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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 1.27 by root, Tue Dec 26 20:04:09 2006 UTC

1/*
2 * static char *rcsid_spell_effect_c =
3 * "$Id: spell_effect.C,v 1.6 2006/08/29 11:58:02 elmex Exp $";
4 */
5
6
7/* 1/*
8 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
9 3
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
22 16
23 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 20
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 22*/
29 23
30#include <global.h> 24#include <global.h>
31#include <object.h> 25#include <object.h>
32#include <living.h> 26#include <living.h>
33#ifndef __CEXTRACT__ 27#ifndef __CEXTRACT__
34#include <sproto.h> 28# include <sproto.h>
35#endif 29#endif
36#include <spells.h> 30#include <spells.h>
37#include <sounds.h> 31#include <sounds.h>
38 32
39/* cast_magic_storm: This is really used mostly for spell 33/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 34 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 35 * op is what is casting this.
42 */ 36 */
37void
43void cast_magic_storm(object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
44{ 39{
45 if (!tmp) return; /* error */ 40 if (!tmp)
41 return; /* error */
42
46 tmp->level=op->level; 43 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 44 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 45 tmp->duration += lvl / 5;
51 46
52 /* Put a cap on duration for this - if the player fails in their 47 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 48 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 49 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 50 * so don't really need to increase the duration as much either.
56 */ 51 */
57 if (tmp->duration>=40) tmp->duration=40; 52 if (tmp->duration >= 40)
53 tmp->duration = 40;
54
58 tmp->stats.dam=lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 57
58 tmp->insert_at (op, op);
62} 59}
63 60
64 61int
65int recharge(object *op, object *caster, object *spell_ob) { 62recharge (object *op, object *caster, object *spell_ob)
63{
66 object *wand, *tmp; 64 object *wand, *tmp;
67 int ncharges; 65 int ncharges;
68 66
69 wand = find_marked_object(op); 67 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 68 if (wand == NULL || wand->type != WAND)
69 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 71 return 0;
73 } 72 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 74 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 77 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 78 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 79 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 81
82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1;
84
84 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 86
86 tmp->x = op->x; 87 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 88 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 89
90 tmp->insert_at (op);
89 return 1; 91 return 1;
90 } 92 }
91 93
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
93 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
95 else { 98 else
99 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 101 return 0;
99 } 102 }
100 if (!ncharges) ncharges = 1;
101 103
104 if (!ncharges)
105 ncharges = 1;
106
102 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
104 "The %s glows with power.",query_name(wand)); 109
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
111 {
106 SET_FLAG(wand, FLAG_ANIMATE); 112 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->clone.speed);
108 update_ob_speed(wand);
109 } 114 }
115
110 return 1; 116 return 1;
111} 117}
112 118
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 119/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
114 * based on whether a crossbow or bow is equiped. If neither, it defaults to 120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 121 * arrows.
119 * The # of arrows created also goes up with level, so if a 30th level mage 125 * The # of arrows created also goes up with level, so if a 30th level mage
120 * wants LOTS of arrows, and doesn't care what the plus is he could 126 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
122 */ 128 */
123 129
130int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 132{
126 int missile_plus=0, bonus_plus=0; 133 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 134 const char *missile_name;
128 object *tmp, *missile; 135 object *tmp, *missile;
129 tag_t tag;
130 136
131 missile_name = "arrow"; 137 missile_name = "arrow";
132 138
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 141 missile_name = tmp->race;
136 }
137 142
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 144
140 if (find_archetype(missile_name)==NULL) { 145 if (archetype::find (missile_name) == NULL)
146 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 148 return 0;
144 } 149 }
150
145 missile = get_archetype(missile_name); 151 missile = get_archetype (missile_name);
146 152
147 if (stringarg) { 153 if (stringarg)
154 {
148 /* If it starts with a letter, presume it is a description */ 155 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 156 if (isalpha (*stringarg))
157 {
150 artifact *al = find_artifactlist(missile->type)->items; 158 artifact *al = find_artifactlist (missile->type)->items;
151 159
152 for ( ; al != NULL; al=al->next) 160 for (; al != NULL; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 161 if (!strcasecmp (al->item->name, stringarg))
162 break;
154 163
155 if (!al) { 164 if (!al)
156 free_object(missile); 165 {
166 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 168 return 0;
160 } 169 }
170
161 if (al->item->slaying) { 171 if (al->item->slaying)
162 free_object(missile); 172 {
173 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
164 missile_name, stringarg);
165 return 0; 175 return 0;
166 } 176 }
177
167 give_artifact_abilities(missile, al->item); 178 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 179 /* These special arrows cost something extra. Don't have them also be magical -
169 * otherwise, in most cases, not enough will be created. I don't want to get into 180 * otherwise, in most cases, not enough will be created. I don't want to get into
170 * the parsing of having to do both plus and type. 181 * the parsing of having to do both plus and type.
171 */ 182 */
172 bonus_plus = 1 + (al->item->value / 5); 183 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 184 missile_plus = 0;
174 } else 185 }
175 if (atoi(stringarg) < missile_plus) 186 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 187 missile_plus = atoi (stringarg);
177 } 188 }
189
178 if (missile_plus > 4) 190 if (missile_plus > 4)
179 missile_plus = 4; 191 missile_plus = 4;
180 else if (missile_plus < -4) 192 else if (missile_plus < -4)
181 missile_plus = -4; 193 missile_plus = -4;
182 194
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 196 missile->nrof -= 3 * (missile_plus + bonus_plus);
197
185 if (missile->nrof < 1) 198 if (missile->nrof < 1)
186 missile->nrof=1; 199 missile->nrof = 1;
187 200
188 missile->magic = missile_plus; 201 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 202 /* Can't get any money for these objects */
190 missile->value=0; 203 missile->value = 0;
191 204
192 SET_FLAG(missile, FLAG_IDENTIFIED); 205 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 206
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 208 pick_up (op, missile);
199 } 209
200 return 1; 210 return 1;
201} 211}
202 212
203 213
204/* allows the choice of what sort of food object to make. 214/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 215 * If stringarg is NULL, it will create food dependent on level --PeterM*/
216int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 217cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 218{
208 int food_value; 219 int food_value;
209 archetype *at=NULL; 220 archetype *at = NULL;
210 object *new_op; 221 object *new_op;
211 222
212 food_value=spell_ob->stats.food + 223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 224
215 if(stringarg) { 225 if (stringarg)
226 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 227 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 228 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 229 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 230 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL; 231 stringarg = NULL;
221 } 232 }
222 233
223 if(!stringarg) { 234 if (!stringarg)
235 {
224 archetype *at_tmp; 236 archetype *at_tmp;
225 237
226 /* We try to find the archetype with the maximum food value. 238 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 239 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 240 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 241 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 242 * to be altered from the donor.
231 */ 243 */
232 244
233 /* We assume the food items don't have multiple parts */ 245 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
247 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
249 {
236 /* Basically, if the food value is something that is creatable 250 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 251 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 252 * the item we have now, take it instead.
239 */ 253 */
240 if (at_tmp->clone.stats.food<=food_value && 254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food))
241 (!at || at_tmp->clone.stats.food>at->clone.stats.food))
242 at=at_tmp; 255 at = at_tmp;
243 } 256 }
244 } 257 }
245 } 258 }
246 /* Pretty unlikely (there are some very low food items), but you never 259 /* Pretty unlikely (there are some very low food items), but you never
247 * know 260 * know
248 */ 261 */
249 if (!at) { 262 if (!at)
263 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 265 return 0;
252 } 266 }
253 267
254 food_value/=at->clone.stats.food; 268 food_value /= at->clone.stats.food;
255 new_op = arch_to_object (at); 269 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 270 new_op->nrof = food_value;
257 271
258 new_op->value = 0; 272 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 273 if (new_op->nrof < 1)
274 new_op->nrof = 1;
260 275
261 cast_create_obj(op, caster,new_op, dir); 276 cast_create_obj (op, caster, new_op, dir);
262 return 1; 277 return 1;
263} 278}
264 279
280int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 281probe (object *op, object *caster, object *spell_ob, int dir)
282{
266 int r, mflags, maxrange; 283 int r, mflags, maxrange;
267 object *tmp; 284 object *tmp;
268 mapstruct *m; 285 maptile *m;
269 286
270 287
271 if(!dir) { 288 if (!dir)
289 {
272 examine_monster(op,op); 290 examine_monster (op, op);
273 return 1; 291 return 1;
274 } 292 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 294 for (r = 1; r < maxrange; r++)
295 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 297
279 m = op->map; 298 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 299 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 300
282 if (mflags & P_OUT_OF_MAP) break; 301 if (mflags & P_OUT_OF_MAP)
302 break;
283 303
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
305 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 307 return 0;
287 } 308 }
288 if (mflags & P_IS_ALIVE) { 309 if (mflags & P_IS_ALIVE)
310 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
290 if(QUERY_FLAG(tmp, FLAG_ALIVE)&&(tmp->type==PLAYER||QUERY_FLAG(tmp, FLAG_MONSTER))) { 312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
313 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 315 if (tmp->head != NULL)
293 tmp=tmp->head; 316 tmp = tmp->head;
294 examine_monster(op,tmp); 317 examine_monster (op, tmp);
295 return 1; 318 return 1;
296 } 319 }
297 } 320 }
298 } 321 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 323 return 1;
301} 324}
302 325
303 326
304/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 328 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 331 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 332 * pl is invisible.
310 */ 333 */
334int
311int makes_invisible_to(object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
312{ 336{
313 337
314 if (!pl->invisible) return 0; 338 if (!pl->invisible)
339 return 0;
315 if (pl->type == PLAYER ) { 340 if (pl->type == PLAYER)
341 {
316 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 343 if (!pl->contr->invis_race)
344 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 345 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 346 return 0;
347 return 1;
320 } 348 }
321 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 351 return 1;
324 /* No race, can't be invisible to it */ 352 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 353 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 354 return 0;
329 } else { 355 if (strstr (mon->race, pl->contr->invis_race))
330 /* monsters are invisible to everything */
331 return 1; 356 return 1;
357 /* Nothing matched above, return 0 */
358 return 0;
359 }
360 else
361 {
362 /* monsters are invisible to everything */
363 return 1;
332 } 364 }
333} 365}
334 366
335/* Makes the player or character invisible. 367/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 368 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 371 * will determine if you are invisible to undead or normal monsters.
340 * For improved invis, if you cast it with a one of the others, you 372 * For improved invis, if you cast it with a one of the others, you
341 * lose the improved part of it, and the above statement about undead/ 373 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 374 * normal applies.
343 */ 375 */
376int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 377cast_invisible (object *op, object *caster, object *spell_ob)
378{
345 object *tmp; 379 object *tmp;
346 380
347 if(op->invisible>1000) { 381 if (op->invisible > 1000)
382 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 384 return 0;
350 } 385 }
351 386
352 /* Remove the switch with 90% duplicate code - just handle the differences with 387 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 388 * and if statement or two.
354 */ 389 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 391 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 392 if (op->invisible > 1000)
393 op->invisible = 1000;
358 394
359 if (op->type == PLAYER) { 395 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 396 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 397 op->contr->invis_race = spell_ob->race;
398
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 400 op->contr->tmp_invis = 0;
365 else 401 else
366 op->contr->tmp_invis=1; 402 op->contr->tmp_invis = 1;
367 403
368 op->contr->hidden = 0; 404 op->contr->hidden = 0;
369 } 405 }
370 if (makes_invisible_to(op, op)) 406 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 408 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 410
375 update_object(op,UP_OBJ_FACE); 411 update_object (op, UP_OBJ_FACE);
376 412
377 /* Only search the active objects - only these should actually do 413 /* Only search the active objects - only these should actually do
378 * harm to the player. 414 * harm to the player.
379 */ 415 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
381 if (tmp->enemy == op) 417 if (tmp->enemy == op)
382 tmp->enemy = NULL; 418 tmp->enemy = NULL;
383 return 1; 419 return 1;
384} 420}
385 421
386/* earth to dust spell. Basically destroys earthwalls in the area. 422/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 423 */
424int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 425cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{
389 object *tmp, *next; 427 object *tmp, *next;
390 int range,i,j, mflags; 428 int range, i, j, mflags;
391 sint16 sx, sy; 429 sint16 sx, sy;
392 mapstruct *m; 430 maptile *m;
393 431
394 if(op->type!=PLAYER) 432 if (op->type != PLAYER)
395 return 0; 433 return 0;
396 434
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 436
399 for(i= -range;i<=range;i++) 437 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 438 for (j = -range; j <= range; j++)
439 {
401 sx = op->x + i; 440 sx = op->x + i;
402 sy = op->y + j; 441 sy = op->y + j;
403 m = op->map; 442 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 444
406 if (mflags & P_OUT_OF_MAP) continue; 445 if (mflags & P_OUT_OF_MAP)
446 continue;
407 447
408 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 450 {
411 next = tmp->above; 451 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 454 }
455 }
416 return 1; 456 return 1;
417} 457}
418 458
419 459
460void
420void execute_word_of_recall(object *op) { 461execute_word_of_recall (object *op)
462{
421 object *wor=op; 463 object *wor = op;
464
422 while(op!=NULL && op->type!=PLAYER) 465 while (op != NULL && op->type != PLAYER)
423 op=op->env; 466 op = op->env;
424 467
425 if(op!=NULL && op->map) { 468 if (op != NULL && op->map)
426 if ((get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG(op,FLAG_WIZCAST))) 469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
428 else 471 else
429 enter_exit(op,wor); 472 enter_exit (op, wor);
430 } 473
431 remove_ob(wor); 474 wor->destroy ();
432 free_object(wor);
433} 475}
434 476
435/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
437 * time delay effect. 479 * time delay effect.
438 */ 480 */
481int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{
440 object *dummy; 484 object *dummy;
441 int time; 485 int time;
442 486
443 if(op->type!=PLAYER) 487 if (op->type != PLAYER)
444 return 0; 488 return 0;
445 489
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 491 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 493 return 1;
450 } 494 }
451 495
452 dummy=get_archetype(FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 497 if (dummy == NULL)
498 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 501 return 0;
457 } 502 }
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
460 506
461 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
464 */ 510 */
465 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
470 515
471 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
473 */ 518 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 519 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
477 522
478 (void) insert_ob_in_ob(dummy,op); 523 (void) insert_ob_in_ob (dummy, op);
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
480 return 1; 525 return 1;
481} 526}
482 527
483/* cast_wonder 528/* cast_wonder
484 * wonder is really just a spell that will likely cast another 529 * wonder is really just a spell that will likely cast another
485 * spell. 530 * spell.
486 */ 531 */
532int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 533cast_wonder (object *op, object *caster, int dir, object *spell_ob)
534{
488 object *newspell; 535 object *newspell;
489 536
490 if(!rndm(0, 3)) 537 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 538 return cast_cone (op, caster, dir, spell_ob);
492 539
493 if (spell_ob->randomitems) { 540 if (spell_ob->randomitems)
541 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 542 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 543 if (!newspell)
544 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 545 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 546 return 0;
498 } 547 }
499 if (newspell->type != SPELL) { 548 if (newspell->type != SPELL)
549 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 550 LOG (llevError, "cast_wonder: spell returned is not a spell (%d, %s)!\n", &newspell->type, &newspell->name);
501 newspell->type, newspell->name);
502 return 0; 551 return 0;
503 } 552 }
504 /* Prevent inifinit recursion */ 553 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 554 if (newspell->subtype == SP_WONDER)
555 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 556 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 557 return 0;
508 } 558 }
509 return cast_spell(op,caster,dir,newspell, NULL); 559 return cast_spell (op, caster, dir, newspell, NULL);
510 } 560 }
511 return 1; 561 return 1;
512} 562}
513 563
514 564int
515int perceive_self(object *op) { 565perceive_self (object *op)
566{
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 567 char *cp = describe_item (op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION); 568 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp; 569 object *tmp;
519 int i; 570 int i;
520 571
521 tmp=find_god(determine_god(op)); 572 tmp = find_god (determine_god (op));
522 if (tmp) 573 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
524 else 575 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
526 577
527 tmp=present_arch_in_ob(at,op); 578 tmp = present_arch_in_ob (at, op);
528 579
529 if(*cp=='\0' && tmp==NULL) 580 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
531 else { 582 else
583 {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 584 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 585 new_draw_info (NDI_UNIQUE, 0, op, cp);
534 if (tmp!=NULL) { 586 if (tmp != NULL)
587 {
535 for (i=0; i<NUM_STATS; i++) { 588 for (i = 0; i < NUM_STATS; i++)
589 {
536 if (get_attr_value(&tmp->stats, i)<0) { 590 if (get_attr_value (&tmp->stats, i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 591 {
538 "Your %s is depleted by %d", statname[i], 592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
539 -(get_attr_value(&tmp->stats,i)));
540 } 593 }
541 } 594 }
542 } 595 }
543 } 596 }
544 597
545 if (is_dragon_pl(op)) { 598 if (is_dragon_pl (op))
599 {
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
602 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
604 {
549 if(tmp->stats.exp == 0) { 605 if (tmp->stats.exp == 0)
606 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 607 sprintf (buf, "Your metabolism isn't focused on anything.");
551 } else {
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
553 } 608 }
609 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
612 }
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 613 new_draw_info (NDI_UNIQUE, 0, op, buf);
555 break; 614 break;
556 } 615 }
557 } 616 }
558 } 617 }
559 return 1; 618 return 1;
560} 619}
561 620
562/* int cast_create_town_portal (object *op, object *caster, int dir) 621/* int cast_create_town_portal (object *op, object *caster, int dir)
563 * 622 *
564 * This function cast the spell of town portal for op 623 * This function cast the spell of town portal for op
574 * to the town or another public place. So, check if the map is unique and if 633 * to the town or another public place. So, check if the map is unique and if
575 * so return an error 634 * so return an error
576 * 635 *
577 * Code by Tchize (david.delbecq@usa.net) 636 * Code by Tchize (david.delbecq@usa.net)
578 */ 637 */
638int
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{ 640{
581 object *dummy, *force, *old_force, *tmp; 641 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal; 642 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024]; 643 char portal_name[1024], portal_message[1024];
584 sint16 exitx, exity; 644 sint16 exitx, exity;
585 mapstruct *exitmap; 645 maptile *exitmap;
586 int op_level; 646 int op_level;
587 647
588
589 /* Check to see if the map the player is currently on is a per player unique 648 /* 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 649 * map. This can be determined in that per player unique maps have the
591 * full pathname listed. 650 * full pathname listed.
592 */ 651 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
594 settings.create_home_portals != TRUE )
595 { 653 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
597 return 0; 655 return 0;
598 } 656 }
599 657
600 /* The first thing to do is to check if we have a marked destination 658 /* 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 659 * dummy is used to make a check inventory for the force
602 */ 660 */
603 dummy=arch_to_object(spell->other_arch); 661 dummy = arch_to_object (spell->other_arch);
604 if(dummy == NULL){ 662 if (dummy == NULL)
663 {
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 664 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); 665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
607 return 0; 666 return 0;
608 } 667 }
668
609 force=check_inv_recursive (op,dummy); 669 force = check_inv_recursive (op, dummy);
610 670
611 if (force==NULL) { 671 if (force == NULL)
672 {
612 /* Here we know there is no destination marked up. 673 /* Here we know there is no destination marked up.
613 * We have 2 things to do: 674 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory. 675 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked. 676 * 2. Let the player know it worked.
616 */ 677 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path); 678 dummy->name = op->map->path;
619 EXIT_X(dummy)= op->x; 679 EXIT_X (dummy) = op->x;
620 EXIT_Y(dummy)= op->y; 680 EXIT_Y (dummy) = op->y;
621 insert_ob_in_ob (dummy,op); 681 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."); 682 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; 683 return 1;
624 } 684 }
625 free_object (dummy);
626 685
686 dummy->destroy ();
687
627 /* Here we know where the town portal should go to 688 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player. 689 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals. 690 * Than we should create the 2 portals.
630 * For each of them, we need: 691 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map 692 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal 693 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory 694 * - To mark the position of the portal in the player's inventory
634 * for easier destruction. 695 * for easier destruction.
635 * 696 *
636 * The mark works has follow: 697 * The mark works has follow:
637 * slaying: Existing town portal 698 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal 699 * hp, sp : x & y of the associated portal
639 * name : name of the portal 700 * name : name of the portal
640 * race : map the portal is in 701 * race : map the portal is in
641 */ 702 */
642 703
643 /* First step: killing existing town portals */ 704 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race); 705 dummy = get_archetype (spell->race);
645 if(dummy == NULL){ 706 if (dummy == NULL)
707 {
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 708 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); 709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
648 return 0; 710 return 0;
649 } 711 }
712
650 perm_portal = find_archetype (spell->slaying); 713 perm_portal = archetype::find (spell->slaying);
651 714
652 /* To kill a town portal, we go trough the player's inventory, 715 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory, 716 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed) 717 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location. 718 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it. 719 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal. 720 * -We destruct the force indicating that portal.
658 */ 721 */
659 while ( (old_force=check_inv_recursive (op,dummy))) { 722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
660 exitx=EXIT_X(old_force); 724 exitx = EXIT_X (old_force);
661 exity=EXIT_Y(old_force); 725 exity = EXIT_Y (old_force);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity); 726 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
663 727
664 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir))) 728 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
665 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE); 729 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
730 else
666 else exitmap = ready_map_name(old_force->race, 0); 731 exitmap = ready_map_name (old_force->race, 0);
667 732
668 if (exitmap) { 733 if (exitmap)
734 {
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 735 tmp = present_arch (perm_portal, exitmap, exitx, exity);
670 while (tmp) { 736 while (tmp)
737 {
671 if (tmp->name == old_force->name) { 738 if (tmp->name == old_force->name)
672 remove_ob (tmp); 739 {
673 free_object (tmp); 740 tmp->destroy ();
674 break; 741 break;
675 } else {
676 tmp = tmp->above;
677 } 742 }
743
744 tmp = tmp->above;
678 } 745 }
679 } 746 }
680 remove_ob (old_force); 747
681 free_object (old_force); 748 old_force->destroy ();
682 LOG (llevDebug,"\n"); 749 LOG (llevDebug, "\n");
683 } 750 }
684 free_object (dummy);
685 751
752 dummy->destroy ();
753
686 /* Creating the portals. 754 /* Creating the portals.
687 * The very first thing to do is to ensure 755 * The very first thing to do is to ensure
688 * access to the destination map. 756 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 757 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 758 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 759 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 760 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 761 * from the players inventory above.
694 */ 762 */
695 763
696 /* Ensure exit map is loaded*/ 764 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE); 766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
699 else 767 else
700 exitmap = ready_map_name(force->name, 0); 768 exitmap = ready_map_name (force->name, 0);
701 769
702 /* If we were unable to load (ex. random map deleted), warn player*/ 770 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 771 if (exitmap == NULL)
772 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force); 774 force->destroy ();
706 free_object(force);
707 return 1; 775 return 1;
708 } 776 }
709 777
710 op_level = caster_level(caster, spell); 778 op_level = caster_level (caster, spell);
711 if (op_level<15) 779 if (op_level < 15)
780 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); 781 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
782 &op->name);
713 else if (op_level<30) 783 else if (op_level < 30)
784 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); 785 "\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) 786 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"); 787 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
788 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); 789 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
790 &op->name);
718 791
719 /* Create a portal in front of player 792 /* Create a portal in front of player
720 * dummy contain the portal and 793 * dummy contain the portal and
721 * force contain the track to kill it later 794 * force contain the track to kill it later
722 */ 795 */
723 796
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 797 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 798 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 799 if (dummy == NULL)
800 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 801 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); 802 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 803 return 0;
730 } 804 }
805
731 EXIT_PATH(dummy) = add_string (force->name); 806 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 807 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 808 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 809 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 810 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 811 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 812 cast_create_obj (op, caster, dummy, 0);
739 813
740 /* Now we need to to create a town portal marker inside the player 814 /* 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 815 * object, so on future castings, we can know that he has an active
742 * town portal. 816 * town portal.
743 */ 817 */
744 tmp=get_archetype(spell->race); 818 tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 819 if (tmp == NULL)
820 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 821 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); 822 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 823 return 0;
749 } 824 }
825
750 tmp->race=add_string (op->map->path); 826 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 827 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 828 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 829 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 830 op->insert (tmp);
755 831
756 /* Create a portal in the destination map 832 /* Create a portal in the destination map
757 * dummy contain the portal and 833 * dummy contain the portal and
758 * force the track to kill it later 834 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 835 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 836 * where this portal goes to.
761 */ 837 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 839 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 840 if (dummy == NULL)
841 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 842 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); 843 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 844 return 0;
768 } 845 }
846
769 EXIT_PATH(dummy) = add_string (op->map->path); 847 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 848 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 849 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 850 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 851 dummy->msg = portal_message;
775 dummy->x=EXIT_X(force);
776 dummy->y=EXIT_Y(force);
777 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 852 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 853 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
779 854
780 /* Now we create another town portal marker that 855 /* Now we create another town portal marker that
781 * points back to the one we just made 856 * points back to the one we just made
782 */ 857 */
783 tmp=get_archetype(spell->race); 858 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 859 if (tmp == NULL)
860 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 861 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); 862 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 863 return 0;
788 } 864 }
865
789 tmp->race=add_string(force->name); 866 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 867 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 868 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 869 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 870 insert_ob_in_ob (tmp, op);
794 871
795 /* Describe the player what happened 872 /* Describe the player what happened
796 */ 873 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 874 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*/ 875 force->destroy ();
799 free_object(force); 876
800 return 1; 877 return 1;
801} 878}
802
803 879
804/* This creates magic walls. Really, it can create most any object, 880/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 881 * within some reason.
806 */ 882 */
807 883int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 884magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 885{
886 object *tmp;
810 int i,posblocked,negblocked, maxrange; 887 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 888 sint16 x, y;
812 mapstruct *m; 889 maptile *m;
813 const char *name; 890 const char *name;
814 archetype *at; 891 archetype *at;
815 892
816 if(!dir) { 893 if (!dir)
894 {
817 dir=op->facing; 895 dir = op->facing;
818 x = op->x; 896 x = op->x;
819 y = op->y; 897 y = op->y;
820 } else { 898 }
899 else
900 {
821 x = op->x+freearr_x[dir]; 901 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 902 y = op->y + freearr_y[dir];
823 } 903 }
904
824 m = op->map; 905 m = op->map;
825 906
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 907 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) || 908 (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))) { 909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 912 return 0;
831 } 913 }
914
832 if (spell_ob->other_arch) { 915 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 916 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 917 else if (spell_ob->race)
918 {
835 char buf1[MAX_BUF]; 919 char buf1[MAX_BUF];
836 920
837 sprintf(buf1,spell_ob->race,dir); 921 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 922 at = archetype::find (buf1);
839 if (!at) { 923 if (!at)
924 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 925 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 926 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 927 return 0;
843 } 928 }
929
844 tmp = arch_to_object(at); 930 tmp = arch_to_object (at);
845 } else { 931 }
932 else
933 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 935 return 0;
849 } 936 }
850 937
851 if (tmp->type == SPELL_EFFECT) { 938 if (tmp->type == SPELL_EFFECT)
939 {
852 tmp->attacktype = spell_ob->attacktype; 940 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 941 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 942 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; 943 tmp->range = 0;
944 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 945 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 946 {
860 SP_level_duration_adjust(caster, spell_ob); 947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 948 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 949 }
950
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 951 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 952 {
867 SP_level_duration_adjust(caster, spell_ob); 953 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 954 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 955 }
956
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 960 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 961 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 962 SET_FLAG (tmp, FLAG_ALIVE);
875 } 963 }
876 964
877 /* This can't really hurt - if the object doesn't kill anything, 965 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 966 * these fields just won't be used. Do not set the owner for
967 * earthwalls, though, so they survive restarts.
879 */ 968 */
969 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 970 tmp->set_owner (op);
971
881 set_spell_skill(op, caster, spell_ob, tmp); 972 set_spell_skill (op, caster, spell_ob, tmp);
882 tmp->x = x;
883 tmp->y = y;
884 tmp->level = caster_level(caster, spell_ob) / 2; 973 tmp->level = caster_level (caster, spell_ob) / 2;
885 974
886 name = tmp->name; 975 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 976 if (!(tmp = m->insert (tmp, x, y, op)))
977 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 979 return 0;
890 } 980 }
981
891 /* If this is a spellcasting wall, need to insert the spell object */ 982 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 985
895 /* This code causes the wall to extend some distance in 986 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 987 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 988 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 989 * created wall can extend, it won't go extend through
899 * blocked spaces. 990 * blocked spaces.
900 */ 991 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 992 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 993 posblocked = 0;
903 negblocked=0; 994 negblocked = 0;
904 995
905 for(i=1; i<=maxrange; i++) { 996 for (i = 1; i <= maxrange; i++)
997 {
906 int dir2; 998 int dir2;
907 999
908 dir2 = (dir<4)?(dir+2):dir-2; 1000 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 1001
910 x = tmp->x+i*freearr_x[dir2]; 1002 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 1003 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 1004 m = tmp->map;
913 1005
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1006 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) && 1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 1008 {
917 tmp2 = get_object(); 1009 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 1010 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 1011
920 tmp2->y = y;
921 insert_ob_in_map(tmp2,m,op,0);
922 /* If this is a spellcasting wall, need to insert the spell object */ 1012 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1014 tmp2->insert (arch_to_object (tmp2->other_arch));
925 1015
1016 }
1017 else
926 } else posblocked=1; 1018 posblocked = 1;
927 1019
928 x = tmp->x-i*freearr_x[dir2]; 1020 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1021 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1022 m = tmp->map;
931 1023
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1024 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) && 1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1026 {
935 tmp2 = get_object(); 1027 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 1028 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 1029
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1030 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1031 tmp2->insert (arch_to_object (tmp2->other_arch));
1032 }
1033 else
942 } else negblocked=1; 1034 negblocked = 1;
943 } 1035 }
944 1036
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1037 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1038 update_all_los (op->map, op->x, op->y);
947 1039
1040 return 1;
1041}
1042
1043int
1044dimension_door (object *op, object *caster, object *spob, int dir)
1045{
1046 uint32 dist, maxdist;
1047 int mflags;
1048 maptile *m;
1049 sint16 sx, sy;
1050
1051 if (op->type != PLAYER)
1052 return 0;
1053
1054 if (!dir)
1055 {
1056 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1057 return 0;
1058 }
1059
1060 /* Given the new outdoor maps, can't let players dimension door for
1061 * ever, so put limits in.
1062 */
1063 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1064
1065 if (op->contr->count)
1066 {
1067 if (op->contr->count > maxdist)
1068 {
1069 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1070 return 0;
1071 }
1072
1073 for (dist = 0; dist < op->contr->count; dist++)
1074 {
1075 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1076
1077 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1078 break;
1079
1080 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1081 break;
1082 }
1083
1084 if (dist < op->contr->count)
1085 {
1086 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1087 op->contr->count = 0;
1088 return 0;
1089 }
1090
1091 op->contr->count = 0;
1092
1093 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded
1096 * by such squares). Also, there are probably treasure rooms and
1097 * lots of other maps that protect areas with no magic, but the
1098 * areas themselves don't contain no magic spaces.
1099 */
1100 /* This call here is really just to normalize the coordinates */
1101 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1102 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1103 {
1104 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1105 return 1; /* Maybe the penalty should be more severe... */
1106 }
1107 }
1108 else
1109 {
1110 /* Player didn't specify a distance, so lets see how far
1111 * we can move the player. Don't know why this stopped on
1112 * spaces that blocked the players view.
1113 */
1114
1115 for (dist = 0; dist < maxdist; dist++)
1116 {
1117 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1118
1119 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1120 break;
1121
1122 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1123 break;
1124
1125 }
1126
1127 /* If the destination is blocked, keep backing up until we
1128 * find a place for the player.
1129 */
1130 for (; dist > 0; dist--)
1131 {
1132 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1133 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1134 continue;
1135
1136
1137 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1138 break;
1139
1140 }
1141 if (!dist)
1142 {
1143 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1144 return 0;
1145 }
1146 }
1147
1148 /* Actually move the player now */
1149 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
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)
1175 object *tmp, *tmp2=NULL; 1302{
1176 object *force=NULL; 1303 object *force = NULL;
1177 int i; 1304 int i;
1178 1305
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1306 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1307 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1308 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1309 : op;
1183 tmp = op;
1184 }
1185 1310
1186 if(tmp==NULL) return 0; 1311 if (!tmp)
1187 1312 return 0;
1313
1188 /* If we've already got a force of this type, don't add a new one. */ 1314 /* 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) { 1315 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1316 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1317 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1318 {
1191 if (tmp2->name == spell_ob->name) { 1319 if (tmp2->name == spell_ob->name)
1320 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1321 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1322 break;
1194 } 1323 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1324 else if (spell_ob->race && spell_ob->race == tmp2->name)
1325 {
1196 if ( !silent ) 1326 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1327 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; 1328 return 0;
1201 } 1329 }
1202 } 1330 }
1203 } 1331 }
1204 if(force==NULL) { 1332 if (force == NULL)
1333 {
1205 force=get_archetype(FORCE_NAME); 1334 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1335 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1336 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1337 force->name = spell_ob->race;
1210 else 1338 else
1211 force->name = add_refcount(spell_ob->name); 1339 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1340 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1341 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1342
1216 } else { 1343 }
1344 else
1345 {
1217 int duration; 1346 int duration;
1218 1347
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1348 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1349 if (duration > force->duration)
1350 {
1221 force->duration = duration; 1351 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1352 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1353 }
1223 } else { 1354 else
1355 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1357 }
1226 return 1; 1358 return 1;
1227 } 1359 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1360 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1361 force->speed = 1.0;
1230 force->speed_left = -1.0; 1362 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1363 SET_FLAG (force, FLAG_APPLIED);
1232 1364
1233 /* Now start processing the effects. First, protections */ 1365 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1366 for (i = 0; i < NROFATTACKS; i++)
1367 {
1235 if (spell_ob->resist[i]) { 1368 if (spell_ob->resist[i])
1369 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1370 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1371 if (force->resist[i] > 100)
1372 force->resist[i] = 100;
1238 } 1373 }
1239 } 1374 }
1240 if (spell_ob->stats.hp) 1375 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1376 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1377
1243 if (tmp->type == PLAYER) { 1378 if (tmp->type == PLAYER)
1379 {
1244 /* Stat adjustment spells */ 1380 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1381 for (i = 0; i < NUM_STATS; i++)
1382 {
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1383 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1384
1247 if (stat) { 1385 if (stat)
1386 {
1248 sm=0; 1387 sm = 0;
1249 for (k=0; k<stat; k++) 1388 for (k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1389 sm += rndm (1, 3);
1251 1390
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1391 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1392 {
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1393 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1394 if (sm < 0)
1254 if (sm<0) sm = 0; 1395 sm = 0;
1255 } 1396 }
1256 set_attr_value(&force->stats, i, sm); 1397 set_attr_value (&force->stats, i, sm);
1257 if (!sm) 1398 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1399 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1400 }
1260 } 1401 }
1261 } 1402 }
1262 1403
1263 force->move_type = spell_ob->move_type; 1404 force->move_type = spell_ob->move_type;
1264 1405
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1406 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1407 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1408
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1409 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1410 SET_FLAG (force, FLAG_XRAYS);
1270 1411
1271 /* Haste/bonus speed */ 1412 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1413 if (spell_ob->stats.exp)
1414 {
1415 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1416 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1417 else
1275 force->stats.exp = spell_ob->stats.exp; 1418 force->stats.exp = spell_ob->stats.exp;
1276 } 1419 }
1277 1420
1278 force->stats.wc = spell_ob->stats.wc; 1421 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1422 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1423 force->attacktype = spell_ob->attacktype;
1281 1424
1282 insert_ob_in_ob(force,tmp); 1425 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1427 tmp->update_stats ();
1285 return 1; 1428 return 1;
1286} 1429}
1287 1430
1288/* This used to be part of cast_change_ability, but it really didn't make 1431/* 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 1432 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1433 * of the caster.
1291 */ 1434 */
1292 1435
1436int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1437cast_bless (object *op, object *caster, object *spell_ob, int dir)
1438{
1294 int i; 1439 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1440 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1441
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1442 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1443 if (dir != 0)
1444 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1445 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1446 }
1447 else
1448 {
1301 tmp = op; 1449 tmp = op;
1302 } 1450 }
1303 1451
1304 /* If we've already got a force of this type, don't add a new one. */ 1452 /* 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) { 1453 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1454 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1455 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1456 {
1307 if (tmp2->name == spell_ob->name) { 1457 if (tmp2->name == spell_ob->name)
1458 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1459 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1460 break;
1310 } 1461 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1462 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1463 {
1313 "You can not cast %s while %s is in effect", 1464 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; 1465 return 0;
1316 } 1466 }
1317 } 1467 }
1318 } 1468 }
1319 if(force==NULL) { 1469 if (force == NULL)
1470 {
1320 force=get_archetype(FORCE_NAME); 1471 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1472 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1473 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1474 force->name = spell_ob->race;
1325 else 1475 else
1326 force->name = add_refcount(spell_ob->name); 1476 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1477 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1478 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1479 }
1480 else
1481 {
1331 int duration; 1482 int duration;
1332 1483
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1484 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1485 if (duration > force->duration)
1486 {
1335 force->duration = duration; 1487 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1488 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1489 }
1337 } else { 1490 else
1491 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1492 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1493 }
1340 return 0; 1494 return 0;
1341 } 1495 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1496 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1497 force->speed = 1.0;
1344 force->speed_left = -1.0; 1498 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1499 SET_FLAG (force, FLAG_APPLIED);
1346 1500
1347 if(!god) { 1501 if (!god)
1502 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1503 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1504 }
1505 else
1506 {
1350 /* Only give out good benefits, and put a max on it */ 1507 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1508 for (i = 0; i < NROFATTACKS; i++)
1509 {
1352 if (god->resist[i]>0) { 1510 if (god->resist[i] > 0)
1511 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1512 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1513 }
1355 } 1514 }
1356 force->path_attuned|=god->path_attuned; 1515 force->path_attuned |= god->path_attuned;
1516
1357 if (spell_ob->attacktype) { 1517 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1518 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1519
1360 }
1361 if (tmp != op) { 1520 if (tmp != op)
1521 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1522 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); 1523 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1524 }
1364 } else { 1525 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1526 {
1527 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1528 }
1368 1529
1369 } 1530 }
1370 force->stats.wc = spell_ob->stats.wc; 1531 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1532 force->stats.ac = spell_ob->stats.ac;
1372 1533
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1534 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1535 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1536 tmp->update_stats ();
1376 return 1; 1537 return 1;
1377} 1538}
1378 1539
1379 1540
1380 1541
1381/* Alchemy code by Mark Wedel 1542/* Alchemy code by Mark Wedel
1396 * 1557 *
1397 * There is also a chance (1:30) that you will get nothing at all 1558 * 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 1559 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1560 * alchemied.
1400 */ 1561 */
1401 1562
1402/* I didn't feel like passing these as arguements to the 1563/* I didn't feel like passing these as arguements to the
1403 * two functions that need them. Real values are put in them 1564 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell 1565 * when the spell is cast, and these are freed when the spell
1405 * is finished. 1566 * is finished.
1406 */ 1567 */
1407static object *small, *large; 1568static object *small, *large;
1408 1569
1409static void alchemy_object(object *obj, int *small_nuggets, 1570static void
1410 int *large_nuggets, int *weight) 1571alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1411{ 1572{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1573 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1574
1414 /* Give third price when we alchemy money (This should hopefully 1575 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1576 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1577 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1578 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1579 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1580 * the stuff back to town.
1420 */ 1581 */
1421 1582
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1583 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1584 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1585 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1586 value /= 3;
1426 else 1587 else
1427 value = (value*9)/10; 1588 value = (value * 9) / 10;
1428 1589
1429 value /= 4; // fix by GHJ, don't understand, pcg 1590 value /= 4; // fix by GHJ, don't understand, pcg
1430 1591
1431 if ((obj->value>0) && rndm(0, 29)) { 1592 if ((obj->value > 0) && rndm (0, 29))
1593 {
1432 int count; 1594 int count;
1433 1595
1434 count = value / large->value; 1596 count = value / large->value;
1435 *large_nuggets += count; 1597 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value; 1598 value -= (uint64) count *(uint64) large->value;
1599
1437 count = value / small->value; 1600 count = value / small->value;
1438 *small_nuggets += count; 1601 *small_nuggets += count;
1439 } 1602 }
1440 1603
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1604 /* Turn 25 small nuggets into 1 large nugget. If the value
1442 * of large nuggets is not evenly divisable by the small nugget 1605 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0) 1606 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */ 1607 */
1445 if (*small_nuggets * small->value >= large->value) { 1608 if (*small_nuggets * small->value >= large->value)
1609 {
1446 (*large_nuggets)++; 1610 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value; 1611 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value) 1612 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--; 1613 (*small_nuggets)--;
1450 } 1614 }
1451 weight += obj->weight; 1615 weight += obj->weight;
1452 remove_ob(obj); 1616 obj->destroy ();
1453 free_object(obj);
1454} 1617}
1455 1618
1619static void
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1620update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1457 int x, int y)
1458{ 1621{
1459 object *tmp; 1622 object *tmp;
1460 int flag=0; 1623 int flag = 0;
1461 1624
1462 /* Put any nuggets below the player, but we can only pass this 1625 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1626 * flag if we are on the same space as the player
1464 */ 1627 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1628 if (x == op->x && y == op->y && op->map == m)
1629 flag = INS_BELOW_ORIGINATOR;
1466 1630
1467 if (small_nuggets) { 1631 if (small_nuggets)
1468 tmp = get_object(); 1632 {
1469 copy_object(small, tmp); 1633 tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1634 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1635 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1636 }
1637
1475 if (large_nuggets) { 1638 if (large_nuggets)
1476 tmp = get_object(); 1639 {
1477 copy_object(large, tmp); 1640 tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1641 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1642 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1643 }
1483} 1644}
1484 1645
1646int
1485int alchemy(object *op, object *caster, object *spell_ob) 1647alchemy (object *op, object *caster, object *spell_ob)
1486{ 1648{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; 1649 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1488 sint16 nx, ny; 1650 sint16 nx, ny;
1489 object *next,*tmp; 1651 object *next, *tmp;
1490 mapstruct *mp; 1652 maptile *mp;
1491 1653
1492 if(op->type!=PLAYER) 1654 if (op->type != PLAYER)
1493 return 0; 1655 return 0;
1494 1656
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1657 /* 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 1658 * some, and also prevents people from alcheming every table/chair/clock
1497 * in sight 1659 * in sight
1498 */ 1660 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1661 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1662 weight_max *= 1000;
1501 small=get_archetype("smallnugget"), 1663 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1502 large=get_archetype("largenugget");
1503 1664
1504 for(y= op->y-1;y<=op->y+1;y++) { 1665 for (y = op->y - 1; y <= op->y + 1; y++)
1666 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1667 for (x = op->x - 1; x <= op->x + 1; x++)
1668 {
1506 nx = x; 1669 nx = x;
1507 ny = y; 1670 ny = y;
1508 1671
1509 mp = op->map; 1672 mp = op->map;
1510 1673
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1674 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1675
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1676 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1677 continue;
1515 1678
1516 /* Treat alchemy a little differently - most spell effects 1679 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1680 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1681 * ground level effect.
1519 */ 1682 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1683 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1684 continue;
1522 1685
1523 small_nuggets=0; 1686 small_nuggets = 0;
1524 large_nuggets=0; 1687 large_nuggets = 0;
1525 1688
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1689 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1690 {
1527 next=tmp->above; 1691 next = tmp->above;
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1692 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1693 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1694 {
1531 1695
1532 if (tmp->inv) { 1696 if (tmp->inv)
1697 {
1533 object *next1, *tmp1; 1698 object *next1, *tmp1;
1699
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1700 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1701 {
1535 next1 = tmp1->below; 1702 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1703 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1704 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1705 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1540 &weight);
1541 } 1706 }
1542 } 1707 }
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1708 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1544 1709
1545 if (weight>weight_max) { 1710 if (weight > weight_max)
1711 {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1712 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large); 1713 large->destroy ();
1548 free_object(small); 1714 small->destroy ();
1549 return 1; 1715 return 1;
1550 } 1716 }
1551 } /* is alchemable object */ 1717 } /* is alchemable object */
1552 } /* process all objects on this space */ 1718 } /* process all objects on this space */
1553 1719
1554 /* Insert all the nuggets at one time. This probably saves time, but 1720 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1721 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1722 * with this spell.
1557 */ 1723 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1724 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1559 } 1725 }
1560 } 1726 }
1561 free_object(large); 1727
1562 free_object(small); 1728 large->destroy ();
1729 small->destroy ();
1563 /* reset this so that if player standing on a big pile of stuff, 1730 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly. 1731 * it is redrawn properly.
1565 */ 1732 */
1566 op->contr->socket.look_position = 0; 1733 op->contr->ns->look_position = 0;
1567 return 1; 1734 return 1;
1568} 1735}
1569 1736
1570 1737
1571/* This function removes the cursed/damned status on equipped 1738/* This function removes the cursed/damned status on equipped
1572 * items. 1739 * items.
1573 */ 1740 */
1741int
1574int remove_curse(object *op, object *caster, object *spell) { 1742remove_curse (object *op, object *caster, object *spell)
1743{
1575 object *tmp; 1744 object *tmp;
1576 int success = 0, was_one = 0; 1745 int success = 0, was_one = 0;
1577 1746
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1747 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1748 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1749 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1750 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1751 {
1583 was_one++; 1752 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1753 if (tmp->level <= caster_level (caster, spell))
1754 {
1585 success++; 1755 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1756 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1757 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1758
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1759 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1760 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1761 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1762 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1763 esrv_send_item (op, tmp);
1594 } 1764 }
1595 } 1765 }
1596 1766
1597 if (op->type==PLAYER) { 1767 if (op->type == PLAYER)
1768 {
1598 if (success) { 1769 if (success)
1770 {
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1772 }
1600 } else { 1773 else
1774 {
1601 if (was_one) 1775 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1777 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1778 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1779 }
1606 } 1780 }
1781
1607 return success; 1782 return success;
1608} 1783}
1609 1784
1610/* Identifies objects in the players inventory/on the ground */ 1785/* Identifies objects in the players inventory/on the ground */
1611 1786
1787int
1612int cast_identify(object *op, object *caster, object *spell) { 1788cast_identify (object *op, object *caster, object *spell)
1789{
1613 object *tmp; 1790 object *tmp;
1614 int success = 0, num_ident; 1791 int success = 0, num_ident;
1615 1792
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1793 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1794
1618 if (num_ident < 1) num_ident=1; 1795 if (num_ident < 1)
1796 num_ident = 1;
1619 1797
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1798 for (tmp = op->inv; tmp; tmp = tmp->below)
1799 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1800 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1801 {
1623 identify(tmp); 1802 identify (tmp);
1803
1624 if (op->type==PLAYER) { 1804 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1805 {
1626 "You have %s.", long_desc(tmp, op)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1807
1627 if (tmp->msg) { 1808 if (tmp->msg)
1809 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1810 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1811 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1812 }
1631 } 1813 }
1814
1815 num_ident--;
1816 success = 1;
1817 if (!num_ident)
1818 break;
1819 }
1820 }
1821
1822 /* If all the power of the spell has been used up, don't go and identify
1823 * stuff on the floor. Only identify stuff on the floor if the spell
1824 * was not fully used.
1825 */
1826 if (num_ident)
1827 {
1828 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1829 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1830 {
1831 identify (tmp);
1832
1833 if (op->type == PLAYER)
1834 {
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1836
1837 if (tmp->msg)
1838 {
1839 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1840 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1841 }
1842
1843 esrv_send_item (op, tmp);
1844 }
1845
1632 num_ident--; 1846 num_ident--;
1633 success=1; 1847 success = 1;
1634 if (!num_ident) break; 1848 if (!num_ident)
1849 break;
1635 } 1850 }
1636 } 1851 }
1637 /* If all the power of the spell has been used up, don't go and identify 1852
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1853 if (!success)
1639 * was not fully used. 1854 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1855 else
1856 spell_effect (spell, op->x, op->y, op->map, op);
1857
1858 return success;
1859}
1860
1861int
1862cast_detection (object *op, object *caster, object *spell, object *skill)
1863{
1864 object *tmp, *last, *god, *detect;
1865 int done_one, range, mflags, floor, level;
1866 sint16 x, y, nx, ny;
1867 maptile *m;
1868
1869 /* We precompute some values here so that we don't have to keep
1870 * doing it over and over again.
1640 */ 1871 */
1641 if (num_ident) { 1872 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1873 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1874 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1875
1646 identify(tmp); 1876 if (!skill)
1877 skill = caster;
1878
1879 for (x = op->x - range; x <= op->x + range; x++)
1880 for (y = op->y - range; y <= op->y + range; y++)
1881 {
1882 m = op->map;
1883 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1884 if (mflags & P_OUT_OF_MAP)
1885 continue;
1886
1887 /* For most of the detections, we only detect objects above the
1888 * floor. But this is not true for show invisible.
1889 * Basically, we just go and find the top object and work
1890 * down - that is easier than working up.
1891 */
1892
1893 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1894 last = tmp;
1895
1896 /* Shouldn't happen, but if there are no objects on a space, this
1897 * would happen.
1898 */
1899 if (!last)
1900 continue;
1901
1902 done_one = 0;
1903 floor = 0;
1904 detect = NULL;
1905 for (tmp = last; tmp; tmp = tmp->below)
1906 {
1907 /* show invisible */
1908 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1909 /* Might there be other objects that we can make visible? */
1910 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1911 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1912 tmp->type == CF_HANDLE ||
1913 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1914 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1915 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1916 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1917 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1918 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1919 {
1920 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1921 {
1922 tmp->invisible = 0;
1923 done_one = 1;
1924 }
1925 }
1926
1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1928 floor = 1;
1929
1930 /* All detections below this point don't descend beneath the floor,
1931 * so just continue on. We could be clever and look at the type of
1932 * detection to completely break out if we don't care about objects beneath
1933 * the floor, but once we get to the floor, not likely a very big issue anyways.
1934 */
1935 if (floor)
1936 continue;
1937
1938 /* I had thought about making detect magic and detect curse
1939 * show the flash the magic item like it does for detect monster.
1940 * however, if the object is within sight, this would then make it
1941 * difficult to see what object is magical/cursed, so the
1942 * effect wouldn't be as apparant.
1943 */
1944
1945 /* detect magic */
1946 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1947 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1948 {
1949 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1950 /* make runes more visibile */
1951 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1952 tmp->stats.Cha /= 4;
1953 done_one = 1;
1954 }
1955 /* detect monster */
1956 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1957 {
1958 done_one = 2;
1959 if (!detect)
1960 detect = tmp;
1961 }
1962 /* Basically, if race is set in the spell, then the creatures race must
1963 * match that. if the spell race is set to GOD, then the gods opposing
1964 * race must match.
1965 */
1966 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1967 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1968 (strstr (spell->race, tmp->race))))
1969 {
1970 done_one = 2;
1971 if (!detect)
1972 detect = tmp;
1973 }
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1975 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1976 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1978 done_one = 1;
1979 }
1980 } /* for stack of objects on this space */
1981
1982 /* Code here puts an effect of the spell on the space, so you can see
1983 * where the magic is.
1984 */
1985 if (done_one)
1986 {
1987 object *detect_ob = arch_to_object (spell->other_arch);
1988
1989 /* if this is set, we want to copy the face */
1990 if (done_one == 2 && detect)
1991 {
1992 detect_ob->face = detect->face;
1993 detect_ob->animation_id = detect->animation_id;
1994 detect_ob->anim_speed = detect->anim_speed;
1995 detect_ob->last_anim = 0;
1996 /* by default, the detect_ob is already animated */
1997 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1998 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1999 }
2000
2001 m->insert (detect_ob, nx, ny, op);
2002 }
2003 } /* for processing the surrounding spaces */
2004
2005
2006 /* Now process objects in the players inventory if detect curse or magic */
2007 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2008 {
2009 done_one = 0;
2010 for (tmp = op->inv; tmp; tmp = tmp->below)
2011 {
2012 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2013 {
2014 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2015 {
2016 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 2017 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 2018 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 } 2019 }
2020 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2021 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2022 {
2023 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2024 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 2025 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 } 2026 }
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 */ 2027 } /* if item is not identified */
1816 } /* for the players inventory */ 2028 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 2029 } /* if detect magic/curse and object is a player */
1818 return 1; 2030 return 1;
1819} 2031}
1820 2032
1821 2033
1822/** 2034/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 2035 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 2036 * level whos spell did cause the overcharge.
1825 */ 2037 */
2038static void
1826static void charge_mana_effect(object *victim, int caster_level) 2039charge_mana_effect (object *victim, int caster_level)
1827{ 2040{
1828 2041
1829 /* Prevent explosions for objects without mana. Without this check, doors 2042 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 2043 * will explode, too.
1831 */ 2044 */
1832 if (victim->stats.maxsp <= 0) 2045 if (victim->stats.maxsp <= 0)
1833 return; 2046 return;
1834 2047
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2048 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2049
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2050 if (victim->stats.sp >= victim->stats.maxsp * 2)
2051 {
1838 object *tmp; 2052 object *tmp;
1839 2053
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2054 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2055
1842 /* Explodes a fireball centered at player */ 2056 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2057 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2058 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; 2059 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2060
1847 tmp->y = victim->y; 2061 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2062 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2063 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1852 new_draw_info(NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2065 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
1853 }
1854 else if (victim->stats.sp >= victim->stats.maxsp*1.66) { 2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2067 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2068 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2069 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2070 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2071 confuse_player (victim, victim, 99);
1860 } 2072 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2073 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2074 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 2075}
1865 2076
1866/* cast_transfer 2077/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2078 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2079 * We let the target go above their normal maximum SP.
1869 */ 2080 */
1870 2081
2082int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2083cast_transfer (object *op, object *caster, object *spell, int dir)
2084{
1872 object *plyr=NULL; 2085 object *plyr = NULL;
1873 sint16 x, y; 2086 sint16 x, y;
1874 mapstruct *m; 2087 maptile *m;
1875 int mflags; 2088 int mflags;
1876 2089
1877 m = op->map; 2090 m = op->map;
1878 x = op->x+freearr_x[dir]; 2091 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2092 y = op->y + freearr_y[dir];
1880 2093
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2094 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2095
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2096 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2097 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2098 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2100 break;
1887 } 2101 }
1888 2102
1889 2103
1890 /* If we did not find a player in the specified direction, transfer 2104 /* 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. 2105 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2106 */
1893 if(plyr==NULL) 2107 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2108 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)) 2109 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2110 break;
1897 2111
1898 if (!plyr) { 2112 if (!plyr)
2113 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2114 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2115 return 0;
1901 } 2116 }
1902 /* give sp */ 2117 /* give sp */
1903 if(spell->stats.dam > 0) { 2118 if (spell->stats.dam > 0)
2119 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2120 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2121 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2122 return 1;
1907 } 2123 }
1908 /* suck sp away. Can't suck sp from yourself */ 2124 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2125 else if (op != plyr)
2126 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2127 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2128
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2129 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2130
1914 if (rate > 95) rate=95; 2131 if (rate > 95)
2132 rate = 95;
1915 2133
1916 sucked = (plyr->stats.sp * rate) / 100; 2134 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2135 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2136 if (QUERY_FLAG (op, FLAG_ALIVE))
2137 {
1919 /* Player doesn't get full credit */ 2138 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2139 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2140 op->stats.sp += sucked;
1922 if (sucked > 0) { 2141 if (sucked > 0)
2142 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2143 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2144 }
1925 } 2145 }
1926 return 1; 2146 return 1;
1927 } 2147 }
1928 return 0; 2148 return 0;
1929} 2149}
1930 2150
1931 2151
1932/* counterspell: nullifies spell effects. 2152/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2153 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2154 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2155 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2156 * this may nullify it.
1937 */ 2157 */
2158void
1938void counterspell(object *op,int dir) 2159counterspell (object *op, int dir)
1939{ 2160{
1940 object *tmp, *head, *next; 2161 object *tmp, *head, *next;
1941 int mflags; 2162 int mflags;
1942 mapstruct *m; 2163 maptile *m;
1943 sint16 sx,sy; 2164 sint16 sx, sy;
1944 2165
1945 sx = op->x + freearr_x[dir]; 2166 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2167 sy = op->y + freearr_y[dir];
1947 m = op->map; 2168 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2169 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2170 if (mflags & P_OUT_OF_MAP)
2171 return;
2172
2173 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 2174 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2175 next = tmp->above;
1953 2176
1954 /* Need to look at the head object - otherwise, if tmp 2177 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2178 * points to a monster, we don't have all the necessary
1956 * info for it. 2179 * info for it.
1957 */ 2180 */
2181 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2182 head = tmp->head;
2183 else
1959 else head = tmp; 2184 head = tmp;
1960 2185
1961 /* don't attack our own spells */ 2186 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2187 if (tmp->owner && tmp->owner == op->owner)
2188 continue;
1963 2189
1964 /* Basically, if the object is magical and not counterspell, 2190 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2191 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2192 * monsters either.
1967 */ 2193 */
1968 2194
1969 if (head->attacktype & AT_MAGIC && 2195 if (head->attacktype & AT_MAGIC &&
1970 !(head->attacktype & AT_COUNTERSPELL) && 2196 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2197 head->destroy ();
1972 (op->level > head->level)) { 2198 else
1973 remove_ob(head);
1974 free_object(head);
1975 } else switch(head->type) { 2199 switch (head->type)
2200 {
1976 case SPELL_EFFECT: 2201 case SPELL_EFFECT:
1977 if(op->level > head->level) { 2202 if (op->level > head->level)
1978 remove_ob(head); 2203 head->destroy ();
1979 free_object(head); 2204
1980 }
1981 break; 2205 break;
1982 2206
1983 /* I really don't get this rune code that much - that 2207 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2208 * random chance seems really low.
1985 */ 2209 */
1986 case RUNE: 2210 case RUNE:
1987 if(rndm(0, 149) == 0) { 2211 if (rndm (0, 149) == 0)
2212 {
1988 head->stats.hp--; /* weaken the rune */ 2213 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2214 if (!head->stats.hp)
1990 remove_ob(head); 2215 head->destroy ();
1991 free_object(head);
1992 } 2216 }
1993 }
1994 break; 2217 break;
1995 } 2218 }
1996 } 2219 }
1997} 2220}
1998 2221
1999 2222
2000 2223
2001/* cast_consecrate() - a spell to make an altar your god's */ 2224/* cast_consecrate() - a spell to make an altar your god's */
2225int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2226cast_consecrate (object *op, object *caster, object *spell)
2227{
2003 char buf[MAX_BUF]; 2228 char buf[MAX_BUF];
2004 2229
2005 object *tmp, *god=find_god(determine_god(op)); 2230 object *tmp, *god = find_god (determine_god (op));
2006 2231
2007 if(!god) { 2232 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2233 {
2009 "You can't consecrate anything if you don't worship a god!"); 2234 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2235 return 0;
2011 } 2236 }
2012 2237
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2238 for (tmp = op->below; tmp; tmp = tmp->below)
2239 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2240 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2241 break;
2015 if(tmp->type==HOLY_ALTAR) { 2242 if (tmp->type == HOLY_ALTAR)
2243 {
2016 2244
2017 if(tmp->level > caster_level(caster, spell)) { 2245 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2246 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2247 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2248 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 } 2249 }
2250 else
2251 {
2252 /* If we got here, we are consecrating an altar */
2253 sprintf (buf, "Altar of %s", &god->name);
2254 tmp->name = buf;
2255 tmp->level = caster_level (caster, spell);
2256 tmp->other_arch = god->arch;
2257 if (op->type == PLAYER)
2258 esrv_update_item (UPD_NAME, op, tmp);
2259 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2260 return 1;
2033 } 2261 }
2262 }
2034 } 2263 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2264 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2265 return 0;
2037} 2266}
2038 2267
2039/* animate_weapon - 2268/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2269 * 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 2270 * 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 2274 * 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 2275 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2276 * player checks. MSW 2003-01-06
2048 */ 2277 */
2049 2278
2279int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2280animate_weapon (object *op, object *caster, object *spell, int dir)
2281{
2051 object *weapon, *tmp; 2282 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2283 char buf[MAX_BUF];
2053 int a, i; 2284 int a, i;
2054 sint16 x, y; 2285 sint16 x, y;
2055 mapstruct *m; 2286 maptile *m;
2056 materialtype_t *mt; 2287 materialtype_t *mt;
2057 2288
2058 if(!spell->other_arch){ 2289 if (!spell->other_arch)
2290 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2291 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2292 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2293 return 0;
2062 } 2294 }
2063 /* exit if it's not a player using this spell. */ 2295 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2296 if (op->type != PLAYER)
2297 return 0;
2065 2298
2066 /* if player already has a golem, abort */ 2299 /* 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) { 2300 if (op->contr->ranges[range_golem])
2301 {
2068 control_golem(op->contr->ranges[range_golem],dir); 2302 control_golem (op->contr->ranges[range_golem], dir);
2069 return 0; 2303 return 0;
2070 } 2304 }
2071 2305
2072 /* if no direction specified, pick one */ 2306 /* if no direction specified, pick one */
2073 if(!dir) 2307 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2308 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2309
2076 m = op->map; 2310 m = op->map;
2077 x = op->x+freearr_x[dir]; 2311 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2312 y = op->y + freearr_y[dir];
2079 2313
2080 /* if there's no place to put the golem, abort */ 2314 /* 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) || 2315 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)) { 2316 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2317 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2318 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2319 return 0;
2085 } 2320 }
2086 2321
2087 /* Use the weapon marked by the player. */ 2322 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2323 weapon = find_marked_object (op);
2089 2324
2090 if (!weapon) { 2325 if (!weapon)
2326 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2327 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2328 return 0;
2093 } 2329 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2330 if (spell->race && strcmp (weapon->arch->name, spell->race))
2331 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2332 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2333 return 0;
2097 } 2334 }
2098 if (weapon->type != WEAPON) { 2335 if (weapon->type != WEAPON)
2336 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2337 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2338 return 0;
2101 } 2339 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2340 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2341 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2342 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; 2343 return 0;
2106 } 2344 }
2107 2345
2108 if (weapon->nrof > 1) { 2346 if (weapon->nrof > 1)
2347 {
2109 tmp = get_split_ob(weapon, 1); 2348 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2349 esrv_send_item (op, weapon);
2111 weapon = tmp; 2350 weapon = tmp;
2112 } 2351 }
2113 2352
2114 /* create the golem object */ 2353 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2354 tmp = arch_to_object (spell->other_arch);
2116 2355
2117 /* if animated by a player, give the player control of the golem */ 2356 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2357 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY); 2358 SET_FLAG (tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2359 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2360 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2361 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2362 tmp->set_owner (op);
2124 set_spell_skill(op, caster, spell, tmp); 2363 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp; 2364 op->contr->ranges[range_golem] = tmp;
2126 op->contr->shoottype=range_golem; 2365 op->contr->shoottype = range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2366
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2367 /* 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 2368 * removed flag - it should only be set if get_split_object was
2131 * used above. 2369 * used above.
2132 */ 2370 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2371 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2372 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2373 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2374 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2375 /* 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 2376 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2377 * body_info, skills, etc)
2140 */ 2378 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2379 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2380 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2381 tmp->update_stats ();
2144 2382
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2383 /* 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 - 2384 * 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. 2385 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2386 */
2149 2387
2150 /* modify weapon's animated wc */ 2388 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2389 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; 2390 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2391 tmp->stats.wc = -127;
2154 2392
2155 /* Modify hit points for weapon */ 2393 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2394 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2395 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2396 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2397 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2398 tmp->stats.hp = tmp->stats.maxhp;
2161 2399
2162 /* Modify weapon's damage */ 2400 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2401 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 2402 if (tmp->stats.dam < 0)
2165 + weapon->magic 2403 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2404
2169 2405
2170 /* attacktype */ 2406 /* attacktype */
2171 if ( ! tmp->attacktype) 2407 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2408 tmp->attacktype = AT_PHYSICAL;
2173 2409
2174 mt = NULL; 2410 mt = NULL;
2175 if (op->materialname != NULL) 2411 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2412 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2413 if (mt != NULL)
2414 {
2178 for (i=0; i < NROFATTACKS; i++) 2415 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2416 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2417 a = mt->save[0];
2181 } else { 2418 }
2419 else
2420 {
2182 for (i=0; i < NROFATTACKS; i++) 2421 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2422 tmp->resist[i] = 5;
2184 a = 10; 2423 a = 10;
2185 } 2424 }
2186 /* Set weapon's immunity */ 2425 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2426 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2427 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2428 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2429 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2430 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2431 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2432 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2433 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2434 tmp->resist[ATNR_BLIND] = 100;
2196 2435
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2436 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2437
2199 if (a > 14) a = 14; 2438 if (a > 14)
2439 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2440 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2441
2202 /* Determine golem's speed */ 2442 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2443 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2444
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2445 if (!spell->race)
2446 {
2208 sprintf(buf, "animated %s", weapon->name); 2447 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2448 tmp->name = buf;
2211 2449
2212 tmp->face = weapon->face; 2450 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2451 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2452 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2453 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2454 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2455 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2218 SET_FLAG(tmp,FLAG_ANIMATE);
2219 } else {
2220 CLEAR_FLAG(tmp,FLAG_ANIMATE);
2221 }
2222 update_ob_speed(tmp);
2223 } 2456 }
2224 2457
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2458 /* 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)); 2459 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2460
2228 tmp->speed_left= -1; 2461 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2462 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2463
2464 m->insert (tmp, x, y, op);
2233 return 1; 2465 return 1;
2234} 2466}
2235 2467
2236/* cast_daylight() - changes the map darkness level *lower* */ 2468/* cast_daylight() - changes the map darkness level *lower* */
2237 2469
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2470/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2471 * This changes the light level for the entire map.
2240 */ 2472 */
2241 2473
2474int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2475cast_change_map_lightlevel (object *op, object *caster, object *spell)
2476{
2243 int success; 2477 int success;
2244 2478
2245 if(!op->map) return 0; /* shouldnt happen */ 2479 if (!op->map)
2480 return 0; /* shouldnt happen */
2246 2481
2247 success=change_map_light(op->map,spell->stats.dam); 2482 success = change_map_light (op->map, spell->stats.dam);
2248 if(!success) { 2483 if (!success)
2484 {
2249 if (spell->stats.dam < 0) 2485 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2487 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2488 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2489 }
2254 return success; 2490 return success;
2255} 2491}
2256 2492
2257 2493
2258 2494
2259 2495
2260 2496
2261/* create an aura spell object and put it in the player's inventory. 2497/* 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, 2498 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2499 * spell is the spell object itself.
2264 */ 2500 */
2501int
2265int create_aura(object *op, object *caster, object *spell) 2502create_aura (object *op, object *caster, object *spell)
2266{ 2503{
2267 int refresh=0; 2504 int refresh = 0;
2268 object *new_aura; 2505 object *new_aura;
2269 2506
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2507 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2508 if (new_aura)
2509 refresh = 1;
2510 else
2272 else new_aura = arch_to_object(spell->other_arch); 2511 new_aura = arch_to_object (spell->other_arch);
2273 2512
2274 new_aura->duration = spell->duration + 2513 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2514
2277 new_aura->stats.dam = spell->stats.dam 2515 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2516
2280 set_owner(new_aura,op); 2517 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2518 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2519 new_aura->attacktype = spell->attacktype;
2283 2520
2284 new_aura->level = caster_level(caster, spell); 2521 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2522 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2523 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2524 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2525 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2526 insert_ob_in_ob (new_aura, op);
2290 return 1; 2527 return 1;
2291} 2528}
2292 2529
2293 2530
2294/* move aura function. An aura is a part of someone's inventory, 2531/* 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 2532 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2535 * duration: duration counter.
2299 * attacktype: aura's attacktype 2536 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2537 * other_arch: archetype to drop where we attack
2301 */ 2538 */
2302 2539
2540void
2303void move_aura(object *aura) { 2541move_aura (object *aura)
2542{
2304 int i, mflags; 2543 int i, mflags;
2305 object *env; 2544 object *env;
2306 mapstruct *m; 2545 maptile *m;
2307 2546
2308 /* auras belong in inventories */ 2547 /* auras belong in inventories */
2309 env = aura->env; 2548 env = aura->env;
2310 2549
2311 /* no matter what we've gotta remove the aura... 2550 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2551 * we'll put it back if its time isn't up.
2313 */ 2552 */
2314 remove_ob(aura); 2553 aura->remove ();
2315 2554
2316 /* exit if we're out of gas */ 2555 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2556 if (aura->duration-- < 0)
2318 free_object(aura); 2557 {
2558 aura->destroy ();
2319 return; 2559 return;
2320 } 2560 }
2321 2561
2322 /* auras only exist in inventories */ 2562 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2563 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2564 {
2565 aura->destroy ();
2325 return; 2566 return;
2326 } 2567 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2568
2330 /* we need to jump out of the inventory for a bit 2569 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2570 * in order to hit the map conveniently.
2332 */ 2571 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2572 aura->insert_at (env, aura);
2334 2573
2335 for(i=1;i<9;i++) { 2574 for (i = 1; i < 9; i++)
2575 {
2336 sint16 nx, ny; 2576 sint16 nx, ny;
2577
2337 nx = aura->x + freearr_x[i]; 2578 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2579 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2580 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2581
2341 /* Consider the movement tyep of the person with the aura as 2582 /* 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 2583 * 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. 2584 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2585 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2586 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2587 {
2348 hit_map(aura,i,aura->attacktype,0); 2588 hit_map (aura, i, aura->attacktype, 0);
2349 2589
2350 if(aura->other_arch) { 2590 if (aura->other_arch)
2351 object *new_ob; 2591 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2352
2353 new_ob = arch_to_object(aura->other_arch);
2354 new_ob->x = nx;
2355 new_ob->y = ny;
2356 insert_ob_in_map(new_ob,m,aura,0);
2357 } 2592 }
2358 }
2359 } 2593 }
2594
2360 /* put the aura back in the player's inventory */ 2595 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2596 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2597 insert_ob_in_ob (aura, env);
2363} 2598}
2364 2599
2365/* moves the peacemaker spell. 2600/* moves the peacemaker spell.
2366 * op is the piece object. 2601 * op is the piece object.
2367 */ 2602 */
2368 2603
2604void
2369void move_peacemaker(object *op) { 2605move_peacemaker (object *op)
2606{
2370 object *tmp; 2607 object *tmp;
2371 2608
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2609 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2610 {
2373 int atk_lev, def_lev; 2611 int atk_lev, def_lev;
2374 object *victim=tmp; 2612 object *victim = tmp;
2375 2613
2376 if (tmp->head) victim=tmp->head; 2614 if (tmp->head)
2615 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2616 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2617 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2618 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2619 continue;
2379 if (victim->stats.exp == 0) continue; 2620 if (victim->stats.exp == 0)
2621 continue;
2380 2622
2381 def_lev = MAX(1,victim->level); 2623 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2624 atk_lev = MAX (1, op->level);
2383 2625
2384 if (rndm(0, atk_lev-1) > def_lev) { 2626 if (rndm (0, atk_lev - 1) > def_lev)
2627 {
2385 /* make this sucker peaceful. */ 2628 /* make this sucker peaceful. */
2386 2629
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2630 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2631 victim->stats.exp = 0;
2389#if 0 2632#if 0
2390 /* No idea why these were all set to zero - if something 2633 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2634 * makes this creature agressive, he should still do damage.
2392 */ 2635 */
2393 victim->stats.dam = 0; 2636 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2637 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2638 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2639 victim->stats.Pow = 0;
2397#endif 2640#endif
2398 victim->attack_movement = RANDO2; 2641 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2642 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2643 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2644 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2645 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2646 if (victim->name)
2647 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2648 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2649 }
2406 } 2650 }
2407 } 2651 }
2408} 2652}
2409 2653
2410 2654
2411/* This writes a rune that contains the appropriate message. 2655/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2656 * There really isn't any adjustments we make.
2413 */ 2657 */
2414 2658
2659int
2415int write_mark(object *op, object *spell, const char *msg) { 2660write_mark (object *op, object *spell, const char *msg)
2661{
2416 char rune[HUGE_BUF]; 2662 char rune[HUGE_BUF];
2417 object *tmp; 2663 object *tmp;
2418 2664
2419 if (!msg || msg[0] == 0) { 2665 if (!msg || msg[0] == 0)
2666 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2667 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2668 return 0;
2422 } 2669 }
2423 2670
2424 if (strcasestr_local(msg, "endmsg")) { 2671 if (strcasestr_local (msg, "endmsg"))
2672 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2673 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); 2674 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2675 return 0;
2428 } 2676 }
2429 if (!spell->other_arch) return 0; 2677 if (!spell->other_arch)
2678 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2679 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2680
2432 rune[HUGE_BUF-2] = 0; 2681 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2682
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2683 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2684 tmp->msg = rune;
2436 tmp->x = op->x; 2685
2437 tmp->y = op->y; 2686 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2687 return 1;
2440} 2688}

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