_BLIND] = 100;
2196 2470
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2471 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2472
2199 if (a > 14) a = 14; 2473 if (a > 14)
2474 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2476
2202 /* Determine golem's speed */ 2477 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell);
2204 2479
2205 if(tmp->speed > 3.33) tmp->speed = 3.33; 2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2206 2482
2207 if (!spell->race) { 2483 if (!spell->race)
2484 {
2208 sprintf(buf, "animated %s", weapon->name); 2485 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2486 tmp->name = buf;
2211 2487
2212 tmp->face = weapon->face; 2488 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2489 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2490 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2491 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2492 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE))
2494 {
2218 SET_FLAG(tmp,FLAG_ANIMATE); 2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2219 } else { 2497 else
2498 {
2220 CLEAR_FLAG(tmp,FLAG_ANIMATE); 2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2221 } 2500 }
2222 update_ob_speed(tmp); 2501 update_ob_speed (tmp);
2223 } 2502 }
2224 2503
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2504 /* make experience increase in proportion to the strength of the summoned creature. */
2226 tmp->stats.exp *= 1 + (MAX(spell->stats.maxgrace, spell->stats.sp) / caster_level(caster, spell)); 2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2506
2228 tmp->speed_left= -1; 2507 tmp->speed_left = -1;
2229 tmp->x=x; 2508 tmp->x = x;
2230 tmp->y=y; 2509 tmp->y = y;
2231 tmp->direction=dir; 2510 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2511 insert_ob_in_map (tmp, m, op, 0);
2233 return 1; 2512 return 1;
2234} 2513}
2235 2514
2236/* cast_daylight() - changes the map darkness level *lower* */ 2515/* cast_daylight() - changes the map darkness level *lower* */
2237 2516
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2517/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2518 * This changes the light level for the entire map.
2240 */ 2519 */
2241 2520
2521int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2522cast_change_map_lightlevel (object *op, object *caster, object *spell)
2523{
2243 int success; 2524 int success;
2244 2525
2245 if(!op->map) return 0; /* shouldnt happen */ 2526 if (!op->map)
2527 return 0; /* shouldnt happen */
2246 2528
2247 success=change_map_light(op->map,spell->stats.dam); 2529 success = change_map_light (op->map, spell->stats.dam);
2248 if(!success) { 2530 if (!success)
2531 {
2249 if (spell->stats.dam < 0) 2532 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2534 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2535 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2536 }
2254 return success; 2537 return success;
2255} 2538}
2256 2539
2257 2540
2258 2541
2259 2542
2260 2543
2261/* create an aura spell object and put it in the player's inventory. 2544/* create an aura spell object and put it in the player's inventory.
2262 * as usual, op is player, caster is the object casting the spell, 2545 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2546 * spell is the spell object itself.
2264 */ 2547 */
2548int
2265int create_aura(object *op, object *caster, object *spell) 2549create_aura (object *op, object *caster, object *spell)
2266{ 2550{
2267 int refresh=0; 2551 int refresh = 0;
2268 object *new_aura; 2552 object *new_aura;
2269 2553
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2554 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2555 if (new_aura)
2556 refresh = 1;
2557 else
2272 else new_aura = arch_to_object(spell->other_arch); 2558 new_aura = arch_to_object (spell->other_arch);
2273 2559
2274 new_aura->duration = spell->duration + 2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2561
2277 new_aura->stats.dam = spell->stats.dam 2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2563
2280 set_owner(new_aura,op); 2564 set_owner (new_aura, op);
2281 set_spell_skill(op, caster, spell, new_aura); 2565 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2566 new_aura->attacktype = spell->attacktype;
2283 2567
2284 new_aura->level = caster_level(caster, spell); 2568 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2569 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2570 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2571 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2572 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2573 insert_ob_in_ob (new_aura, op);
2290 return 1; 2574 return 1;
2291} 2575}
2292 2576
2293 2577
2294/* move aura function. An aura is a part of someone's inventory, 2578/* move aura function. An aura is a part of someone's inventory,
2295 * which he carries with him, but which acts on the map immediately 2579 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2582 * duration: duration counter.
2299 * attacktype: aura's attacktype 2583 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2584 * other_arch: archetype to drop where we attack
2301 */ 2585 */
2302 2586
2587void
2303void move_aura(object *aura) { 2588move_aura (object *aura)
2589{
2304 int i, mflags; 2590 int i, mflags;
2305 object *env; 2591 object *env;
2306 mapstruct *m; 2592 mapstruct *m;
2307 2593
2308 /* auras belong in inventories */ 2594 /* auras belong in inventories */
2309 env = aura->env; 2595 env = aura->env;
2310 2596
2311 /* no matter what we've gotta remove the aura... 2597 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2598 * we'll put it back if its time isn't up.
2313 */ 2599 */
2314 remove_ob(aura); 2600 remove_ob (aura);
2315 2601
2316 /* exit if we're out of gas */ 2602 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2603 if (aura->duration-- < 0)
2604 {
2318 free_object(aura); 2605 free_object (aura);
2319 return; 2606 return;
2320 } 2607 }
2321 2608
2322 /* auras only exist in inventories */ 2609 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2610 if (env == NULL || env->map == NULL)
2611 {
2324 free_object(aura); 2612 free_object (aura);
2325 return; 2613 return;
2326 } 2614 }
2327 aura->x = env->x; 2615 aura->x = env->x;
2328 aura->y = env->y; 2616 aura->y = env->y;
2329 2617
2330 /* we need to jump out of the inventory for a bit 2618 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2619 * in order to hit the map conveniently.
2332 */ 2620 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2621 insert_ob_in_map (aura, env->map, aura, 0);
2334 2622
2335 for(i=1;i<9;i++) { 2623 for (i = 1; i < 9; i++)
2624 {
2336 sint16 nx, ny; 2625 sint16 nx, ny;
2626
2337 nx = aura->x + freearr_x[i]; 2627 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2628 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2629 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2630
2341 /* Consider the movement tyep of the person with the aura as 2631 /* Consider the movement tyep of the person with the aura as
2342 * movement type of the aura. Eg, if the player is flying, the aura 2632 * movement type of the aura. Eg, if the player is flying, the aura
2343 * is flying also, if player is walking, it is on the ground, etc. 2633 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2634 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2636 {
2348 hit_map(aura,i,aura->attacktype,0); 2637 hit_map (aura, i, aura->attacktype, 0);
2349 2638
2350 if(aura->other_arch) { 2639 if (aura->other_arch)
2640 {
2351 object *new_ob; 2641 object *new_ob;
2352 2642
2353 new_ob = arch_to_object(aura->other_arch); 2643 new_ob = arch_to_object (aura->other_arch);
2354 new_ob->x = nx; 2644 new_ob->x = nx;
2355 new_ob->y = ny; 2645 new_ob->y = ny;
2356 insert_ob_in_map(new_ob,m,aura,0); 2646 insert_ob_in_map (new_ob, m, aura, 0);
2357 } 2647 }
2358 } 2648 }
2359 } 2649 }
2360 /* put the aura back in the player's inventory */ 2650 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2651 remove_ob (aura);
2362 insert_ob_in_ob(aura, env); 2652 insert_ob_in_ob (aura, env);
2363} 2653}
2364 2654
2365/* moves the peacemaker spell. 2655/* moves the peacemaker spell.
2366 * op is the piece object. 2656 * op is the piece object.
2367 */ 2657 */
2368 2658
2659void
2369void move_peacemaker(object *op) { 2660move_peacemaker (object *op)
2661{
2370 object *tmp; 2662 object *tmp;
2371 2663
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 {
2373 int atk_lev, def_lev; 2666 int atk_lev, def_lev;
2374 object *victim=tmp; 2667 object *victim = tmp;
2375 2668
2376 if (tmp->head) victim=tmp->head; 2669 if (tmp->head)
2670 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2671 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2672 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2673 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2674 continue;
2379 if (victim->stats.exp == 0) continue; 2675 if (victim->stats.exp == 0)
2676 continue;
2380 2677
2381 def_lev = MAX(1,victim->level); 2678 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2679 atk_lev = MAX (1, op->level);
2383 2680
2384 if (rndm(0, atk_lev-1) > def_lev) { 2681 if (rndm (0, atk_lev - 1) > def_lev)
2682 {
2385 /* make this sucker peaceful. */ 2683 /* make this sucker peaceful. */
2386 2684
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2686 victim->stats.exp = 0;
2389#if 0 2687#if 0
2390 /* No idea why these were all set to zero - if something 2688 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2689 * makes this creature agressive, he should still do damage.
2392 */ 2690 */
2393 victim->stats.dam = 0; 2691 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2692 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2693 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2694 victim->stats.Pow = 0;
2397#endif 2695#endif
2398 victim->attack_movement = RANDO2; 2696 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2697 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2698 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2699 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2700 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2701 if (victim->name)
2702 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2703 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2704 }
2406 } 2705 }
2407 } 2706 }
2408} 2707}
2409 2708
2410 2709
2411/* This writes a rune that contains the appropriate message. 2710/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2711 * There really isn't any adjustments we make.
2413 */ 2712 */
2414 2713
2714int
2415int write_mark(object *op, object *spell, const char *msg) { 2715write_mark (object *op, object *spell, const char *msg)
2716{
2416 char rune[HUGE_BUF]; 2717 char rune[HUGE_BUF];
2417 object *tmp; 2718 object *tmp;
2418 2719
2419 if (!msg || msg[0] == 0) { 2720 if (!msg || msg[0] == 0)
2721 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2722 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2723 return 0;
2422 } 2724 }
2423 2725
2424 if (strcasestr_local(msg, "endmsg")) { 2726 if (strcasestr_local (msg, "endmsg"))
2727 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2728 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2426 LOG(llevInfo,"write_rune: player %s tried to write bogus rune %s\n", op->name, msg); 2729 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2730 return 0;
2428 } 2731 }
2429 if (!spell->other_arch) return 0; 2732 if (!spell->other_arch)
2733 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2734 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2735
2432 rune[HUGE_BUF-2] = 0; 2736 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2737
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2738 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2739 tmp->msg = rune;
2436 tmp->x = op->x; 2740 tmp->x = op->x;
2437 tmp->y = op->y; 2741 tmp->y = op->y;
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2743 return 1;
2440} 2744}

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