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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 1.17 by root, Tue Dec 12 21:39:57 2006 UTC

1/*
2 * static char *rcsid_spell_effect_c =
3 * "$Id: spell_effect.C,v 1.6 2006/08/29 11:58:02 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__ 27#ifndef __CEXTRACT__
34#include <sproto.h> 28# include <sproto.h>
35#endif 29#endif
36#include <spells.h> 30#include <spells.h>
37#include <sounds.h> 31#include <sounds.h>
38 32
39/* cast_magic_storm: This is really used mostly for spell 33/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 34 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 35 * op is what is casting this.
42 */ 36 */
37void
43void cast_magic_storm(object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
44{ 39{
45 if (!tmp) return; /* error */ 40 if (!tmp)
41 return; /* error */
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x; 43 tmp->x = op->x;
48 tmp->y=op->y; 44 tmp->y = op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 45 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 46 tmp->duration += lvl / 5;
51 47
52 /* Put a cap on duration for this - if the player fails in their 48 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 49 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 50 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 51 * so don't really need to increase the duration as much either.
56 */ 52 */
57 if (tmp->duration>=40) tmp->duration=40; 53 if (tmp->duration >= 40)
54 tmp->duration = 40;
58 tmp->stats.dam=lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0); 57 insert_ob_in_map (tmp, op->map, op, 0);
61 58
62} 59}
63 60
64 61
62int
65int recharge(object *op, object *caster, object *spell_ob) { 63recharge (object *op, object *caster, object *spell_ob)
64{
66 object *wand, *tmp; 65 object *wand, *tmp;
67 int ncharges; 66 int ncharges;
68 67
69 wand = find_marked_object(op); 68 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 69 if (wand == NULL || wand->type != WAND)
70 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 72 return 0;
73 } 73 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 75 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 78 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 79 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 80 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1;
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 85 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2;
86 tmp->x = op->x; 87 tmp->x = op->x;
87 tmp->y = op->y; 88 tmp->y = op->y;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 89 insert_ob_in_map (tmp, op->map, NULL, 0);
89 return 1; 90 return 1;
90 } 91 }
91 92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
95 else { 96 else
97 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 99 return 0;
99 } 100 }
100 if (!ncharges) ncharges = 1; 101 if (!ncharges)
102 ncharges = 1;
101 103
102 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand));
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 {
106 SET_FLAG(wand, FLAG_ANIMATE); 108 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 109 wand->speed = wand->arch->clone.speed;
108 update_ob_speed(wand); 110 update_ob_speed (wand);
109 } 111 }
110 return 1; 112 return 1;
111} 113}
112 114
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 116 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 117 * arrows.
119 * The # of arrows created also goes up with level, so if a 30th level mage 121 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 122 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 123 * create nonnmagic arrows, or even -1, etc...
122 */ 124 */
123 125
126int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 128{
126 int missile_plus=0, bonus_plus=0; 129 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 130 const char *missile_name;
128 object *tmp, *missile; 131 object *tmp, *missile;
129 tag_t tag;
130 132
131 missile_name = "arrow"; 133 missile_name = "arrow";
132 134
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 135 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 136 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 137 missile_name = tmp->race;
136 }
137 138
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 139 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 140
140 if (find_archetype(missile_name)==NULL) { 141 if (archetype::find (missile_name) == NULL)
142 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 144 return 0;
144 } 145 }
146
145 missile = get_archetype(missile_name); 147 missile = get_archetype (missile_name);
146 148
147 if (stringarg) { 149 if (stringarg)
150 {
148 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 152 if (isalpha (*stringarg))
153 {
150 artifact *al = find_artifactlist(missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
151 155
152 for ( ; al != NULL; al=al->next) 156 for (; al != NULL; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 157 if (!strcasecmp (al->item->name, stringarg))
158 break;
154 159
155 if (!al) { 160 if (!al)
156 free_object(missile); 161 {
162 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 164 return 0;
160 } 165 }
166
161 if (al->item->slaying) { 167 if (al->item->slaying)
162 free_object(missile); 168 {
169 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
164 missile_name, stringarg);
165 return 0; 171 return 0;
166 } 172 }
173
167 give_artifact_abilities(missile, al->item); 174 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
171 */ 178 */
172 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 180 missile_plus = 0;
174 } else 181 }
175 if (atoi(stringarg) < missile_plus) 182 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 183 missile_plus = atoi (stringarg);
177 } 184 }
185
178 if (missile_plus > 4) 186 if (missile_plus > 4)
179 missile_plus = 4; 187 missile_plus = 4;
180 else if (missile_plus < -4) 188 else if (missile_plus < -4)
181 missile_plus = -4; 189 missile_plus = -4;
182 190
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 192 missile->nrof -= 3 * (missile_plus + bonus_plus);
193
185 if (missile->nrof < 1) 194 if (missile->nrof < 1)
186 missile->nrof=1; 195 missile->nrof = 1;
187 196
188 missile->magic = missile_plus; 197 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 198 /* Can't get any money for these objects */
190 missile->value=0; 199 missile->value = 0;
191 200
192 SET_FLAG(missile, FLAG_IDENTIFIED); 201 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 202
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 203 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 204 pick_up (op, missile);
199 } 205
200 return 1; 206 return 1;
201} 207}
202 208
203 209
204/* allows the choice of what sort of food object to make. 210/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 211 * If stringarg is NULL, it will create food dependent on level --PeterM*/
212int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 213cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 214{
208 int food_value; 215 int food_value;
209 archetype *at=NULL; 216 archetype *at = NULL;
210 object *new_op; 217 object *new_op;
211 218
212 food_value=spell_ob->stats.food + 219 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 220
215 if(stringarg) { 221 if (stringarg)
222 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 223 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 224 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 225 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 226 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL; 227 stringarg = NULL;
221 } 228 }
222 229
223 if(!stringarg) { 230 if (!stringarg)
231 {
224 archetype *at_tmp; 232 archetype *at_tmp;
225 233
226 /* We try to find the archetype with the maximum food value. 234 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 235 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 236 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 237 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 238 * to be altered from the donor.
231 */ 239 */
232 240
233 /* We assume the food items don't have multiple parts */ 241 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 242 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
243 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 244 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
245 {
236 /* Basically, if the food value is something that is creatable 246 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 247 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 248 * the item we have now, take it instead.
239 */ 249 */
240 if (at_tmp->clone.stats.food<=food_value && 250 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food))
242 at=at_tmp; 251 at = at_tmp;
243 } 252 }
244 } 253 }
245 } 254 }
246 /* Pretty unlikely (there are some very low food items), but you never 255 /* Pretty unlikely (there are some very low food items), but you never
247 * know 256 * know
248 */ 257 */
249 if (!at) { 258 if (!at)
259 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 260 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 261 return 0;
252 } 262 }
253 263
254 food_value/=at->clone.stats.food; 264 food_value /= at->clone.stats.food;
255 new_op = arch_to_object (at); 265 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 266 new_op->nrof = food_value;
257 267
258 new_op->value = 0; 268 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 269 if (new_op->nrof < 1)
270 new_op->nrof = 1;
260 271
261 cast_create_obj(op, caster,new_op, dir); 272 cast_create_obj (op, caster, new_op, dir);
262 return 1; 273 return 1;
263} 274}
264 275
276int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 277probe (object *op, object *caster, object *spell_ob, int dir)
278{
266 int r, mflags, maxrange; 279 int r, mflags, maxrange;
267 object *tmp; 280 object *tmp;
268 mapstruct *m; 281 maptile *m;
269 282
270 283
271 if(!dir) { 284 if (!dir)
285 {
272 examine_monster(op,op); 286 examine_monster (op, op);
273 return 1; 287 return 1;
274 } 288 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 289 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 290 for (r = 1; r < maxrange; r++)
291 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 292 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 293
279 m = op->map; 294 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 295 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 296
282 if (mflags & P_OUT_OF_MAP) break; 297 if (mflags & P_OUT_OF_MAP)
298 break;
283 299
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 300 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
301 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 303 return 0;
287 } 304 }
288 if (mflags & P_IS_ALIVE) { 305 if (mflags & P_IS_ALIVE)
306 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 311 if (tmp->head != NULL)
293 tmp=tmp->head; 312 tmp = tmp->head;
294 examine_monster(op,tmp); 313 examine_monster (op, tmp);
295 return 1; 314 return 1;
296 } 315 }
297 } 316 }
298 } 317 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 319 return 1;
301} 320}
302 321
303 322
304/* This checks to see if 'pl' is invisible to 'mon'. 323/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 324 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 325 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 326 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 327 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 328 * pl is invisible.
310 */ 329 */
330int
311int makes_invisible_to(object *pl, object *mon) 331makes_invisible_to (object *pl, object *mon)
312{ 332{
313 333
314 if (!pl->invisible) return 0; 334 if (!pl->invisible)
335 return 0;
315 if (pl->type == PLAYER ) { 336 if (pl->type == PLAYER)
337 {
316 /* If race isn't set, then invisible unless it is undead */ 338 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 339 if (!pl->contr->invis_race)
340 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 341 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 342 return 0;
343 return 1;
320 } 344 }
321 /* invis_race is set if we get here */ 345 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 346 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 347 return 1;
324 /* No race, can't be invisible to it */ 348 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 349 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 350 return 0;
329 } else { 351 if (strstr (mon->race, pl->contr->invis_race))
330 /* monsters are invisible to everything */
331 return 1; 352 return 1;
353 /* Nothing matched above, return 0 */
354 return 0;
355 }
356 else
357 {
358 /* monsters are invisible to everything */
359 return 1;
332 } 360 }
333} 361}
334 362
335/* Makes the player or character invisible. 363/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 364 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 367 * will determine if you are invisible to undead or normal monsters.
340 * For improved invis, if you cast it with a one of the others, you 368 * For improved invis, if you cast it with a one of the others, you
341 * lose the improved part of it, and the above statement about undead/ 369 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 370 * normal applies.
343 */ 371 */
372int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 373cast_invisible (object *op, object *caster, object *spell_ob)
374{
345 object *tmp; 375 object *tmp;
346 376
347 if(op->invisible>1000) { 377 if (op->invisible > 1000)
378 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 380 return 0;
350 } 381 }
351 382
352 /* Remove the switch with 90% duplicate code - just handle the differences with 383 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 384 * and if statement or two.
354 */ 385 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 386 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 387 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 388 if (op->invisible > 1000)
389 op->invisible = 1000;
358 390
359 if (op->type == PLAYER) { 391 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 392 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 393 op->contr->invis_race = spell_ob->race;
394
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 395 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 396 op->contr->tmp_invis = 0;
365 else 397 else
366 op->contr->tmp_invis=1; 398 op->contr->tmp_invis = 1;
367 399
368 op->contr->hidden = 0; 400 op->contr->hidden = 0;
369 } 401 }
370 if (makes_invisible_to(op, op)) 402 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 404 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 406
375 update_object(op,UP_OBJ_FACE); 407 update_object (op, UP_OBJ_FACE);
376 408
377 /* Only search the active objects - only these should actually do 409 /* Only search the active objects - only these should actually do
378 * harm to the player. 410 * harm to the player.
379 */ 411 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
381 if (tmp->enemy == op) 413 if (tmp->enemy == op)
382 tmp->enemy = NULL; 414 tmp->enemy = NULL;
383 return 1; 415 return 1;
384} 416}
385 417
386/* earth to dust spell. Basically destroys earthwalls in the area. 418/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 419 */
420int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 421cast_earth_to_dust (object *op, object *caster, object *spell_ob)
422{
389 object *tmp, *next; 423 object *tmp, *next;
390 int range,i,j, mflags; 424 int range, i, j, mflags;
391 sint16 sx, sy; 425 sint16 sx, sy;
392 mapstruct *m; 426 maptile *m;
393 427
394 if(op->type!=PLAYER) 428 if (op->type != PLAYER)
395 return 0; 429 return 0;
396 430
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 431 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 432
399 for(i= -range;i<=range;i++) 433 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 434 for (j = -range; j <= range; j++)
435 {
401 sx = op->x + i; 436 sx = op->x + i;
402 sy = op->y + j; 437 sy = op->y + j;
403 m = op->map; 438 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 439 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 440
406 if (mflags & P_OUT_OF_MAP) continue; 441 if (mflags & P_OUT_OF_MAP)
442 continue;
407 443
408 // earth to dust tears down everything that can be teared down 444 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
410 { 446 {
411 next = tmp->above; 447 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 450 }
451 }
416 return 1; 452 return 1;
417} 453}
418 454
419 455
456void
420void execute_word_of_recall(object *op) { 457execute_word_of_recall (object *op)
458{
421 object *wor=op; 459 object *wor = op;
460
422 while(op!=NULL && op->type!=PLAYER) 461 while (op != NULL && op->type != PLAYER)
423 op=op->env; 462 op = op->env;
424 463
425 if(op!=NULL && op->map) { 464 if (op != NULL && op->map)
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) 465 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."); 466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
428 else 467 else
429 enter_exit(op,wor); 468 enter_exit (op, wor);
430 } 469
431 remove_ob(wor); 470 wor->destroy ();
432 free_object(wor);
433} 471}
434 472
435/* Word of recall causes the player to return 'home'. 473/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 474 * we put a force into the player object, so that there is a
437 * time delay effect. 475 * time delay effect.
438 */ 476 */
477int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 478cast_word_of_recall (object *op, object *caster, object *spell_ob)
479{
440 object *dummy; 480 object *dummy;
441 int time; 481 int time;
442 482
443 if(op->type!=PLAYER) 483 if (op->type != PLAYER)
444 return 0; 484 return 0;
445 485
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 487 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 489 return 1;
450 } 490 }
451 491
452 dummy=get_archetype(FORCE_NAME); 492 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 493 if (dummy == NULL)
494 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 497 return 0;
457 } 498 }
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 500 if (time < 1)
501 time = 1;
460 502
461 /* value of speed really doesn't make much difference, as long as it is 503 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 504 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 505 * do anything really odd if it say a -1000 or something.
464 */ 506 */
465 dummy->speed = 0.002; 507 dummy->speed = 0.002;
466 update_ob_speed(dummy); 508 update_ob_speed (dummy);
467 dummy->speed_left = -dummy->speed * time; 509 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 510 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 511 dummy->subtype = SP_WORD_OF_RECALL;
470 512
471 /* If we could take advantage of enter_player_savebed() here, it would be 513 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 514 * nice, but until the map load fails, we can't.
473 */ 515 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 516 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 517 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 518 EXIT_Y (dummy) = op->contr->bed_y;
477 519
478 (void) insert_ob_in_ob(dummy,op); 520 (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."); 521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
480 return 1; 522 return 1;
481} 523}
482 524
483/* cast_wonder 525/* cast_wonder
484 * wonder is really just a spell that will likely cast another 526 * wonder is really just a spell that will likely cast another
485 * spell. 527 * spell.
486 */ 528 */
529int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 530cast_wonder (object *op, object *caster, int dir, object *spell_ob)
531{
488 object *newspell; 532 object *newspell;
489 533
490 if(!rndm(0, 3)) 534 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 535 return cast_cone (op, caster, dir, spell_ob);
492 536
493 if (spell_ob->randomitems) { 537 if (spell_ob->randomitems)
538 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 539 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 540 if (!newspell)
541 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 542 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 543 return 0;
498 } 544 }
499 if (newspell->type != SPELL) { 545 if (newspell->type != SPELL)
546 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 547 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
501 newspell->type, newspell->name);
502 return 0; 548 return 0;
503 } 549 }
504 /* Prevent inifinit recursion */ 550 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 551 if (newspell->subtype == SP_WONDER)
552 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 553 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 554 return 0;
508 } 555 }
509 return cast_spell(op,caster,dir,newspell, NULL); 556 return cast_spell (op, caster, dir, newspell, NULL);
510 } 557 }
511 return 1; 558 return 1;
512} 559}
513 560
514 561
562int
515int perceive_self(object *op) { 563perceive_self (object *op)
564{
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 565 char *cp = describe_item (op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION); 566 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp; 567 object *tmp;
519 int i; 568 int i;
520 569
521 tmp=find_god(determine_god(op)); 570 tmp = find_god (determine_god (op));
522 if (tmp) 571 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
524 else 573 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 574 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
526 575
527 tmp=present_arch_in_ob(at,op); 576 tmp = present_arch_in_ob (at, op);
528 577
529 if(*cp=='\0' && tmp==NULL) 578 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 579 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
531 else { 580 else
581 {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 582 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 583 new_draw_info (NDI_UNIQUE, 0, op, cp);
534 if (tmp!=NULL) { 584 if (tmp != NULL)
585 {
535 for (i=0; i<NUM_STATS; i++) { 586 for (i = 0; i < NUM_STATS; i++)
587 {
536 if (get_attr_value(&tmp->stats, i)<0) { 588 if (get_attr_value (&tmp->stats, i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 589 {
538 "Your %s is depleted by %d", statname[i], 590 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 } 591 }
541 } 592 }
542 } 593 }
543 } 594 }
544 595
545 if (is_dragon_pl(op)) { 596 if (is_dragon_pl (op))
597 {
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 598 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
600 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
602 {
549 if(tmp->stats.exp == 0) { 603 if (tmp->stats.exp == 0)
604 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 605 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 } 606 }
607 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
610 }
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 611 new_draw_info (NDI_UNIQUE, 0, op, buf);
555 break; 612 break;
556 } 613 }
557 } 614 }
558 } 615 }
559 return 1; 616 return 1;
560} 617}
561 618
562/* int cast_create_town_portal (object *op, object *caster, int dir) 619/* int cast_create_town_portal (object *op, object *caster, int dir)
563 * 620 *
564 * This function cast the spell of town portal for op 621 * 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 631 * to the town or another public place. So, check if the map is unique and if
575 * so return an error 632 * so return an error
576 * 633 *
577 * Code by Tchize (david.delbecq@usa.net) 634 * Code by Tchize (david.delbecq@usa.net)
578 */ 635 */
636int
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 637cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{ 638{
581 object *dummy, *force, *old_force, *tmp; 639 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal; 640 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024]; 641 char portal_name[1024], portal_message[1024];
584 sint16 exitx, exity; 642 sint16 exitx, exity;
585 mapstruct *exitmap; 643 maptile *exitmap;
586 int op_level; 644 int op_level;
587 645
588 646
589 /* Check to see if the map the player is currently on is a per player unique 647 /* Check to see if the map the player is currently on is a per player unique
590 * map. This can be determined in that per player unique maps have the 648 * map. This can be determined in that per player unique maps have the
591 * full pathname listed. 649 * full pathname listed.
592 */ 650 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
594 settings.create_home_portals != TRUE )
595 { 652 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
597 return 0; 654 return 0;
598 } 655 }
599 656
600 /* The first thing to do is to check if we have a marked destination 657 /* The first thing to do is to check if we have a marked destination
601 * dummy is used to make a check inventory for the force 658 * dummy is used to make a check inventory for the force
602 */ 659 */
603 dummy=arch_to_object(spell->other_arch); 660 dummy = arch_to_object (spell->other_arch);
604 if(dummy == NULL){ 661 if (dummy == NULL)
662 {
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
606 LOG(llevError,"get_object failed (force in cast_create_town_portal for %s!\n",op->name); 664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
607 return 0; 665 return 0;
608 } 666 }
609 force=check_inv_recursive (op,dummy); 667 force = check_inv_recursive (op, dummy);
610 668
611 if (force==NULL) { 669 if (force == NULL)
670 {
612 /* Here we know there is no destination marked up. 671 /* Here we know there is no destination marked up.
613 * We have 2 things to do: 672 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory. 673 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked. 674 * 2. Let the player know it worked.
616 */ 675 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path); 676 dummy->name = op->map->path;
619 EXIT_X(dummy)= op->x; 677 EXIT_X (dummy) = op->x;
620 EXIT_Y(dummy)= op->y; 678 EXIT_Y (dummy) = op->y;
621 insert_ob_in_ob (dummy,op); 679 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."); 680 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; 681 return 1;
624 } 682 }
625 free_object (dummy);
626 683
684 dummy->destroy ();
685
627 /* Here we know where the town portal should go to 686 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player. 687 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals. 688 * Than we should create the 2 portals.
630 * For each of them, we need: 689 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map 690 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal 691 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory 692 * - To mark the position of the portal in the player's inventory
634 * for easier destruction. 693 * for easier destruction.
635 * 694 *
636 * The mark works has follow: 695 * The mark works has follow:
637 * slaying: Existing town portal 696 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal 697 * hp, sp : x & y of the associated portal
639 * name : name of the portal 698 * name : name of the portal
640 * race : map the portal is in 699 * race : map the portal is in
641 */ 700 */
642 701
643 /* First step: killing existing town portals */ 702 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race); 703 dummy = get_archetype (spell->race);
645 if(dummy == NULL){ 704 if (dummy == NULL)
705 {
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 706 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); 707 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
648 return 0; 708 return 0;
649 } 709 }
650 perm_portal = find_archetype (spell->slaying); 710 perm_portal = archetype::find (spell->slaying);
651 711
652 /* To kill a town portal, we go trough the player's inventory, 712 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory, 713 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed) 714 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location. 715 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it. 716 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal. 717 * -We destruct the force indicating that portal.
658 */ 718 */
659 while ( (old_force=check_inv_recursive (op,dummy))) { 719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
660 exitx=EXIT_X(old_force); 721 exitx = EXIT_X (old_force);
661 exity=EXIT_Y(old_force); 722 exity = EXIT_Y (old_force);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity); 723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
663 724
664 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) 725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
665 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); 726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
666 else exitmap = ready_map_name(old_force->race, 0); 728 exitmap = ready_map_name (old_force->race, 0);
667 729
668 if (exitmap) { 730 if (exitmap)
731 {
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
670 while (tmp) { 733 while (tmp)
734 {
671 if (tmp->name == old_force->name) { 735 if (tmp->name == old_force->name)
672 remove_ob (tmp); 736 {
673 free_object (tmp); 737 tmp->destroy ();
674 break; 738 break;
675 } else {
676 tmp = tmp->above;
677 } 739 }
740
741 tmp = tmp->above;
678 } 742 }
679 } 743 }
680 remove_ob (old_force); 744
681 free_object (old_force); 745 old_force->destroy ();
682 LOG (llevDebug,"\n"); 746 LOG (llevDebug, "\n");
683 } 747 }
684 free_object (dummy);
685 748
749 dummy->destroy ();
750
686 /* Creating the portals. 751 /* Creating the portals.
687 * The very first thing to do is to ensure 752 * The very first thing to do is to ensure
688 * access to the destination map. 753 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 754 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 755 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 756 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 757 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 758 * from the players inventory above.
694 */ 759 */
695 760
696 /* Ensure exit map is loaded*/ 761 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE); 763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
699 else 764 else
700 exitmap = ready_map_name(force->name, 0); 765 exitmap = ready_map_name (force->name, 0);
701 766
702 /* If we were unable to load (ex. random map deleted), warn player*/ 767 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 768 if (exitmap == NULL)
769 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force); 771 force->destroy ();
706 free_object(force);
707 return 1; 772 return 1;
708 } 773 }
709 774
710 op_level = caster_level(caster, spell); 775 op_level = caster_level (caster, spell);
711 if (op_level<15) 776 if (op_level < 15)
777 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); 778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
713 else if (op_level<30) 780 else if (op_level < 30)
781 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); 782 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
715 else if (op_level<60) 783 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"); 784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
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); 786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
718 788
719 /* Create a portal in front of player 789 /* Create a portal in front of player
720 * dummy contain the portal and 790 * dummy contain the portal and
721 * force contain the track to kill it later 791 * force contain the track to kill it later
722 */ 792 */
723 793
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 795 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 796 if (dummy == NULL)
797 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 798 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); 799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 800 return 0;
730 } 801 }
731 EXIT_PATH(dummy) = add_string (force->name); 802 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 803 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 804 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 805 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 806 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 807 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 808 cast_create_obj (op, caster, dummy, 0);
739 809
740 /* Now we need to to create a town portal marker inside the player 810 /* 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 811 * object, so on future castings, we can know that he has an active
742 * town portal. 812 * town portal.
743 */ 813 */
744 tmp=get_archetype(spell->race); 814 tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 815 if (tmp == NULL)
816 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 817 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); 818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 819 return 0;
749 } 820 }
750 tmp->race=add_string (op->map->path); 821 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 822 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 823 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 824 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 825 insert_ob_in_ob (tmp, op);
755 826
756 /* Create a portal in the destination map 827 /* Create a portal in the destination map
757 * dummy contain the portal and 828 * dummy contain the portal and
758 * force the track to kill it later 829 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 830 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 831 * where this portal goes to.
761 */ 832 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 833 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 834 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 835 if (dummy == NULL)
836 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 837 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); 838 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 839 return 0;
768 } 840 }
769 EXIT_PATH(dummy) = add_string (op->map->path); 841 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 842 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 843 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 844 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 845 dummy->msg = portal_message;
775 dummy->x=EXIT_X(force); 846 dummy->x = EXIT_X (force);
776 dummy->y=EXIT_Y(force); 847 dummy->y = EXIT_Y (force);
777 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 848 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 849 insert_ob_in_map (dummy, exitmap, op, 0);
779 850
780 /* Now we create another town portal marker that 851 /* Now we create another town portal marker that
781 * points back to the one we just made 852 * points back to the one we just made
782 */ 853 */
783 tmp=get_archetype(spell->race); 854 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 855 if (tmp == NULL)
856 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 857 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); 858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 859 return 0;
788 } 860 }
789 tmp->race=add_string(force->name); 861 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 862 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 863 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 864 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 865 insert_ob_in_ob (tmp, op);
794 866
795 /* Describe the player what happened 867 /* Describe the player what happened
796 */ 868 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 869 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*/ 870 force->destroy ();
799 free_object(force); 871
800 return 1; 872 return 1;
801} 873}
802 874
803 875
804/* This creates magic walls. Really, it can create most any object, 876/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 877 * within some reason.
806 */ 878 */
807 879
880int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 881magic_wall (object *op, object *caster, int dir, object *spell_ob)
882{
809 object *tmp, *tmp2; 883 object *tmp, *tmp2;
810 int i,posblocked,negblocked, maxrange; 884 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 885 sint16 x, y;
812 mapstruct *m; 886 maptile *m;
813 const char *name; 887 const char *name;
814 archetype *at; 888 archetype *at;
815 889
816 if(!dir) { 890 if (!dir)
891 {
817 dir=op->facing; 892 dir = op->facing;
818 x = op->x; 893 x = op->x;
819 y = op->y; 894 y = op->y;
820 } else { 895 }
896 else
897 {
821 x = op->x+freearr_x[dir]; 898 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 899 y = op->y + freearr_y[dir];
823 } 900 }
824 m = op->map; 901 m = op->map;
825 902
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 903 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) || 904 (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))) { 905 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
906 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 908 return 0;
831 } 909 }
832 if (spell_ob->other_arch) { 910 if (spell_ob->other_arch)
911 {
833 tmp = arch_to_object(spell_ob->other_arch); 912 tmp = arch_to_object (spell_ob->other_arch);
913 }
834 } else if (spell_ob->race) { 914 else if (spell_ob->race)
915 {
835 char buf1[MAX_BUF]; 916 char buf1[MAX_BUF];
836 917
837 sprintf(buf1,spell_ob->race,dir); 918 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 919 at = archetype::find (buf1);
839 if (!at) { 920 if (!at)
921 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 924 return 0;
843 } 925 }
844 tmp = arch_to_object(at); 926 tmp = arch_to_object (at);
845 } else { 927 }
928 else
929 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 930 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 931 return 0;
849 } 932 }
850 933
851 if (tmp->type == SPELL_EFFECT) { 934 if (tmp->type == SPELL_EFFECT)
935 {
852 tmp->attacktype = spell_ob->attacktype; 936 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 937 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 938 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; 939 tmp->range = 0;
940 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 941 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 942 {
860 SP_level_duration_adjust(caster, spell_ob); 943 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 944 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op); 945 set_owner (tmp, op);
863 set_spell_skill(op, caster, spell_ob, tmp); 946 set_spell_skill (op, caster, spell_ob, tmp);
864 } 947 }
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 948 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 949 {
867 SP_level_duration_adjust(caster, spell_ob); 950 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 951 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 952 }
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
954 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 955 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 956 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 957 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 958 SET_FLAG (tmp, FLAG_ALIVE);
875 } 959 }
876 960
877 /* This can't really hurt - if the object doesn't kill anything, 961 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 962 * these fields just won't be used.
879 */ 963 */
880 set_owner(tmp,op); 964 set_owner (tmp, op);
881 set_spell_skill(op, caster, spell_ob, tmp); 965 set_spell_skill (op, caster, spell_ob, tmp);
882 tmp->x = x; 966 tmp->x = x;
883 tmp->y = y; 967 tmp->y = y;
884 tmp->level = caster_level(caster, spell_ob) / 2; 968 tmp->level = caster_level (caster, spell_ob) / 2;
885 969
886 name = tmp->name; 970 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 971 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL)
972 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 973 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 974 return 0;
890 } 975 }
891 /* If this is a spellcasting wall, need to insert the spell object */ 976 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 979
895 /* This code causes the wall to extend some distance in 980 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 981 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 982 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 983 * created wall can extend, it won't go extend through
899 * blocked spaces. 984 * blocked spaces.
900 */ 985 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 986 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 987 posblocked = 0;
903 negblocked=0; 988 negblocked = 0;
904 989
905 for(i=1; i<=maxrange; i++) { 990 for (i = 1; i <= maxrange; i++)
991 {
906 int dir2; 992 int dir2;
907 993
908 dir2 = (dir<4)?(dir+2):dir-2; 994 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 995
910 x = tmp->x+i*freearr_x[dir2]; 996 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 997 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 998 m = tmp->map;
913 999
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1000 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
915 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1001 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 1002 {
917 tmp2 = get_object(); 1003 tmp2 = object::create ();
918 copy_object(tmp,tmp2); 1004 tmp->copy_to (tmp2);
919 tmp2->x = x; 1005 tmp2->x = x;
920 tmp2->y = y; 1006 tmp2->y = y;
921 insert_ob_in_map(tmp2,m,op,0); 1007 insert_ob_in_map (tmp2, m, op, 0);
922 /* If this is a spellcasting wall, need to insert the spell object */ 1008 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1010 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
925 1011
1012 }
1013 else
926 } else posblocked=1; 1014 posblocked = 1;
927 1015
928 x = tmp->x-i*freearr_x[dir2]; 1016 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1017 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1018 m = tmp->map;
931 1019
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1020 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) && 1021 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1022 {
935 tmp2 = get_object(); 1023 tmp2 = object::create ();
936 copy_object(tmp,tmp2); 1024 tmp->copy_to (tmp2);
937 tmp2->x = x; 1025 tmp2->x = x;
938 tmp2->y = y; 1026 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0); 1027 insert_ob_in_map (tmp2, m, op, 0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1029 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2);
1030 }
1031 else
942 } else negblocked=1; 1032 negblocked = 1;
943 } 1033 }
944 1034
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1035 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1036 update_all_los (op->map, op->x, op->y);
947 1037
1038 return 1;
1039}
1040
1041int
1042dimension_door (object *op, object *caster, object *spob, int dir)
1043{
1044 uint32 dist, maxdist;
1045 int mflags;
1046 maptile *m;
1047 sint16 sx, sy;
1048
1049 if (op->type != PLAYER)
1050 return 0;
1051
1052 if (!dir)
1053 {
1054 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1055 return 0;
1056 }
1057
1058 /* Given the new outdoor maps, can't let players dimension door for
1059 * ever, so put limits in.
1060 */
1061 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1062
1063 if (op->contr->count)
1064 {
1065 if (op->contr->count > maxdist)
1066 {
1067 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1068 return 0;
1069 }
1070
1071 for (dist = 0; dist < op->contr->count; dist++)
1072 {
1073 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1074
1075 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1076 break;
1077
1078 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1079 break;
1080 }
1081
1082 if (dist < op->contr->count)
1083 {
1084 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1085 op->contr->count = 0;
1086 return 0;
1087 }
1088 op->contr->count = 0;
1089
1090 /* Remove code that puts player on random space on maps. IMO,
1091 * a lot of maps probably have areas the player should not get to,
1092 * but may not be marked as NO_MAGIC (as they may be bounded
1093 * by such squares). Also, there are probably treasure rooms and
1094 * lots of other maps that protect areas with no magic, but the
1095 * areas themselves don't contain no magic spaces.
1096 */
1097 /* This call here is really just to normalize the coordinates */
1098 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1099 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1100 {
1101 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1102 return 1; /* Maybe the penalty should be more severe... */
1103 }
1104 }
1105 else
1106 {
1107 /* Player didn't specify a distance, so lets see how far
1108 * we can move the player. Don't know why this stopped on
1109 * spaces that blocked the players view.
1110 */
1111
1112 for (dist = 0; dist < maxdist; dist++)
1113 {
1114 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1115
1116 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1117 break;
1118
1119 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1120 break;
1121
1122 }
1123
1124 /* If the destination is blocked, keep backing up until we
1125 * find a place for the player.
1126 */
1127 for (; dist > 0; dist--)
1128 {
1129 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1130 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1131 continue;
1132
1133
1134 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1135 break;
1136
1137 }
1138 if (!dist)
1139 {
1140 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1141 return 0;
1142 }
1143 }
1144
1145 /* Actually move the player now */
1146 op->remove ();
1147 op->x += freearr_x[dir] * dist;
1148 op->y += freearr_y[dir] * dist;
1149 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
948 return 1; 1150 return 1;
949}
950 1151
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 */ 1152 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 1153 return 1;
1054} 1154}
1055 1155
1056 1156
1057/* cast_heal: Heals something. 1157/* cast_heal: Heals something.
1058 * op is the caster. 1158 * op is the caster.
1059 * dir is the direction he is casting it in. 1159 * dir is the direction he is casting it in.
1060 * spell is the spell object. 1160 * spell is the spell object.
1061 */ 1161 */
1162int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 1163cast_heal (object *op, object *caster, object *spell, int dir)
1164{
1063 object *tmp; 1165 object *tmp;
1064 archetype *at; 1166 archetype *at;
1065 object *poison; 1167 object *poison;
1066 int heal = 0, success = 0; 1168 int heal = 0, success = 0;
1067 1169
1068 tmp = find_target_for_friendly_spell(op,dir); 1170 tmp = find_target_for_friendly_spell (op, dir);
1069 1171
1070 if (tmp==NULL) return 0; 1172 if (tmp == NULL)
1173 return 0;
1071 1174
1072 /* Figure out how many hp this spell might cure. 1175 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 1176 * could be zero if this spell heals effects, not damage.
1074 */ 1177 */
1075 heal = spell->stats.dam; 1178 heal = spell->stats.dam;
1076 if (spell->stats.hp) 1179 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1180 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 1181
1080 if (heal) { 1182 if (heal)
1183 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 1184 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1187 }
1188 else
1083 } 1189 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1190 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1191 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1192 * on amount of damage healed.
1088 */ 1193 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1195 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1196 tmp->stats.hp += heal;
1092 1197
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1198 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1200 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 } 1201 }
1104 success=1; 1202 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1105 } 1205 }
1106 } 1206 else if (heal > 25)
1107 if (spell->attacktype & AT_DISEASE) 1207 {
1108 if (cure_disease (tmp, op)) 1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1213 }
1214 else
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1217 }
1109 success = 1; 1218 success = 1;
1219 }
1220 }
1221 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op))
1223 success = 1;
1110 1224
1111 if (spell->attacktype & AT_POISON) { 1225 if (spell->attacktype & AT_POISON)
1226 {
1112 at = find_archetype("poisoning"); 1227 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1228 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1229 if (poison)
1230 {
1115 success = 1; 1231 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1233 poison->stats.food = 1;
1118 } 1234 }
1119 } 1235 }
1120 if (spell->attacktype & AT_CONFUSION) { 1236 if (spell->attacktype & AT_CONFUSION)
1237 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1239 if (poison)
1240 {
1123 success = 1; 1241 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1243 poison->duration = 1;
1126 } 1244 }
1127 } 1245 }
1128 if (spell->attacktype & AT_BLIND) { 1246 if (spell->attacktype & AT_BLIND)
1247 {
1129 at=find_archetype("blindness"); 1248 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1249 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1250 if (poison)
1251 {
1132 success = 1; 1252 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1254 poison->stats.food = 1;
1135 } 1255 }
1136 } 1256 }
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 {
1138 tmp->stats.sp += spell->last_sp; 1259 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1260 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1262 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1263 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1264 }
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 {
1144 tmp->stats.grace += spell->last_grace; 1267 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1268 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1270 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1271 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1272 }
1149 if (spell->stats.food && tmp->stats.food < 999) { 1273 if (spell->stats.food && tmp->stats.food < 999)
1274 {
1150 tmp->stats.food += spell->stats.food; 1275 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1276 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999;
1152 success = 1; 1278 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1279 /* 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"); 1280 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1281 }
1156 return success; 1282 return success;
1157} 1283}
1158 1284
1159 1285
1160/* This is used for the spells that gain stats. There are no spells 1286/* 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 1287 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1288 * good comments for those.
1163 */ 1289 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1290static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1291 "You grow no stronger.",
1166"You grow no more agile.", 1292 "You grow no more agile.",
1167"You don't feel any healthier.", 1293 "You don't feel any healthier.",
1168"no wis", 1294 "no wis",
1169"You are no easier to look at.", 1295 "You are no easier to look at.",
1170"no int", 1296 "no int",
1171"no pow" 1297 "no pow"
1172}; 1298};
1173 1299
1300int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1301cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1302{
1175 object *tmp, *tmp2=NULL; 1303 object *tmp, *tmp2 = NULL;
1176 object *force=NULL; 1304 object *force = NULL;
1177 int i; 1305 int i;
1178 1306
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1307 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1308 if (dir != 0)
1309 {
1181 tmp=find_target_for_friendly_spell(op,dir); 1310 tmp = find_target_for_friendly_spell (op, dir);
1182 } else { 1311 }
1312 else
1313 {
1183 tmp = op; 1314 tmp = op;
1184 } 1315 }
1185 1316
1186 if(tmp==NULL) return 0; 1317 if (tmp == NULL)
1187 1318 return 0;
1319
1188 /* If we've already got a force of this type, don't add a new one. */ 1320 /* 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) { 1321 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1322 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1323 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1324 {
1191 if (tmp2->name == spell_ob->name) { 1325 if (tmp2->name == spell_ob->name)
1326 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1327 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1328 break;
1194 } 1329 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1330 else if (spell_ob->race && spell_ob->race == tmp2->name)
1331 {
1196 if ( !silent ) 1332 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1333 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; 1334 return 0;
1201 } 1335 }
1202 } 1336 }
1203 } 1337 }
1204 if(force==NULL) { 1338 if (force == NULL)
1339 {
1205 force=get_archetype(FORCE_NAME); 1340 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1341 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1342 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1343 force->name = spell_ob->race;
1210 else 1344 else
1211 force->name = add_refcount(spell_ob->name); 1345 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1346 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1347 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1348
1216 } else { 1349 }
1350 else
1351 {
1217 int duration; 1352 int duration;
1218 1353
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1354 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1355 if (duration > force->duration)
1356 {
1221 force->duration = duration; 1357 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1358 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1359 }
1223 } else { 1360 else
1361 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1362 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1363 }
1226 return 1; 1364 return 1;
1227 } 1365 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1366 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1367 force->speed = 1.0;
1230 force->speed_left = -1.0; 1368 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1369 SET_FLAG (force, FLAG_APPLIED);
1232 1370
1233 /* Now start processing the effects. First, protections */ 1371 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1372 for (i = 0; i < NROFATTACKS; i++)
1373 {
1235 if (spell_ob->resist[i]) { 1374 if (spell_ob->resist[i])
1375 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1376 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1377 if (force->resist[i] > 100)
1378 force->resist[i] = 100;
1238 } 1379 }
1239 } 1380 }
1240 if (spell_ob->stats.hp) 1381 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1382 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1383
1243 if (tmp->type == PLAYER) { 1384 if (tmp->type == PLAYER)
1385 {
1244 /* Stat adjustment spells */ 1386 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1387 for (i = 0; i < NUM_STATS; i++)
1388 {
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1389 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1390
1247 if (stat) { 1391 if (stat)
1392 {
1248 sm=0; 1393 sm = 0;
1249 for (k=0; k<stat; k++) 1394 for (k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1395 sm += rndm (1, 3);
1251 1396
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1397 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1398 {
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1399 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1400 if (sm < 0)
1254 if (sm<0) sm = 0; 1401 sm = 0;
1255 } 1402 }
1256 set_attr_value(&force->stats, i, sm); 1403 set_attr_value (&force->stats, i, sm);
1257 if (!sm) 1404 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1405 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1406 }
1260 } 1407 }
1261 } 1408 }
1262 1409
1263 force->move_type = spell_ob->move_type; 1410 force->move_type = spell_ob->move_type;
1264 1411
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1412 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1413 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1414
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1415 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1416 SET_FLAG (force, FLAG_XRAYS);
1270 1417
1271 /* Haste/bonus speed */ 1418 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1419 if (spell_ob->stats.exp)
1420 {
1421 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1422 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1423 else
1275 force->stats.exp = spell_ob->stats.exp; 1424 force->stats.exp = spell_ob->stats.exp;
1276 } 1425 }
1277 1426
1278 force->stats.wc = spell_ob->stats.wc; 1427 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1428 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1429 force->attacktype = spell_ob->attacktype;
1281 1430
1282 insert_ob_in_ob(force,tmp); 1431 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1432 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1433 fix_player (tmp);
1285 return 1; 1434 return 1;
1286} 1435}
1287 1436
1288/* This used to be part of cast_change_ability, but it really didn't make 1437/* 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 1438 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1439 * of the caster.
1291 */ 1440 */
1292 1441
1442int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1443cast_bless (object *op, object *caster, object *spell_ob, int dir)
1444{
1294 int i; 1445 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1446 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1447
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1448 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1449 if (dir != 0)
1450 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1451 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1452 }
1453 else
1454 {
1301 tmp = op; 1455 tmp = op;
1302 } 1456 }
1303 1457
1304 /* If we've already got a force of this type, don't add a new one. */ 1458 /* 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) { 1459 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1460 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1461 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1462 {
1307 if (tmp2->name == spell_ob->name) { 1463 if (tmp2->name == spell_ob->name)
1464 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1465 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1466 break;
1310 } 1467 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1468 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1469 {
1313 "You can not cast %s while %s is in effect", 1470 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; 1471 return 0;
1316 } 1472 }
1317 } 1473 }
1318 } 1474 }
1319 if(force==NULL) { 1475 if (force == NULL)
1476 {
1320 force=get_archetype(FORCE_NAME); 1477 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1478 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1479 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1480 force->name = spell_ob->race;
1325 else 1481 else
1326 force->name = add_refcount(spell_ob->name); 1482 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1483 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1484 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1485 }
1486 else
1487 {
1331 int duration; 1488 int duration;
1332 1489
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1490 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1491 if (duration > force->duration)
1492 {
1335 force->duration = duration; 1493 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1494 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1495 }
1337 } else { 1496 else
1497 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1498 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1499 }
1340 return 0; 1500 return 0;
1341 } 1501 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1502 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1503 force->speed = 1.0;
1344 force->speed_left = -1.0; 1504 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1505 SET_FLAG (force, FLAG_APPLIED);
1346 1506
1347 if(!god) { 1507 if (!god)
1508 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1509 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1510 }
1511 else
1512 {
1350 /* Only give out good benefits, and put a max on it */ 1513 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1514 for (i = 0; i < NROFATTACKS; i++)
1515 {
1352 if (god->resist[i]>0) { 1516 if (god->resist[i] > 0)
1517 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1518 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1519 }
1355 } 1520 }
1356 force->path_attuned|=god->path_attuned; 1521 force->path_attuned |= god->path_attuned;
1522
1357 if (spell_ob->attacktype) { 1523 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1524 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1525
1360 }
1361 if (tmp != op) { 1526 if (tmp != op)
1527 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1528 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); 1529 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1530 }
1364 } else { 1531 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1532 {
1533 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1534 }
1368 1535
1369 } 1536 }
1370 force->stats.wc = spell_ob->stats.wc; 1537 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1538 force->stats.ac = spell_ob->stats.ac;
1372 1539
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1540 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1541 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1542 fix_player (tmp);
1376 return 1; 1543 return 1;
1377} 1544}
1378 1545
1379 1546
1380 1547
1381/* Alchemy code by Mark Wedel 1548/* Alchemy code by Mark Wedel
1396 * 1563 *
1397 * There is also a chance (1:30) that you will get nothing at all 1564 * 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 1565 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1566 * alchemied.
1400 */ 1567 */
1401 1568
1402/* I didn't feel like passing these as arguements to the 1569/* I didn't feel like passing these as arguements to the
1403 * two functions that need them. Real values are put in them 1570 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell 1571 * when the spell is cast, and these are freed when the spell
1405 * is finished. 1572 * is finished.
1406 */ 1573 */
1407static object *small, *large; 1574static object *small, *large;
1408 1575
1409static void alchemy_object(object *obj, int *small_nuggets, 1576static void
1410 int *large_nuggets, int *weight) 1577alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1411{ 1578{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1579 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1580
1414 /* Give third price when we alchemy money (This should hopefully 1581 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1582 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1583 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1584 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1585 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1586 * the stuff back to town.
1420 */ 1587 */
1421 1588
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1589 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1590 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1591 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1592 value /= 3;
1426 else 1593 else
1427 value = (value*9)/10; 1594 value = (value * 9) / 10;
1428 1595
1429 value /= 4; // fix by GHJ, don't understand, pcg 1596 value /= 4; // fix by GHJ, don't understand, pcg
1430 1597
1431 if ((obj->value>0) && rndm(0, 29)) { 1598 if ((obj->value > 0) && rndm (0, 29))
1599 {
1432 int count; 1600 int count;
1433 1601
1434 count = value / large->value; 1602 count = value / large->value;
1435 *large_nuggets += count; 1603 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value; 1604 value -= (uint64) count *(uint64) large->value;
1605
1437 count = value / small->value; 1606 count = value / small->value;
1438 *small_nuggets += count; 1607 *small_nuggets += count;
1439 } 1608 }
1440 1609
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1610 /* Turn 25 small nuggets into 1 large nugget. If the value
1442 * of large nuggets is not evenly divisable by the small nugget 1611 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0) 1612 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */ 1613 */
1445 if (*small_nuggets * small->value >= large->value) { 1614 if (*small_nuggets * small->value >= large->value)
1615 {
1446 (*large_nuggets)++; 1616 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value; 1617 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value) 1618 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--; 1619 (*small_nuggets)--;
1450 } 1620 }
1451 weight += obj->weight; 1621 weight += obj->weight;
1452 remove_ob(obj); 1622 obj->destroy ();
1453 free_object(obj);
1454} 1623}
1455 1624
1625static void
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1626update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1457 int x, int y)
1458{ 1627{
1459 object *tmp; 1628 object *tmp;
1460 int flag=0; 1629 int flag = 0;
1461 1630
1462 /* Put any nuggets below the player, but we can only pass this 1631 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1632 * flag if we are on the same space as the player
1464 */ 1633 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1634 if (x == op->x && y == op->y && op->map == m)
1635 flag = INS_BELOW_ORIGINATOR;
1466 1636
1467 if (small_nuggets) { 1637 if (small_nuggets)
1468 tmp = get_object(); 1638 {
1469 copy_object(small, tmp); 1639 tmp = object::create ();
1640 small->copy_to (tmp);
1470 tmp-> nrof = small_nuggets; 1641 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1642 tmp->x = x;
1472 tmp->y = y; 1643 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag); 1644 insert_ob_in_map (tmp, m, op, flag);
1474 } 1645 }
1475 if (large_nuggets) { 1646 if (large_nuggets)
1476 tmp = get_object(); 1647 {
1477 copy_object(large, tmp); 1648 tmp = object::create ();
1649 large->copy_to (tmp);
1478 tmp-> nrof = large_nuggets; 1650 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1651 tmp->x = x;
1480 tmp->y = y; 1652 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag); 1653 insert_ob_in_map (tmp, m, op, flag);
1482 } 1654 }
1483} 1655}
1484 1656
1657int
1485int alchemy(object *op, object *caster, object *spell_ob) 1658alchemy (object *op, object *caster, object *spell_ob)
1486{ 1659{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; 1660 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1488 sint16 nx, ny; 1661 sint16 nx, ny;
1489 object *next,*tmp; 1662 object *next, *tmp;
1490 mapstruct *mp; 1663 maptile *mp;
1491 1664
1492 if(op->type!=PLAYER) 1665 if (op->type != PLAYER)
1493 return 0; 1666 return 0;
1494 1667
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1668 /* 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 1669 * some, and also prevents people from alcheming every table/chair/clock
1497 * in sight 1670 * in sight
1498 */ 1671 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1672 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1673 weight_max *= 1000;
1501 small=get_archetype("smallnugget"), 1674 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1502 large=get_archetype("largenugget");
1503 1675
1504 for(y= op->y-1;y<=op->y+1;y++) { 1676 for (y = op->y - 1; y <= op->y + 1; y++)
1677 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1678 for (x = op->x - 1; x <= op->x + 1; x++)
1679 {
1506 nx = x; 1680 nx = x;
1507 ny = y; 1681 ny = y;
1508 1682
1509 mp = op->map; 1683 mp = op->map;
1510 1684
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1685 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1686
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1687 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1688 continue;
1515 1689
1516 /* Treat alchemy a little differently - most spell effects 1690 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1691 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1692 * ground level effect.
1519 */ 1693 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1694 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1695 continue;
1522 1696
1523 small_nuggets=0; 1697 small_nuggets = 0;
1524 large_nuggets=0; 1698 large_nuggets = 0;
1525 1699
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1700 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1701 {
1527 next=tmp->above; 1702 next = tmp->above;
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1703 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1704 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1705 {
1531 1706
1532 if (tmp->inv) { 1707 if (tmp->inv)
1708 {
1533 object *next1, *tmp1; 1709 object *next1, *tmp1;
1710
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1711 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1712 {
1535 next1 = tmp1->below; 1713 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1714 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1715 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1716 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1540 &weight);
1541 } 1717 }
1542 } 1718 }
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1719 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1544 1720
1545 if (weight>weight_max) { 1721 if (weight > weight_max)
1722 {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1723 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large); 1724 large->destroy ();
1548 free_object(small); 1725 small->destroy ();
1549 return 1; 1726 return 1;
1550 } 1727 }
1551 } /* is alchemable object */ 1728 } /* is alchemable object */
1552 } /* process all objects on this space */ 1729 } /* process all objects on this space */
1553 1730
1554 /* Insert all the nuggets at one time. This probably saves time, but 1731 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1732 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1733 * with this spell.
1557 */ 1734 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1735 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1559 } 1736 }
1560 } 1737 }
1561 free_object(large); 1738
1562 free_object(small); 1739 large->destroy ();
1740 small->destroy ();
1563 /* reset this so that if player standing on a big pile of stuff, 1741 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly. 1742 * it is redrawn properly.
1565 */ 1743 */
1566 op->contr->socket.look_position = 0; 1744 op->contr->socket.look_position = 0;
1567 return 1; 1745 return 1;
1568} 1746}
1569 1747
1570 1748
1571/* This function removes the cursed/damned status on equipped 1749/* This function removes the cursed/damned status on equipped
1572 * items. 1750 * items.
1573 */ 1751 */
1752int
1574int remove_curse(object *op, object *caster, object *spell) { 1753remove_curse (object *op, object *caster, object *spell)
1754{
1575 object *tmp; 1755 object *tmp;
1576 int success = 0, was_one = 0; 1756 int success = 0, was_one = 0;
1577 1757
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1758 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1759 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1760 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1761 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1762 {
1582 1763
1583 was_one++; 1764 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1765 if (tmp->level <= caster_level (caster, spell))
1766 {
1585 success++; 1767 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1768 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1769 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1770
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1771 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1772 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1773 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1774 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1775 esrv_send_item (op, tmp);
1594 } 1776 }
1595 } 1777 }
1596 1778
1597 if (op->type==PLAYER) { 1779 if (op->type == PLAYER)
1780 {
1598 if (success) { 1781 if (success)
1782 {
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1783 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1784 }
1600 } else { 1785 else
1786 {
1601 if (was_one) 1787 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1788 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1789 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1790 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1791 }
1606 } 1792 }
1607 return success; 1793 return success;
1608} 1794}
1609 1795
1610/* Identifies objects in the players inventory/on the ground */ 1796/* Identifies objects in the players inventory/on the ground */
1611 1797
1798int
1612int cast_identify(object *op, object *caster, object *spell) { 1799cast_identify (object *op, object *caster, object *spell)
1800{
1613 object *tmp; 1801 object *tmp;
1614 int success = 0, num_ident; 1802 int success = 0, num_ident;
1615 1803
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1804 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1805
1618 if (num_ident < 1) num_ident=1; 1806 if (num_ident < 1)
1807 num_ident = 1;
1619 1808
1620 1809
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1811 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1813 {
1623 identify(tmp); 1814 identify (tmp);
1624 if (op->type==PLAYER) { 1815 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1816 {
1626 "You have %s.", long_desc(tmp, op)); 1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1627 if (tmp->msg) { 1818 if (tmp->msg)
1819 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1820 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1821 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1822 }
1631 } 1823 }
1824 num_ident--;
1825 success = 1;
1826 if (!num_ident)
1827 break;
1828 }
1829 }
1830 /* If all the power of the spell has been used up, don't go and identify
1831 * stuff on the floor. Only identify stuff on the floor if the spell
1832 * was not fully used.
1833 */
1834 if (num_ident)
1835 {
1836 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1837 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1838 {
1839
1840 identify (tmp);
1841 if (op->type == PLAYER)
1842 {
1843 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1844 if (tmp->msg)
1845 {
1846 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1847 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1848 }
1849 esrv_send_item (op, tmp);
1850 }
1632 num_ident--; 1851 num_ident--;
1633 success=1; 1852 success = 1;
1634 if (!num_ident) break; 1853 if (!num_ident)
1854 break;
1635 } 1855 }
1856 }
1857 if (!success)
1858 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1859 else
1636 } 1860 {
1637 /* If all the power of the spell has been used up, don't go and identify 1861 spell_effect (spell, op->x, op->y, op->map, op);
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1862 }
1639 * was not fully used. 1863 return success;
1864}
1865
1866
1867int
1868cast_detection (object *op, object *caster, object *spell, object *skill)
1869{
1870 object *tmp, *last, *god, *detect;
1871 int done_one, range, mflags, floor, level;
1872 sint16 x, y, nx, ny;
1873 maptile *m;
1874
1875 /* We precompute some values here so that we don't have to keep
1876 * doing it over and over again.
1640 */ 1877 */
1641 if (num_ident) { 1878 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1879 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1880 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1881
1646 identify(tmp); 1882 if (!skill)
1883 skill = caster;
1884
1885 for (x = op->x - range; x <= op->x + range; x++)
1886 for (y = op->y - range; y <= op->y + range; y++)
1887 {
1888
1889 m = op->map;
1890 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1891 if (mflags & P_OUT_OF_MAP)
1892 continue;
1893
1894 /* For most of the detections, we only detect objects above the
1895 * floor. But this is not true for show invisible.
1896 * Basically, we just go and find the top object and work
1897 * down - that is easier than working up.
1898 */
1899
1900 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above)
1901 last = tmp;
1902 /* Shouldn't happen, but if there are no objects on a space, this
1903 * would happen.
1904 */
1905 if (!last)
1906 continue;
1907
1908 done_one = 0;
1909 floor = 0;
1910 detect = NULL;
1911 for (tmp = last; tmp; tmp = tmp->below)
1912 {
1913
1914 /* show invisible */
1915 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1916 /* Might there be other objects that we can make visibile? */
1917 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1918 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1919 tmp->type == CF_HANDLE ||
1920 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1921 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1922 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1923 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1924 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1925 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1926 {
1927 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1928 {
1929 tmp->invisible = 0;
1930 done_one = 1;
1931 }
1932 }
1933 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1934 floor = 1;
1935
1936 /* All detections below this point don't descend beneath the floor,
1937 * so just continue on. We could be clever and look at the type of
1938 * detection to completely break out if we don't care about objects beneath
1939 * the floor, but once we get to the floor, not likely a very big issue anyways.
1940 */
1941 if (floor)
1942 continue;
1943
1944 /* I had thought about making detect magic and detect curse
1945 * show the flash the magic item like it does for detect monster.
1946 * however, if the object is within sight, this would then make it
1947 * difficult to see what object is magical/cursed, so the
1948 * effect wouldn't be as apparant.
1949 */
1950
1951 /* detect magic */
1952 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1953 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1954 {
1955 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1956 /* make runes more visibile */
1957 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1958 tmp->stats.Cha /= 4;
1959 done_one = 1;
1960 }
1961 /* detect monster */
1962 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1963 {
1964 done_one = 2;
1965 if (!detect)
1966 detect = tmp;
1967 }
1968 /* Basically, if race is set in the spell, then the creatures race must
1969 * match that. if the spell race is set to GOD, then the gods opposing
1970 * race must match.
1971 */
1972 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1973 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1974 (strstr (spell->race, tmp->race))))
1975 {
1976 done_one = 2;
1977 if (!detect)
1978 detect = tmp;
1979 }
1980 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1981 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1982 {
1983 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1984 done_one = 1;
1985 }
1986 } /* for stack of objects on this space */
1987
1988 /* Code here puts an effect of the spell on the space, so you can see
1989 * where the magic is.
1990 */
1991 if (done_one)
1992 {
1993 object *detect_ob = arch_to_object (spell->other_arch);
1994
1995 detect_ob->x = nx;
1996 detect_ob->y = ny;
1997 /* if this is set, we want to copy the face */
1998 if (done_one == 2 && detect)
1999 {
2000 detect_ob->face = detect->face;
2001 detect_ob->animation_id = detect->animation_id;
2002 detect_ob->anim_speed = detect->anim_speed;
2003 detect_ob->last_anim = 0;
2004 /* by default, the detect_ob is already animated */
2005 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2006 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2007 }
2008 insert_ob_in_map (detect_ob, m, op, 0);
2009 }
2010 } /* for processing the surrounding spaces */
2011
2012
2013 /* Now process objects in the players inventory if detect curse or magic */
2014 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2015 {
2016 done_one = 0;
2017 for (tmp = op->inv; tmp; tmp = tmp->below)
2018 {
2019 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2020 {
2021 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2022 {
2023 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 2024 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 2025 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 } 2026 }
2027 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2028 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2029 {
2030 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2031 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 2032 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 } 2033 }
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 */ 2034 } /* if item is not identified */
1816 } /* for the players inventory */ 2035 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 2036 } /* if detect magic/curse and object is a player */
1818 return 1; 2037 return 1;
1819} 2038}
1820 2039
1821 2040
1822/** 2041/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 2042 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 2043 * level whos spell did cause the overcharge.
1825 */ 2044 */
2045static void
1826static void charge_mana_effect(object *victim, int caster_level) 2046charge_mana_effect (object *victim, int caster_level)
1827{ 2047{
1828 2048
1829 /* Prevent explosions for objects without mana. Without this check, doors 2049 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 2050 * will explode, too.
1831 */ 2051 */
1832 if (victim->stats.maxsp <= 0) 2052 if (victim->stats.maxsp <= 0)
1833 return; 2053 return;
1834 2054
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2055 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2056
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2057 if (victim->stats.sp >= victim->stats.maxsp * 2)
2058 {
1838 object *tmp; 2059 object *tmp;
1839 2060
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2061 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2062
1842 /* Explodes a fireball centered at player */ 2063 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2064 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2065 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; 2066 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2067 tmp->x = victim->x;
1847 tmp->y = victim->y; 2068 tmp->y = victim->y;
1848 insert_ob_in_map(tmp, victim->map, NULL, 0); 2069 insert_ob_in_map (tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2070 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2071 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2072 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2073 {
1852 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2074 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1853 } 2075 }
1854 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2077 {
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2078 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 } 2079 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2081 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2082 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2083 confuse_player (victim, victim, 99);
1860 } 2084 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2086 {
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2087 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 } 2088 }
1864} 2089}
1865 2090
1866/* cast_transfer 2091/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2092 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2093 * We let the target go above their normal maximum SP.
1869 */ 2094 */
1870 2095
2096int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2097cast_transfer (object *op, object *caster, object *spell, int dir)
2098{
1872 object *plyr=NULL; 2099 object *plyr = NULL;
1873 sint16 x, y; 2100 sint16 x, y;
1874 mapstruct *m; 2101 maptile *m;
1875 int mflags; 2102 int mflags;
1876 2103
1877 m = op->map; 2104 m = op->map;
1878 x = op->x+freearr_x[dir]; 2105 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2106 y = op->y + freearr_y[dir];
1880 2107
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2108 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2109
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2110 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2111 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2112 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2113 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2114 break;
1887 } 2115 }
1888 2116
1889 2117
1890 /* If we did not find a player in the specified direction, transfer 2118 /* 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. 2119 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2120 */
1893 if(plyr==NULL) 2121 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2122 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)) 2123 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2124 break;
1897 2125
1898 if (!plyr) { 2126 if (!plyr)
2127 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2128 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2129 return 0;
1901 } 2130 }
1902 /* give sp */ 2131 /* give sp */
1903 if(spell->stats.dam > 0) { 2132 if (spell->stats.dam > 0)
2133 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2134 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2135 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2136 return 1;
1907 } 2137 }
1908 /* suck sp away. Can't suck sp from yourself */ 2138 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2139 else if (op != plyr)
2140 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2141 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2142
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2143 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2144
1914 if (rate > 95) rate=95; 2145 if (rate > 95)
2146 rate = 95;
1915 2147
1916 sucked = (plyr->stats.sp * rate) / 100; 2148 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2149 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2150 if (QUERY_FLAG (op, FLAG_ALIVE))
2151 {
1919 /* Player doesn't get full credit */ 2152 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2153 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2154 op->stats.sp += sucked;
1922 if (sucked > 0) { 2155 if (sucked > 0)
2156 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2157 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2158 }
1925 } 2159 }
1926 return 1; 2160 return 1;
1927 } 2161 }
1928 return 0; 2162 return 0;
1929} 2163}
1930 2164
1931 2165
1932/* counterspell: nullifies spell effects. 2166/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2167 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2168 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2169 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2170 * this may nullify it.
1937 */ 2171 */
2172void
1938void counterspell(object *op,int dir) 2173counterspell (object *op, int dir)
1939{ 2174{
1940 object *tmp, *head, *next; 2175 object *tmp, *head, *next;
1941 int mflags; 2176 int mflags;
1942 mapstruct *m; 2177 maptile *m;
1943 sint16 sx,sy; 2178 sint16 sx, sy;
1944 2179
1945 sx = op->x + freearr_x[dir]; 2180 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2181 sy = op->y + freearr_y[dir];
1947 m = op->map; 2182 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2183 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2184 if (mflags & P_OUT_OF_MAP)
2185 return;
2186
2187 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next)
1950 2188 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2189 next = tmp->above;
1953 2190
1954 /* Need to look at the head object - otherwise, if tmp 2191 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2192 * points to a monster, we don't have all the necessary
1956 * info for it. 2193 * info for it.
1957 */ 2194 */
2195 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2196 head = tmp->head;
2197 else
1959 else head = tmp; 2198 head = tmp;
1960 2199
1961 /* don't attack our own spells */ 2200 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2201 if (tmp->owner && tmp->owner == op->owner)
2202 continue;
1963 2203
1964 /* Basically, if the object is magical and not counterspell, 2204 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2205 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2206 * monsters either.
1967 */ 2207 */
1968 2208
1969 if (head->attacktype & AT_MAGIC && 2209 if (head->attacktype & AT_MAGIC &&
1970 !(head->attacktype & AT_COUNTERSPELL) && 2210 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2211 head->destroy ();
1972 (op->level > head->level)) { 2212 else
1973 remove_ob(head);
1974 free_object(head);
1975 } else switch(head->type) { 2213 switch (head->type)
2214 {
1976 case SPELL_EFFECT: 2215 case SPELL_EFFECT:
1977 if(op->level > head->level) { 2216 if (op->level > head->level)
1978 remove_ob(head); 2217 head->destroy ();
1979 free_object(head); 2218
1980 }
1981 break; 2219 break;
1982 2220
1983 /* I really don't get this rune code that much - that 2221 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2222 * random chance seems really low.
1985 */ 2223 */
1986 case RUNE: 2224 case RUNE:
1987 if(rndm(0, 149) == 0) { 2225 if (rndm (0, 149) == 0)
2226 {
1988 head->stats.hp--; /* weaken the rune */ 2227 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2228 if (!head->stats.hp)
1990 remove_ob(head); 2229 head->destroy ();
1991 free_object(head);
1992 } 2230 }
1993 }
1994 break; 2231 break;
1995 } 2232 }
1996 } 2233 }
1997} 2234}
1998 2235
1999 2236
2000 2237
2001/* cast_consecrate() - a spell to make an altar your god's */ 2238/* cast_consecrate() - a spell to make an altar your god's */
2239int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2240cast_consecrate (object *op, object *caster, object *spell)
2241{
2003 char buf[MAX_BUF]; 2242 char buf[MAX_BUF];
2004 2243
2005 object *tmp, *god=find_god(determine_god(op)); 2244 object *tmp, *god = find_god (determine_god (op));
2006 2245
2007 if(!god) { 2246 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2247 {
2009 "You can't consecrate anything if you don't worship a god!"); 2248 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2249 return 0;
2011 } 2250 }
2012 2251
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2252 for (tmp = op->below; tmp; tmp = tmp->below)
2253 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2254 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2255 break;
2015 if(tmp->type==HOLY_ALTAR) { 2256 if (tmp->type == HOLY_ALTAR)
2257 {
2016 2258
2017 if(tmp->level > caster_level(caster, spell)) { 2259 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2260 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2261 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2262 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 } 2263 }
2264 else
2265 {
2266 /* If we got here, we are consecrating an altar */
2267 sprintf (buf, "Altar of %s", &god->name);
2268 tmp->name = buf;
2269 tmp->level = caster_level (caster, spell);
2270 tmp->other_arch = god->arch;
2271 if (op->type == PLAYER)
2272 esrv_update_item (UPD_NAME, op, tmp);
2273 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2274 return 1;
2033 } 2275 }
2276 }
2034 } 2277 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2278 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2279 return 0;
2037} 2280}
2038 2281
2039/* animate_weapon - 2282/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2283 * 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 2284 * 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 2288 * 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 2289 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2290 * player checks. MSW 2003-01-06
2048 */ 2291 */
2049 2292
2293int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2294animate_weapon (object *op, object *caster, object *spell, int dir)
2295{
2051 object *weapon, *tmp; 2296 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2297 char buf[MAX_BUF];
2053 int a, i; 2298 int a, i;
2054 sint16 x, y; 2299 sint16 x, y;
2055 mapstruct *m; 2300 maptile *m;
2056 materialtype_t *mt; 2301 materialtype_t *mt;
2057 2302
2058 if(!spell->other_arch){ 2303 if (!spell->other_arch)
2304 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2305 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2306 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2307 return 0;
2062 } 2308 }
2063 /* exit if it's not a player using this spell. */ 2309 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2310 if (op->type != PLAYER)
2311 return 0;
2065 2312
2066 /* if player already has a golem, abort */ 2313 /* 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) { 2314 if (op->contr->ranges[range_golem])
2315 {
2068 control_golem(op->contr->ranges[range_golem],dir); 2316 control_golem (op->contr->ranges[range_golem], dir);
2069 return 0; 2317 return 0;
2070 } 2318 }
2071 2319
2072 /* if no direction specified, pick one */ 2320 /* if no direction specified, pick one */
2073 if(!dir) 2321 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2322 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2323
2076 m = op->map; 2324 m = op->map;
2077 x = op->x+freearr_x[dir]; 2325 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2326 y = op->y + freearr_y[dir];
2079 2327
2080 /* if there's no place to put the golem, abort */ 2328 /* 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) || 2329 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)) { 2330 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2331 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2332 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2333 return 0;
2085 } 2334 }
2086 2335
2087 /* Use the weapon marked by the player. */ 2336 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2337 weapon = find_marked_object (op);
2089 2338
2090 if (!weapon) { 2339 if (!weapon)
2340 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2341 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2342 return 0;
2093 } 2343 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2344 if (spell->race && strcmp (weapon->arch->name, spell->race))
2345 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2346 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2347 return 0;
2097 } 2348 }
2098 if (weapon->type != WEAPON) { 2349 if (weapon->type != WEAPON)
2350 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2351 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2352 return 0;
2101 } 2353 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2354 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2355 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2356 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; 2357 return 0;
2106 } 2358 }
2107 2359
2108 if (weapon->nrof > 1) { 2360 if (weapon->nrof > 1)
2361 {
2109 tmp = get_split_ob(weapon, 1); 2362 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2363 esrv_send_item (op, weapon);
2111 weapon = tmp; 2364 weapon = tmp;
2112 } 2365 }
2113 2366
2114 /* create the golem object */ 2367 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2368 tmp = arch_to_object (spell->other_arch);
2116 2369
2117 /* if animated by a player, give the player control of the golem */ 2370 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2371 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY); 2372 SET_FLAG (tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2373 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2374 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2375 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2376 set_owner (tmp, op);
2124 set_spell_skill(op, caster, spell, tmp); 2377 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp; 2378 op->contr->ranges[range_golem] = tmp;
2126 op->contr->shoottype=range_golem; 2379 op->contr->shoottype = range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2380
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2381 /* 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 2382 * removed flag - it should only be set if get_split_object was
2131 * used above. 2383 * used above.
2132 */ 2384 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2385 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2386 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2387 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2388 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2389 /* 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 2390 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2391 * body_info, skills, etc)
2140 */ 2392 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2393 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2394 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2395 fix_player (tmp);
2144 2396
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2397 /* 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 - 2398 * 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. 2399 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2400 */
2149 2401
2150 /* modify weapon's animated wc */ 2402 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2403 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; 2404 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2405 tmp->stats.wc = -127;
2154 2406
2155 /* Modify hit points for weapon */ 2407 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2408 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2409 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2410 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2411 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2412 tmp->stats.hp = tmp->stats.maxhp;
2161 2413
2162 /* Modify weapon's damage */ 2414 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2415 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 2416 if (tmp->stats.dam < 0)
2165 + weapon->magic 2417 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2418
2169 2419
2170 /* attacktype */ 2420 /* attacktype */
2171 if ( ! tmp->attacktype) 2421 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2422 tmp->attacktype = AT_PHYSICAL;
2173 2423
2174 mt = NULL; 2424 mt = NULL;
2175 if (op->materialname != NULL) 2425 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2426 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2427 if (mt != NULL)
2428 {
2178 for (i=0; i < NROFATTACKS; i++) 2429 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2430 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2431 a = mt->save[0];
2181 } else { 2432 }
2433 else
2434 {
2182 for (i=0; i < NROFATTACKS; i++) 2435 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2436 tmp->resist[i] = 5;
2184 a = 10; 2437 a = 10;
2185 } 2438 }
2186 /* Set weapon's immunity */ 2439 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2440 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2441 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2442 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2443 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2444 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2445 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2446 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2447 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2448 tmp->resist[ATNR_BLIND] = 100;
2196 2449
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2450 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2451
2199 if (a > 14) a = 14; 2452 if (a > 14)
2453 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2454 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2455
2202 /* Determine golem's speed */ 2456 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2457 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell);
2204 2458
2205 if(tmp->speed > 3.33) tmp->speed = 3.33; 2459 if (tmp->speed > 3.33)
2460 tmp->speed = 3.33;
2206 2461
2207 if (!spell->race) { 2462 if (!spell->race)
2463 {
2208 sprintf(buf, "animated %s", weapon->name); 2464 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2465 tmp->name = buf;
2211 2466
2212 tmp->face = weapon->face; 2467 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2468 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2469 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2470 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2471 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2472 if (QUERY_FLAG (weapon, FLAG_ANIMATE))
2473 {
2218 SET_FLAG(tmp,FLAG_ANIMATE); 2474 SET_FLAG (tmp, FLAG_ANIMATE);
2475 }
2219 } else { 2476 else
2477 {
2220 CLEAR_FLAG(tmp,FLAG_ANIMATE); 2478 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2221 } 2479 }
2222 update_ob_speed(tmp); 2480 update_ob_speed (tmp);
2223 } 2481 }
2224 2482
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2483 /* 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)); 2484 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2485
2228 tmp->speed_left= -1; 2486 tmp->speed_left = -1;
2229 tmp->x=x; 2487 tmp->x = x;
2230 tmp->y=y; 2488 tmp->y = y;
2231 tmp->direction=dir; 2489 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2490 insert_ob_in_map (tmp, m, op, 0);
2233 return 1; 2491 return 1;
2234} 2492}
2235 2493
2236/* cast_daylight() - changes the map darkness level *lower* */ 2494/* cast_daylight() - changes the map darkness level *lower* */
2237 2495
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2496/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2497 * This changes the light level for the entire map.
2240 */ 2498 */
2241 2499
2500int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2501cast_change_map_lightlevel (object *op, object *caster, object *spell)
2502{
2243 int success; 2503 int success;
2244 2504
2245 if(!op->map) return 0; /* shouldnt happen */ 2505 if (!op->map)
2506 return 0; /* shouldnt happen */
2246 2507
2247 success=change_map_light(op->map,spell->stats.dam); 2508 success = change_map_light (op->map, spell->stats.dam);
2248 if(!success) { 2509 if (!success)
2510 {
2249 if (spell->stats.dam < 0) 2511 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2512 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2513 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2514 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2515 }
2254 return success; 2516 return success;
2255} 2517}
2256 2518
2257 2519
2258 2520
2259 2521
2260 2522
2261/* create an aura spell object and put it in the player's inventory. 2523/* 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, 2524 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2525 * spell is the spell object itself.
2264 */ 2526 */
2527int
2265int create_aura(object *op, object *caster, object *spell) 2528create_aura (object *op, object *caster, object *spell)
2266{ 2529{
2267 int refresh=0; 2530 int refresh = 0;
2268 object *new_aura; 2531 object *new_aura;
2269 2532
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2533 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2534 if (new_aura)
2535 refresh = 1;
2536 else
2272 else new_aura = arch_to_object(spell->other_arch); 2537 new_aura = arch_to_object (spell->other_arch);
2273 2538
2274 new_aura->duration = spell->duration + 2539 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2540
2277 new_aura->stats.dam = spell->stats.dam 2541 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2542
2280 set_owner(new_aura,op); 2543 set_owner (new_aura, op);
2281 set_spell_skill(op, caster, spell, new_aura); 2544 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2545 new_aura->attacktype = spell->attacktype;
2283 2546
2284 new_aura->level = caster_level(caster, spell); 2547 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2548 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2549 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2550 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2551 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2552 insert_ob_in_ob (new_aura, op);
2290 return 1; 2553 return 1;
2291} 2554}
2292 2555
2293 2556
2294/* move aura function. An aura is a part of someone's inventory, 2557/* 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 2558 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2561 * duration: duration counter.
2299 * attacktype: aura's attacktype 2562 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2563 * other_arch: archetype to drop where we attack
2301 */ 2564 */
2302 2565
2566void
2303void move_aura(object *aura) { 2567move_aura (object *aura)
2568{
2304 int i, mflags; 2569 int i, mflags;
2305 object *env; 2570 object *env;
2306 mapstruct *m; 2571 maptile *m;
2307 2572
2308 /* auras belong in inventories */ 2573 /* auras belong in inventories */
2309 env = aura->env; 2574 env = aura->env;
2310 2575
2311 /* no matter what we've gotta remove the aura... 2576 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2577 * we'll put it back if its time isn't up.
2313 */ 2578 */
2314 remove_ob(aura); 2579 aura->remove ();
2315 2580
2316 /* exit if we're out of gas */ 2581 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2582 if (aura->duration-- < 0)
2318 free_object(aura); 2583 {
2584 aura->destroy ();
2319 return; 2585 return;
2320 } 2586 }
2321 2587
2322 /* auras only exist in inventories */ 2588 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2589 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2590 {
2591 aura->destroy ();
2325 return; 2592 return;
2326 } 2593 }
2594
2327 aura->x = env->x; 2595 aura->x = env->x;
2328 aura->y = env->y; 2596 aura->y = env->y;
2329 2597
2330 /* we need to jump out of the inventory for a bit 2598 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2599 * in order to hit the map conveniently.
2332 */ 2600 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2601 insert_ob_in_map (aura, env->map, aura, 0);
2334 2602
2335 for(i=1;i<9;i++) { 2603 for (i = 1; i < 9; i++)
2604 {
2336 sint16 nx, ny; 2605 sint16 nx, ny;
2606
2337 nx = aura->x + freearr_x[i]; 2607 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2608 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2609 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2610
2341 /* Consider the movement tyep of the person with the aura as 2611 /* 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 2612 * 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. 2613 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2614 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2615 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2616 {
2348 hit_map(aura,i,aura->attacktype,0); 2617 hit_map (aura, i, aura->attacktype, 0);
2349 2618
2350 if(aura->other_arch) { 2619 if (aura->other_arch)
2620 {
2351 object *new_ob; 2621 object *new_ob;
2352 2622
2353 new_ob = arch_to_object(aura->other_arch); 2623 new_ob = arch_to_object (aura->other_arch);
2354 new_ob->x = nx; 2624 new_ob->x = nx;
2355 new_ob->y = ny; 2625 new_ob->y = ny;
2356 insert_ob_in_map(new_ob,m,aura,0); 2626 insert_ob_in_map (new_ob, m, aura, 0);
2357 } 2627 }
2358 } 2628 }
2359 } 2629 }
2360 /* put the aura back in the player's inventory */ 2630 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2631 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2632 insert_ob_in_ob (aura, env);
2363} 2633}
2364 2634
2365/* moves the peacemaker spell. 2635/* moves the peacemaker spell.
2366 * op is the piece object. 2636 * op is the piece object.
2367 */ 2637 */
2368 2638
2639void
2369void move_peacemaker(object *op) { 2640move_peacemaker (object *op)
2641{
2370 object *tmp; 2642 object *tmp;
2371 2643
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2644 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2645 {
2373 int atk_lev, def_lev; 2646 int atk_lev, def_lev;
2374 object *victim=tmp; 2647 object *victim = tmp;
2375 2648
2376 if (tmp->head) victim=tmp->head; 2649 if (tmp->head)
2650 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2651 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2652 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2653 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2654 continue;
2379 if (victim->stats.exp == 0) continue; 2655 if (victim->stats.exp == 0)
2656 continue;
2380 2657
2381 def_lev = MAX(1,victim->level); 2658 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2659 atk_lev = MAX (1, op->level);
2383 2660
2384 if (rndm(0, atk_lev-1) > def_lev) { 2661 if (rndm (0, atk_lev - 1) > def_lev)
2662 {
2385 /* make this sucker peaceful. */ 2663 /* make this sucker peaceful. */
2386 2664
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2665 change_exp (get_owner (op), victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2666 victim->stats.exp = 0;
2389#if 0 2667#if 0
2390 /* No idea why these were all set to zero - if something 2668 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2669 * makes this creature agressive, he should still do damage.
2392 */ 2670 */
2393 victim->stats.dam = 0; 2671 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2672 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2673 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2674 victim->stats.Pow = 0;
2397#endif 2675#endif
2398 victim->attack_movement = RANDO2; 2676 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2677 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2678 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2679 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2680 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2681 if (victim->name)
2682 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2683 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2684 }
2406 } 2685 }
2407 } 2686 }
2408} 2687}
2409 2688
2410 2689
2411/* This writes a rune that contains the appropriate message. 2690/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2691 * There really isn't any adjustments we make.
2413 */ 2692 */
2414 2693
2694int
2415int write_mark(object *op, object *spell, const char *msg) { 2695write_mark (object *op, object *spell, const char *msg)
2696{
2416 char rune[HUGE_BUF]; 2697 char rune[HUGE_BUF];
2417 object *tmp; 2698 object *tmp;
2418 2699
2419 if (!msg || msg[0] == 0) { 2700 if (!msg || msg[0] == 0)
2701 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2702 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2703 return 0;
2422 } 2704 }
2423 2705
2424 if (strcasestr_local(msg, "endmsg")) { 2706 if (strcasestr_local (msg, "endmsg"))
2707 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2708 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); 2709 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2710 return 0;
2428 } 2711 }
2429 if (!spell->other_arch) return 0; 2712 if (!spell->other_arch)
2713 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2714 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2715
2432 rune[HUGE_BUF-2] = 0; 2716 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2717
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2718 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2719 tmp->msg = rune;
2436 tmp->x = op->x; 2720 tmp->x = op->x;
2437 tmp->y = op->y; 2721 tmp->y = op->y;
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR); 2722 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2723 return 1;
2440} 2724}

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