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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 1.29 by root, Sat Dec 30 22:01:39 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 op->enter_exit (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 }
503
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 505 if (time < 1)
506 time = 1;
460 507
461 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
464 */ 511 */
465 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
470 516
471 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
473 */ 519 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 520 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
477 523
478 (void) insert_ob_in_ob(dummy,op); 524 (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."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
480 return 1; 526 return 1;
481} 527}
482 528
483/* cast_wonder 529/* cast_wonder
484 * wonder is really just a spell that will likely cast another 530 * wonder is really just a spell that will likely cast another
485 * spell. 531 * spell.
486 */ 532 */
533int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 534cast_wonder (object *op, object *caster, int dir, object *spell_ob)
535{
488 object *newspell; 536 object *newspell;
489 537
490 if(!rndm(0, 3)) 538 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 539 return cast_cone (op, caster, dir, spell_ob);
492 540
493 if (spell_ob->randomitems) { 541 if (spell_ob->randomitems)
542 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 543 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 544 if (!newspell)
545 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 546 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 547 return 0;
498 } 548 }
499 if (newspell->type != SPELL) { 549 if (newspell->type != SPELL)
550 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 551 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; 552 return 0;
503 } 553 }
504 /* Prevent inifinit recursion */ 554 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 555 if (newspell->subtype == SP_WONDER)
556 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 557 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 558 return 0;
508 } 559 }
509 return cast_spell(op,caster,dir,newspell, NULL); 560 return cast_spell (op, caster, dir, newspell, NULL);
510 } 561 }
511 return 1; 562 return 1;
512} 563}
513 564
514 565int
515int perceive_self(object *op) { 566perceive_self (object *op)
567{
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 568 char *cp = describe_item (op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp; 570 object *tmp;
519 int i; 571 int i;
520 572
521 tmp=find_god(determine_god(op)); 573 tmp = find_god (determine_god (op));
522 if (tmp) 574 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
524 else 576 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
526 578
527 tmp=present_arch_in_ob(at,op); 579 tmp = present_arch_in_ob (at, op);
528 580
529 if(*cp=='\0' && tmp==NULL) 581 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
531 else { 583 else
584 {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 586 new_draw_info (NDI_UNIQUE, 0, op, cp);
534 if (tmp!=NULL) { 587 if (tmp != NULL)
588 {
535 for (i=0; i<NUM_STATS; i++) { 589 for (i = 0; i < NUM_STATS; i++)
590 {
536 if (get_attr_value(&tmp->stats, i)<0) { 591 if (get_attr_value (&tmp->stats, i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 592 {
538 "Your %s is depleted by %d", statname[i], 593 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 } 594 }
541 } 595 }
542 } 596 }
543 } 597 }
544 598
545 if (is_dragon_pl(op)) { 599 if (is_dragon_pl (op))
600 {
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
603 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
605 {
549 if(tmp->stats.exp == 0) { 606 if (tmp->stats.exp == 0)
607 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 608 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 } 609 }
610 else
611 {
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
613 }
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 614 new_draw_info (NDI_UNIQUE, 0, op, buf);
555 break; 615 break;
556 } 616 }
557 } 617 }
558 } 618 }
559 return 1; 619 return 1;
560} 620}
561 621
562/* int cast_create_town_portal (object *op, object *caster, int dir) 622/* int cast_create_town_portal (object *op, object *caster, int dir)
563 * 623 *
564 * This function cast the spell of town portal for op 624 * 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 634 * to the town or another public place. So, check if the map is unique and if
575 * so return an error 635 * so return an error
576 * 636 *
577 * Code by Tchize (david.delbecq@usa.net) 637 * Code by Tchize (david.delbecq@usa.net)
578 */ 638 */
639int
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{ 641{
581 object *dummy, *force, *old_force, *tmp; 642 object *dummy, *force, *old_force, *tmp;
582 archetype *perm_portal; 643 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024]; 644 char portal_name[1024], portal_message[1024];
584 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)))
660 exitx=EXIT_X(old_force); 723 {
661 exity=EXIT_Y(old_force); 724 exitmap = maptile::find_map (old_force->race, op->map);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
663 725
664 if (!strncmp(old_force->race, settings.localdir, strlen(settings.localdir)))
665 exitmap = ready_map_name(old_force->race, MAP_PLAYER_UNIQUE);
666 else exitmap = ready_map_name(old_force->race, 0);
667
668 if (exitmap) { 726 if (exitmap)
727 {
728 int exitx = EXIT_X (old_force);
729 int exity = EXIT_Y (old_force);
730
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
670 while (tmp) { 732 while (tmp)
733 {
671 if (tmp->name == old_force->name) { 734 if (tmp->name == old_force->name)
672 remove_ob (tmp); 735 {
673 free_object (tmp); 736 tmp->destroy ();
674 break; 737 break;
675 } else {
676 tmp = tmp->above;
677 } 738 }
739
740 tmp = tmp->above;
678 } 741 }
679 } 742 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685 743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
686 /* Creating the portals. 749 /* Creating the portals.
687 * The very first thing to do is to ensure 750 * The very first thing to do is to ensure
688 * access to the destination map. 751 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 752 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 753 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 754 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 755 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 756 * from the players inventory above.
694 */ 757 */
695 758
696 /* Ensure exit map is loaded*/ 759 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 760 exitmap = maptile::find_map (force->name, 0);
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
699 else
700 exitmap = ready_map_name(force->name, 0);
701 761
702 /* If we were unable to load (ex. random map deleted), warn player*/ 762 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 763 if (!exitmap)
764 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force); 766 force->destroy ();
706 free_object(force);
707 return 1; 767 return 1;
708 } 768 }
709 769
710 op_level = caster_level(caster, spell); 770 op_level = caster_level (caster, spell);
711 if (op_level<15) 771 if (op_level < 15)
772 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); 773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
713 else if (op_level<30) 775 else if (op_level < 30)
776 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); 777 "\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) 778 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"); 779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 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); 781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
718 783
719 /* Create a portal in front of player 784 /* Create a portal in front of player
720 * dummy contain the portal and 785 * dummy contain the portal and
721 * force contain the track to kill it later 786 * force contain the track to kill it later
722 */ 787 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 789 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 790 if (dummy == NULL)
791 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 792 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); 793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 794 return 0;
730 } 795 }
796
731 EXIT_PATH(dummy) = add_string (force->name); 797 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 798 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 799 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 800 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 801 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 802 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 803 cast_create_obj (op, caster, dummy, 0);
739 804
740 /* Now we need to to create a town portal marker inside the player 805 /* 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 806 * object, so on future castings, we can know that he has an active
742 * town portal. 807 * town portal.
743 */ 808 */
744 tmp=get_archetype(spell->race); 809 tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 810 if (tmp == NULL)
811 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 812 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); 813 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 814 return 0;
749 } 815 }
816
750 tmp->race=add_string (op->map->path); 817 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 818 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 819 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 820 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 821 op->insert (tmp);
755 822
756 /* Create a portal in the destination map 823 /* Create a portal in the destination map
757 * dummy contain the portal and 824 * dummy contain the portal and
758 * force the track to kill it later 825 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 826 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 827 * where this portal goes to.
761 */ 828 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 829 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 830 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 831 if (dummy == NULL)
832 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 833 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); 834 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 835 return 0;
768 } 836 }
837
769 EXIT_PATH(dummy) = add_string (op->map->path); 838 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 839 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 840 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 841 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 842 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*/ 843 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 844 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
779 845
780 /* Now we create another town portal marker that 846 /* Now we create another town portal marker that
781 * points back to the one we just made 847 * points back to the one we just made
782 */ 848 */
783 tmp=get_archetype(spell->race); 849 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 850 if (tmp == NULL)
851 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 852 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); 853 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 854 return 0;
788 } 855 }
856
789 tmp->race=add_string(force->name); 857 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 858 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 859 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 860 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 861 insert_ob_in_ob (tmp, op);
794 862
795 /* Describe the player what happened 863 /* Describe the player what happened
796 */ 864 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 865 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*/ 866 force->destroy ();
799 free_object(force); 867
800 return 1; 868 return 1;
801} 869}
802
803 870
804/* This creates magic walls. Really, it can create most any object, 871/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 872 * within some reason.
806 */ 873 */
807 874int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 875magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 876{
877 object *tmp;
810 int i,posblocked,negblocked, maxrange; 878 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 879 sint16 x, y;
812 mapstruct *m; 880 maptile *m;
813 const char *name; 881 const char *name;
814 archetype *at; 882 archetype *at;
815 883
816 if(!dir) { 884 if (!dir)
885 {
817 dir=op->facing; 886 dir = op->facing;
818 x = op->x; 887 x = op->x;
819 y = op->y; 888 y = op->y;
820 } else { 889 }
890 else
891 {
821 x = op->x+freearr_x[dir]; 892 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 893 y = op->y + freearr_y[dir];
823 } 894 }
895
824 m = op->map; 896 m = op->map;
825 897
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 898 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) || 899 (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))) { 900 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
901 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 902 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 903 return 0;
831 } 904 }
905
832 if (spell_ob->other_arch) { 906 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 907 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 908 else if (spell_ob->race)
909 {
835 char buf1[MAX_BUF]; 910 char buf1[MAX_BUF];
836 911
837 sprintf(buf1,spell_ob->race,dir); 912 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 913 at = archetype::find (buf1);
839 if (!at) { 914 if (!at)
915 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 916 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 917 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 918 return 0;
843 } 919 }
920
844 tmp = arch_to_object(at); 921 tmp = arch_to_object (at);
845 } else { 922 }
923 else
924 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 925 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 926 return 0;
849 } 927 }
850 928
851 if (tmp->type == SPELL_EFFECT) { 929 if (tmp->type == SPELL_EFFECT)
930 {
852 tmp->attacktype = spell_ob->attacktype; 931 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 932 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 933 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; 934 tmp->range = 0;
935 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 936 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 937 {
860 SP_level_duration_adjust(caster, spell_ob); 938 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 939 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 940 }
941
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 942 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 943 {
867 SP_level_duration_adjust(caster, spell_ob); 944 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 945 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 946 }
947
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 948 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
949 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 950 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 951 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 952 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 953 SET_FLAG (tmp, FLAG_ALIVE);
875 } 954 }
876 955
877 /* This can't really hurt - if the object doesn't kill anything, 956 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 957 * these fields just won't be used. Do not set the owner for
958 * earthwalls, though, so they survive restarts.
879 */ 959 */
960 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 961 tmp->set_owner (op);
962
881 set_spell_skill(op, caster, spell_ob, tmp); 963 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; 964 tmp->level = caster_level (caster, spell_ob) / 2;
885 965
886 name = tmp->name; 966 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 967 if (!(tmp = m->insert (tmp, x, y, op)))
968 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 969 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 970 return 0;
890 } 971 }
972
891 /* If this is a spellcasting wall, need to insert the spell object */ 973 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 974 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 975 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 976
895 /* This code causes the wall to extend some distance in 977 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 978 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 979 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 980 * created wall can extend, it won't go extend through
899 * blocked spaces. 981 * blocked spaces.
900 */ 982 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 983 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 984 posblocked = 0;
903 negblocked=0; 985 negblocked = 0;
904 986
905 for(i=1; i<=maxrange; i++) { 987 for (i = 1; i <= maxrange; i++)
988 {
906 int dir2; 989 int dir2;
907 990
908 dir2 = (dir<4)?(dir+2):dir-2; 991 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 992
910 x = tmp->x+i*freearr_x[dir2]; 993 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 994 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 995 m = tmp->map;
913 996
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 997 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) && 998 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 999 {
917 tmp2 = get_object(); 1000 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 1001 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 1002
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 */ 1003 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1004 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1005 tmp2->insert (arch_to_object (tmp2->other_arch));
925 1006
1007 }
1008 else
926 } else posblocked=1; 1009 posblocked = 1;
927 1010
928 x = tmp->x-i*freearr_x[dir2]; 1011 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1012 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1013 m = tmp->map;
931 1014
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1015 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) && 1016 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1017 {
935 tmp2 = get_object(); 1018 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 1019 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 1020
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1022 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 }
1024 else
942 } else negblocked=1; 1025 negblocked = 1;
943 } 1026 }
944 1027
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1028 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1029 update_all_los (op->map, op->x, op->y);
947 1030
1031 return 1;
1032}
1033
1034int
1035dimension_door (object *op, object *caster, object *spob, int dir)
1036{
1037 uint32 dist, maxdist;
1038 int mflags;
1039 maptile *m;
1040 sint16 sx, sy;
1041
1042 if (op->type != PLAYER)
1043 return 0;
1044
1045 if (!dir)
1046 {
1047 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1048 return 0;
1049 }
1050
1051 /* Given the new outdoor maps, can't let players dimension door for
1052 * ever, so put limits in.
1053 */
1054 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1055
1056 if (op->contr->count)
1057 {
1058 if (op->contr->count > maxdist)
1059 {
1060 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1061 return 0;
1062 }
1063
1064 for (dist = 0; dist < op->contr->count; dist++)
1065 {
1066 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1067
1068 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1069 break;
1070
1071 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1072 break;
1073 }
1074
1075 if (dist < op->contr->count)
1076 {
1077 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1078 op->contr->count = 0;
1079 return 0;
1080 }
1081
1082 op->contr->count = 0;
1083
1084 /* Remove code that puts player on random space on maps. IMO,
1085 * a lot of maps probably have areas the player should not get to,
1086 * but may not be marked as NO_MAGIC (as they may be bounded
1087 * by such squares). Also, there are probably treasure rooms and
1088 * lots of other maps that protect areas with no magic, but the
1089 * areas themselves don't contain no magic spaces.
1090 */
1091 /* This call here is really just to normalize the coordinates */
1092 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1093 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1094 {
1095 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1096 return 1; /* Maybe the penalty should be more severe... */
1097 }
1098 }
1099 else
1100 {
1101 /* Player didn't specify a distance, so lets see how far
1102 * we can move the player. Don't know why this stopped on
1103 * spaces that blocked the players view.
1104 */
1105
1106 for (dist = 0; dist < maxdist; dist++)
1107 {
1108 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1109
1110 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1111 break;
1112
1113 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1114 break;
1115
1116 }
1117
1118 /* If the destination is blocked, keep backing up until we
1119 * find a place for the player.
1120 */
1121 for (; dist > 0; dist--)
1122 {
1123 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1124 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1125 continue;
1126
1127
1128 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1129 break;
1130
1131 }
1132 if (!dist)
1133 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1135 return 0;
1136 }
1137 }
1138
1139 /* Actually move the player now */
1140 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 1141 return 1;
949}
950 1142
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 */ 1143 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 1144 return 1;
1054} 1145}
1055 1146
1056 1147
1057/* cast_heal: Heals something. 1148/* cast_heal: Heals something.
1058 * op is the caster. 1149 * op is the caster.
1059 * dir is the direction he is casting it in. 1150 * dir is the direction he is casting it in.
1060 * spell is the spell object. 1151 * spell is the spell object.
1061 */ 1152 */
1153int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 1154cast_heal (object *op, object *caster, object *spell, int dir)
1155{
1063 object *tmp; 1156 object *tmp;
1064 archetype *at; 1157 archetype *at;
1065 object *poison; 1158 object *poison;
1066 int heal = 0, success = 0; 1159 int heal = 0, success = 0;
1067 1160
1068 tmp = find_target_for_friendly_spell(op,dir); 1161 tmp = find_target_for_friendly_spell (op, dir);
1069 1162
1070 if (tmp==NULL) return 0; 1163 if (tmp == NULL)
1164 return 0;
1071 1165
1072 /* Figure out how many hp this spell might cure. 1166 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 1167 * could be zero if this spell heals effects, not damage.
1074 */ 1168 */
1075 heal = spell->stats.dam; 1169 heal = spell->stats.dam;
1076 if (spell->stats.hp) 1170 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1171 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 1172
1080 if (heal) { 1173 if (heal)
1174 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 1175 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 {
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1177 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1178 }
1179 else
1083 } 1180 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1181 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1182 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1183 * on amount of damage healed.
1088 */ 1184 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1186 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1187 tmp->stats.hp += heal;
1092 1188
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1189 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1191 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 } 1192 }
1104 success=1; 1193 else if (heal > 50)
1194 {
1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1105 } 1196 }
1106 } 1197 else if (heal > 25)
1107 if (spell->attacktype & AT_DISEASE) 1198 {
1108 if (cure_disease (tmp, op)) 1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1200 }
1201 else if (heal > 10)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1204 }
1205 else
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1208 }
1109 success = 1; 1209 success = 1;
1210 }
1211 }
1212 if (spell->attacktype & AT_DISEASE)
1213 if (cure_disease (tmp, op))
1214 success = 1;
1110 1215
1111 if (spell->attacktype & AT_POISON) { 1216 if (spell->attacktype & AT_POISON)
1217 {
1112 at = find_archetype("poisoning"); 1218 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1219 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1220 if (poison)
1221 {
1115 success = 1; 1222 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1224 poison->stats.food = 1;
1118 } 1225 }
1119 } 1226 }
1120 if (spell->attacktype & AT_CONFUSION) { 1227 if (spell->attacktype & AT_CONFUSION)
1228 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1229 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1230 if (poison)
1231 {
1123 success = 1; 1232 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1233 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1234 poison->duration = 1;
1126 } 1235 }
1127 } 1236 }
1128 if (spell->attacktype & AT_BLIND) { 1237 if (spell->attacktype & AT_BLIND)
1238 {
1129 at=find_archetype("blindness"); 1239 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1240 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1241 if (poison)
1242 {
1132 success = 1; 1243 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1245 poison->stats.food = 1;
1135 } 1246 }
1136 } 1247 }
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1248 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1249 {
1138 tmp->stats.sp += spell->last_sp; 1250 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1251 if (tmp->stats.sp > tmp->stats.maxsp)
1252 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1253 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1255 }
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1256 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1257 {
1144 tmp->stats.grace += spell->last_grace; 1258 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1259 if (tmp->stats.grace > tmp->stats.maxgrace)
1260 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1261 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1262 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1263 }
1149 if (spell->stats.food && tmp->stats.food < 999) { 1264 if (spell->stats.food && tmp->stats.food < 999)
1265 {
1150 tmp->stats.food += spell->stats.food; 1266 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1267 if (tmp->stats.food > 999)
1268 tmp->stats.food = 999;
1152 success = 1; 1269 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1270 /* 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"); 1271 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1272 }
1156 return success; 1273 return success;
1157} 1274}
1158 1275
1159 1276
1160/* This is used for the spells that gain stats. There are no spells 1277/* 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 1278 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1279 * good comments for those.
1163 */ 1280 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1281static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1282 "You grow no stronger.",
1166"You grow no more agile.", 1283 "You grow no more agile.",
1167"You don't feel any healthier.", 1284 "You don't feel any healthier.",
1168"no wis", 1285 "no wis",
1169"You are no easier to look at.", 1286 "You are no easier to look at.",
1170"no int", 1287 "no int",
1171"no pow" 1288 "no pow"
1172}; 1289};
1173 1290
1291int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1292cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1293{
1176 object *force=NULL; 1294 object *force = NULL;
1177 int i; 1295 int i;
1178 1296
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1298 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1299 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1300 : op;
1183 tmp = op;
1184 }
1185 1301
1186 if(tmp==NULL) return 0; 1302 if (!tmp)
1187 1303 return 0;
1304
1188 /* If we've already got a force of this type, don't add a new one. */ 1305 /* 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) { 1306 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1307 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1308 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1309 {
1191 if (tmp2->name == spell_ob->name) { 1310 if (tmp2->name == spell_ob->name)
1311 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1312 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1313 break;
1194 } 1314 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1315 else if (spell_ob->race && spell_ob->race == tmp2->name)
1316 {
1196 if ( !silent ) 1317 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1318 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; 1319 return 0;
1201 } 1320 }
1202 } 1321 }
1203 } 1322 }
1204 if(force==NULL) { 1323 if (force == NULL)
1324 {
1205 force=get_archetype(FORCE_NAME); 1325 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1326 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1327 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1328 force->name = spell_ob->race;
1210 else 1329 else
1211 force->name = add_refcount(spell_ob->name); 1330 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1331 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1332 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1333
1216 } else { 1334 }
1335 else
1336 {
1217 int duration; 1337 int duration;
1218 1338
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1339 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1340 if (duration > force->duration)
1341 {
1221 force->duration = duration; 1342 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1343 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1344 }
1223 } else { 1345 else
1346 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1347 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1348 }
1226 return 1; 1349 return 1;
1227 } 1350 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1351 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1352 force->speed = 1.0;
1230 force->speed_left = -1.0; 1353 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1354 SET_FLAG (force, FLAG_APPLIED);
1232 1355
1233 /* Now start processing the effects. First, protections */ 1356 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1357 for (i = 0; i < NROFATTACKS; i++)
1358 {
1235 if (spell_ob->resist[i]) { 1359 if (spell_ob->resist[i])
1360 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1361 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1362 if (force->resist[i] > 100)
1363 force->resist[i] = 100;
1238 } 1364 }
1239 } 1365 }
1240 if (spell_ob->stats.hp) 1366 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1367 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1368
1243 if (tmp->type == PLAYER) { 1369 if (tmp->type == PLAYER)
1370 {
1244 /* Stat adjustment spells */ 1371 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1372 for (i = 0; i < NUM_STATS; i++)
1373 {
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1374 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1375
1247 if (stat) { 1376 if (stat)
1377 {
1248 sm=0; 1378 sm = 0;
1249 for (k=0; k<stat; k++) 1379 for (k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1380 sm += rndm (1, 3);
1251 1381
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1382 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1383 {
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1384 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1385 if (sm < 0)
1254 if (sm<0) sm = 0; 1386 sm = 0;
1255 } 1387 }
1256 set_attr_value(&force->stats, i, sm); 1388 set_attr_value (&force->stats, i, sm);
1257 if (!sm) 1389 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1390 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1391 }
1260 } 1392 }
1261 } 1393 }
1262 1394
1263 force->move_type = spell_ob->move_type; 1395 force->move_type = spell_ob->move_type;
1264 1396
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1397 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1398 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1399
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1400 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1401 SET_FLAG (force, FLAG_XRAYS);
1270 1402
1271 /* Haste/bonus speed */ 1403 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1404 if (spell_ob->stats.exp)
1405 {
1406 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1407 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1408 else
1275 force->stats.exp = spell_ob->stats.exp; 1409 force->stats.exp = spell_ob->stats.exp;
1276 } 1410 }
1277 1411
1278 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1413 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1414 force->attacktype = spell_ob->attacktype;
1281 1415
1282 insert_ob_in_ob(force,tmp); 1416 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1418 tmp->update_stats ();
1285 return 1; 1419 return 1;
1286} 1420}
1287 1421
1288/* This used to be part of cast_change_ability, but it really didn't make 1422/* 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 1423 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1424 * of the caster.
1291 */ 1425 */
1292 1426
1427int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1428cast_bless (object *op, object *caster, object *spell_ob, int dir)
1429{
1294 int i; 1430 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1431 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1432
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1433 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1434 if (dir != 0)
1435 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1436 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1437 }
1438 else
1439 {
1301 tmp = op; 1440 tmp = op;
1302 } 1441 }
1303 1442
1304 /* If we've already got a force of this type, don't add a new one. */ 1443 /* 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) { 1444 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1445 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1446 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1447 {
1307 if (tmp2->name == spell_ob->name) { 1448 if (tmp2->name == spell_ob->name)
1449 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1450 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1451 break;
1310 } 1452 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1453 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1454 {
1313 "You can not cast %s while %s is in effect", 1455 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; 1456 return 0;
1316 } 1457 }
1317 } 1458 }
1318 } 1459 }
1319 if(force==NULL) { 1460 if (force == NULL)
1461 {
1320 force=get_archetype(FORCE_NAME); 1462 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1463 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1464 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1465 force->name = spell_ob->race;
1325 else 1466 else
1326 force->name = add_refcount(spell_ob->name); 1467 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1468 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1469 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1470 }
1471 else
1472 {
1331 int duration; 1473 int duration;
1332 1474
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1475 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1476 if (duration > force->duration)
1477 {
1335 force->duration = duration; 1478 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1479 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1480 }
1337 } else { 1481 else
1482 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1483 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1484 }
1340 return 0; 1485 return 0;
1341 } 1486 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1487 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1488 force->speed = 1.0;
1344 force->speed_left = -1.0; 1489 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1490 SET_FLAG (force, FLAG_APPLIED);
1346 1491
1347 if(!god) { 1492 if (!god)
1493 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1494 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1495 }
1496 else
1497 {
1350 /* Only give out good benefits, and put a max on it */ 1498 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1499 for (i = 0; i < NROFATTACKS; i++)
1500 {
1352 if (god->resist[i]>0) { 1501 if (god->resist[i] > 0)
1502 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1503 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1504 }
1355 } 1505 }
1356 force->path_attuned|=god->path_attuned; 1506 force->path_attuned |= god->path_attuned;
1507
1357 if (spell_ob->attacktype) { 1508 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1509 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1510
1360 }
1361 if (tmp != op) { 1511 if (tmp != op)
1512 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1513 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); 1514 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1515 }
1364 } else { 1516 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1517 {
1518 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1519 }
1368 1520
1369 } 1521 }
1370 force->stats.wc = spell_ob->stats.wc; 1522 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1523 force->stats.ac = spell_ob->stats.ac;
1372 1524
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1525 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1526 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1527 tmp->update_stats ();
1376 return 1; 1528 return 1;
1377} 1529}
1378 1530
1379 1531
1380 1532
1381/* Alchemy code by Mark Wedel 1533/* Alchemy code by Mark Wedel
1396 * 1548 *
1397 * There is also a chance (1:30) that you will get nothing at all 1549 * 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 1550 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1551 * alchemied.
1400 */ 1552 */
1401 1553
1402/* I didn't feel like passing these as arguements to the 1554/* I didn't feel like passing these as arguements to the
1403 * two functions that need them. Real values are put in them 1555 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell 1556 * when the spell is cast, and these are freed when the spell
1405 * is finished. 1557 * is finished.
1406 */ 1558 */
1407static object *small, *large; 1559static object *small, *large;
1408 1560
1409static void alchemy_object(object *obj, int *small_nuggets, 1561static void
1410 int *large_nuggets, int *weight) 1562alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1411{ 1563{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1564 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1565
1414 /* Give third price when we alchemy money (This should hopefully 1566 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1567 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1568 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1569 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1570 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1571 * the stuff back to town.
1420 */ 1572 */
1421 1573
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1574 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1575 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1576 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1577 value /= 3;
1426 else 1578 else
1427 value = (value*9)/10; 1579 value = (value * 9) / 10;
1428 1580
1429 value /= 4; // fix by GHJ, don't understand, pcg 1581 value /= 4; // fix by GHJ, don't understand, pcg
1430 1582
1431 if ((obj->value>0) && rndm(0, 29)) { 1583 if ((obj->value > 0) && rndm (0, 29))
1584 {
1432 int count; 1585 int count;
1433 1586
1434 count = value / large->value; 1587 count = value / large->value;
1435 *large_nuggets += count; 1588 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value; 1589 value -= (uint64) count *(uint64) large->value;
1590
1437 count = value / small->value; 1591 count = value / small->value;
1438 *small_nuggets += count; 1592 *small_nuggets += count;
1439 } 1593 }
1440 1594
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1595 /* Turn 25 small nuggets into 1 large nugget. If the value
1442 * of large nuggets is not evenly divisable by the small nugget 1596 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0) 1597 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */ 1598 */
1445 if (*small_nuggets * small->value >= large->value) { 1599 if (*small_nuggets * small->value >= large->value)
1600 {
1446 (*large_nuggets)++; 1601 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value; 1602 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value) 1603 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--; 1604 (*small_nuggets)--;
1450 } 1605 }
1451 weight += obj->weight; 1606 weight += obj->weight;
1452 remove_ob(obj); 1607 obj->destroy ();
1453 free_object(obj);
1454} 1608}
1455 1609
1610static void
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1611update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1457 int x, int y)
1458{ 1612{
1459 object *tmp; 1613 object *tmp;
1460 int flag=0; 1614 int flag = 0;
1461 1615
1462 /* Put any nuggets below the player, but we can only pass this 1616 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1617 * flag if we are on the same space as the player
1464 */ 1618 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1619 if (x == op->x && y == op->y && op->map == m)
1620 flag = INS_BELOW_ORIGINATOR;
1466 1621
1467 if (small_nuggets) { 1622 if (small_nuggets)
1468 tmp = get_object(); 1623 {
1469 copy_object(small, tmp); 1624 tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1625 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1626 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1627 }
1628
1475 if (large_nuggets) { 1629 if (large_nuggets)
1476 tmp = get_object(); 1630 {
1477 copy_object(large, tmp); 1631 tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1632 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1633 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1634 }
1483} 1635}
1484 1636
1637int
1485int alchemy(object *op, object *caster, object *spell_ob) 1638alchemy (object *op, object *caster, object *spell_ob)
1486{ 1639{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; 1640 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1488 sint16 nx, ny; 1641 sint16 nx, ny;
1489 object *next,*tmp; 1642 object *next, *tmp;
1490 mapstruct *mp; 1643 maptile *mp;
1491 1644
1492 if(op->type!=PLAYER) 1645 if (op->type != PLAYER)
1493 return 0; 1646 return 0;
1494 1647
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1648 /* 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 1649 * some, and also prevents people from alcheming every table/chair/clock
1497 * in sight 1650 * in sight
1498 */ 1651 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1652 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1653 weight_max *= 1000;
1501 small=get_archetype("smallnugget"), 1654 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1502 large=get_archetype("largenugget");
1503 1655
1504 for(y= op->y-1;y<=op->y+1;y++) { 1656 for (y = op->y - 1; y <= op->y + 1; y++)
1657 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1658 for (x = op->x - 1; x <= op->x + 1; x++)
1659 {
1506 nx = x; 1660 nx = x;
1507 ny = y; 1661 ny = y;
1508 1662
1509 mp = op->map; 1663 mp = op->map;
1510 1664
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1665 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1666
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1667 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1668 continue;
1515 1669
1516 /* Treat alchemy a little differently - most spell effects 1670 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1671 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1672 * ground level effect.
1519 */ 1673 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1674 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1675 continue;
1522 1676
1523 small_nuggets=0; 1677 small_nuggets = 0;
1524 large_nuggets=0; 1678 large_nuggets = 0;
1525 1679
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1680 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1681 {
1527 next=tmp->above; 1682 next = tmp->above;
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1683 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1684 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1685 {
1531 1686
1532 if (tmp->inv) { 1687 if (tmp->inv)
1688 {
1533 object *next1, *tmp1; 1689 object *next1, *tmp1;
1690
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1691 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1692 {
1535 next1 = tmp1->below; 1693 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1694 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1695 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1696 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1540 &weight);
1541 } 1697 }
1542 } 1698 }
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1699 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1544 1700
1545 if (weight>weight_max) { 1701 if (weight > weight_max)
1702 {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1703 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large); 1704 large->destroy ();
1548 free_object(small); 1705 small->destroy ();
1549 return 1; 1706 return 1;
1550 } 1707 }
1551 } /* is alchemable object */ 1708 } /* is alchemable object */
1552 } /* process all objects on this space */ 1709 } /* process all objects on this space */
1553 1710
1554 /* Insert all the nuggets at one time. This probably saves time, but 1711 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1712 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1713 * with this spell.
1557 */ 1714 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1715 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1559 } 1716 }
1560 } 1717 }
1561 free_object(large); 1718
1562 free_object(small); 1719 large->destroy ();
1720 small->destroy ();
1563 /* reset this so that if player standing on a big pile of stuff, 1721 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly. 1722 * it is redrawn properly.
1565 */ 1723 */
1566 op->contr->socket.look_position = 0; 1724 op->contr->ns->look_position = 0;
1567 return 1; 1725 return 1;
1568} 1726}
1569 1727
1570 1728
1571/* This function removes the cursed/damned status on equipped 1729/* This function removes the cursed/damned status on equipped
1572 * items. 1730 * items.
1573 */ 1731 */
1732int
1574int remove_curse(object *op, object *caster, object *spell) { 1733remove_curse (object *op, object *caster, object *spell)
1734{
1575 object *tmp; 1735 object *tmp;
1576 int success = 0, was_one = 0; 1736 int success = 0, was_one = 0;
1577 1737
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1738 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1739 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1740 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1741 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1742 {
1583 was_one++; 1743 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1744 if (tmp->level <= caster_level (caster, spell))
1745 {
1585 success++; 1746 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1747 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1748 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1749
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1750 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1751 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1752 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1753 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1754 esrv_send_item (op, tmp);
1594 } 1755 }
1595 } 1756 }
1596 1757
1597 if (op->type==PLAYER) { 1758 if (op->type == PLAYER)
1759 {
1598 if (success) { 1760 if (success)
1761 {
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1763 }
1600 } else { 1764 else
1765 {
1601 if (was_one) 1766 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1768 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1770 }
1606 } 1771 }
1772
1607 return success; 1773 return success;
1608} 1774}
1609 1775
1610/* Identifies objects in the players inventory/on the ground */ 1776/* Identifies objects in the players inventory/on the ground */
1611 1777
1778int
1612int cast_identify(object *op, object *caster, object *spell) { 1779cast_identify (object *op, object *caster, object *spell)
1780{
1613 object *tmp; 1781 object *tmp;
1614 int success = 0, num_ident; 1782 int success = 0, num_ident;
1615 1783
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1784 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1785
1618 if (num_ident < 1) num_ident=1; 1786 if (num_ident < 1)
1787 num_ident = 1;
1619 1788
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1789 for (tmp = op->inv; tmp; tmp = tmp->below)
1790 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1792 {
1623 identify(tmp); 1793 identify (tmp);
1794
1624 if (op->type==PLAYER) { 1795 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1796 {
1626 "You have %s.", long_desc(tmp, op)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1798
1627 if (tmp->msg) { 1799 if (tmp->msg)
1800 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1803 }
1631 } 1804 }
1805
1806 num_ident--;
1807 success = 1;
1808 if (!num_ident)
1809 break;
1810 }
1811 }
1812
1813 /* If all the power of the spell has been used up, don't go and identify
1814 * stuff on the floor. Only identify stuff on the floor if the spell
1815 * was not fully used.
1816 */
1817 if (num_ident)
1818 {
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1820 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1821 {
1822 identify (tmp);
1823
1824 if (op->type == PLAYER)
1825 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1827
1828 if (tmp->msg)
1829 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1831 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1832 }
1833
1834 esrv_send_item (op, tmp);
1835 }
1836
1632 num_ident--; 1837 num_ident--;
1633 success=1; 1838 success = 1;
1634 if (!num_ident) break; 1839 if (!num_ident)
1840 break;
1635 } 1841 }
1636 } 1842 }
1637 /* If all the power of the spell has been used up, don't go and identify 1843
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1844 if (!success)
1639 * was not fully used. 1845 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1846 else
1847 spell_effect (spell, op->x, op->y, op->map, op);
1848
1849 return success;
1850}
1851
1852int
1853cast_detection (object *op, object *caster, object *spell, object *skill)
1854{
1855 object *tmp, *last, *god, *detect;
1856 int done_one, range, mflags, floor, level;
1857 sint16 x, y, nx, ny;
1858 maptile *m;
1859
1860 /* We precompute some values here so that we don't have to keep
1861 * doing it over and over again.
1640 */ 1862 */
1641 if (num_ident) { 1863 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1864 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1865 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1866
1646 identify(tmp); 1867 if (!skill)
1868 skill = caster;
1869
1870 for (x = op->x - range; x <= op->x + range; x++)
1871 for (y = op->y - range; y <= op->y + range; y++)
1872 {
1873 m = op->map;
1874 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1875 if (mflags & P_OUT_OF_MAP)
1876 continue;
1877
1878 /* For most of the detections, we only detect objects above the
1879 * floor. But this is not true for show invisible.
1880 * Basically, we just go and find the top object and work
1881 * down - that is easier than working up.
1882 */
1883
1884 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1885 last = tmp;
1886
1887 /* Shouldn't happen, but if there are no objects on a space, this
1888 * would happen.
1889 */
1890 if (!last)
1891 continue;
1892
1893 done_one = 0;
1894 floor = 0;
1895 detect = NULL;
1896 for (tmp = last; tmp; tmp = tmp->below)
1897 {
1898 /* show invisible */
1899 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1900 /* Might there be other objects that we can make visible? */
1901 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1902 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1903 tmp->type == CF_HANDLE ||
1904 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1905 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1906 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1907 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1908 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1909 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1910 {
1911 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1912 {
1913 tmp->invisible = 0;
1914 done_one = 1;
1915 }
1916 }
1917
1918 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1919 floor = 1;
1920
1921 /* All detections below this point don't descend beneath the floor,
1922 * so just continue on. We could be clever and look at the type of
1923 * detection to completely break out if we don't care about objects beneath
1924 * the floor, but once we get to the floor, not likely a very big issue anyways.
1925 */
1926 if (floor)
1927 continue;
1928
1929 /* I had thought about making detect magic and detect curse
1930 * show the flash the magic item like it does for detect monster.
1931 * however, if the object is within sight, this would then make it
1932 * difficult to see what object is magical/cursed, so the
1933 * effect wouldn't be as apparant.
1934 */
1935
1936 /* detect magic */
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1938 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1939 {
1940 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1941 /* make runes more visibile */
1942 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1943 tmp->stats.Cha /= 4;
1944 done_one = 1;
1945 }
1946 /* detect monster */
1947 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1948 {
1949 done_one = 2;
1950 if (!detect)
1951 detect = tmp;
1952 }
1953 /* Basically, if race is set in the spell, then the creatures race must
1954 * match that. if the spell race is set to GOD, then the gods opposing
1955 * race must match.
1956 */
1957 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1958 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1959 (strstr (spell->race, tmp->race))))
1960 {
1961 done_one = 2;
1962 if (!detect)
1963 detect = tmp;
1964 }
1965 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1966 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1967 {
1968 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1969 done_one = 1;
1970 }
1971 } /* for stack of objects on this space */
1972
1973 /* Code here puts an effect of the spell on the space, so you can see
1974 * where the magic is.
1975 */
1976 if (done_one)
1977 {
1978 object *detect_ob = arch_to_object (spell->other_arch);
1979
1980 /* if this is set, we want to copy the face */
1981 if (done_one == 2 && detect)
1982 {
1983 detect_ob->face = detect->face;
1984 detect_ob->animation_id = detect->animation_id;
1985 detect_ob->anim_speed = detect->anim_speed;
1986 detect_ob->last_anim = 0;
1987 /* by default, the detect_ob is already animated */
1988 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1989 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1990 }
1991
1992 m->insert (detect_ob, nx, ny, op);
1993 }
1994 } /* for processing the surrounding spaces */
1995
1996
1997 /* Now process objects in the players inventory if detect curse or magic */
1998 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1999 {
2000 done_one = 0;
2001 for (tmp = op->inv; tmp; tmp = tmp->below)
2002 {
2003 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2004 {
2005 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2006 {
2007 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 2008 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 2009 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 } 2010 }
2011 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2012 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2013 {
2014 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2015 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 2016 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 } 2017 }
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 */ 2018 } /* if item is not identified */
1816 } /* for the players inventory */ 2019 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 2020 } /* if detect magic/curse and object is a player */
1818 return 1; 2021 return 1;
1819} 2022}
1820 2023
1821 2024
1822/** 2025/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 2026 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 2027 * level whos spell did cause the overcharge.
1825 */ 2028 */
2029static void
1826static void charge_mana_effect(object *victim, int caster_level) 2030charge_mana_effect (object *victim, int caster_level)
1827{ 2031{
1828 2032
1829 /* Prevent explosions for objects without mana. Without this check, doors 2033 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 2034 * will explode, too.
1831 */ 2035 */
1832 if (victim->stats.maxsp <= 0) 2036 if (victim->stats.maxsp <= 0)
1833 return; 2037 return;
1834 2038
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2039 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2040
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2041 if (victim->stats.sp >= victim->stats.maxsp * 2)
2042 {
1838 object *tmp; 2043 object *tmp;
1839 2044
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2045 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2046
1842 /* Explodes a fireball centered at player */ 2047 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2048 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2049 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; 2050 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2051
1847 tmp->y = victim->y; 2052 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2053 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2054 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2055 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."); 2056 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) { 2057 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2058 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2059 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2060 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2061 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2062 confuse_player (victim, victim, 99);
1860 } 2063 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2065 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 2066}
1865 2067
1866/* cast_transfer 2068/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2069 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2070 * We let the target go above their normal maximum SP.
1869 */ 2071 */
1870 2072
2073int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2074cast_transfer (object *op, object *caster, object *spell, int dir)
2075{
1872 object *plyr=NULL; 2076 object *plyr = NULL;
1873 sint16 x, y; 2077 sint16 x, y;
1874 mapstruct *m; 2078 maptile *m;
1875 int mflags; 2079 int mflags;
1876 2080
1877 m = op->map; 2081 m = op->map;
1878 x = op->x+freearr_x[dir]; 2082 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2083 y = op->y + freearr_y[dir];
1880 2084
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2085 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2086
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2087 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2088 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2089 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2090 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2091 break;
1887 } 2092 }
1888 2093
1889 2094
1890 /* If we did not find a player in the specified direction, transfer 2095 /* 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. 2096 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2097 */
1893 if(plyr==NULL) 2098 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2099 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)) 2100 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2101 break;
1897 2102
1898 if (!plyr) { 2103 if (!plyr)
2104 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2105 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2106 return 0;
1901 } 2107 }
1902 /* give sp */ 2108 /* give sp */
1903 if(spell->stats.dam > 0) { 2109 if (spell->stats.dam > 0)
2110 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2111 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2112 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2113 return 1;
1907 } 2114 }
1908 /* suck sp away. Can't suck sp from yourself */ 2115 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2116 else if (op != plyr)
2117 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2118 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2119
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2120 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2121
1914 if (rate > 95) rate=95; 2122 if (rate > 95)
2123 rate = 95;
1915 2124
1916 sucked = (plyr->stats.sp * rate) / 100; 2125 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2126 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2127 if (QUERY_FLAG (op, FLAG_ALIVE))
2128 {
1919 /* Player doesn't get full credit */ 2129 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2130 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2131 op->stats.sp += sucked;
1922 if (sucked > 0) { 2132 if (sucked > 0)
2133 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2134 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2135 }
1925 } 2136 }
1926 return 1; 2137 return 1;
1927 } 2138 }
1928 return 0; 2139 return 0;
1929} 2140}
1930 2141
1931 2142
1932/* counterspell: nullifies spell effects. 2143/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2144 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2145 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2146 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2147 * this may nullify it.
1937 */ 2148 */
2149void
1938void counterspell(object *op,int dir) 2150counterspell (object *op, int dir)
1939{ 2151{
1940 object *tmp, *head, *next; 2152 object *tmp, *head, *next;
1941 int mflags; 2153 int mflags;
1942 mapstruct *m; 2154 maptile *m;
1943 sint16 sx,sy; 2155 sint16 sx, sy;
1944 2156
1945 sx = op->x + freearr_x[dir]; 2157 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2158 sy = op->y + freearr_y[dir];
1947 m = op->map; 2159 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2160 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2161 if (mflags & P_OUT_OF_MAP)
2162 return;
2163
2164 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 2165 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2166 next = tmp->above;
1953 2167
1954 /* Need to look at the head object - otherwise, if tmp 2168 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2169 * points to a monster, we don't have all the necessary
1956 * info for it. 2170 * info for it.
1957 */ 2171 */
2172 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2173 head = tmp->head;
2174 else
1959 else head = tmp; 2175 head = tmp;
1960 2176
1961 /* don't attack our own spells */ 2177 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2178 if (tmp->owner && tmp->owner == op->owner)
2179 continue;
1963 2180
1964 /* Basically, if the object is magical and not counterspell, 2181 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2182 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2183 * monsters either.
1967 */ 2184 */
1968 2185
1969 if (head->attacktype & AT_MAGIC && 2186 if (head->attacktype & AT_MAGIC &&
1970 !(head->attacktype & AT_COUNTERSPELL) && 2187 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2188 head->destroy ();
1972 (op->level > head->level)) { 2189 else
1973 remove_ob(head);
1974 free_object(head);
1975 } else switch(head->type) { 2190 switch (head->type)
2191 {
1976 case SPELL_EFFECT: 2192 case SPELL_EFFECT:
1977 if(op->level > head->level) { 2193 if (op->level > head->level)
1978 remove_ob(head); 2194 head->destroy ();
1979 free_object(head); 2195
1980 }
1981 break; 2196 break;
1982 2197
1983 /* I really don't get this rune code that much - that 2198 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2199 * random chance seems really low.
1985 */ 2200 */
1986 case RUNE: 2201 case RUNE:
1987 if(rndm(0, 149) == 0) { 2202 if (rndm (0, 149) == 0)
2203 {
1988 head->stats.hp--; /* weaken the rune */ 2204 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2205 if (!head->stats.hp)
1990 remove_ob(head); 2206 head->destroy ();
1991 free_object(head);
1992 } 2207 }
1993 }
1994 break; 2208 break;
1995 } 2209 }
1996 } 2210 }
1997} 2211}
1998 2212
1999 2213
2000 2214
2001/* cast_consecrate() - a spell to make an altar your god's */ 2215/* cast_consecrate() - a spell to make an altar your god's */
2216int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2217cast_consecrate (object *op, object *caster, object *spell)
2218{
2003 char buf[MAX_BUF]; 2219 char buf[MAX_BUF];
2004 2220
2005 object *tmp, *god=find_god(determine_god(op)); 2221 object *tmp, *god = find_god (determine_god (op));
2006 2222
2007 if(!god) { 2223 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2224 {
2009 "You can't consecrate anything if you don't worship a god!"); 2225 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2226 return 0;
2011 } 2227 }
2012 2228
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2229 for (tmp = op->below; tmp; tmp = tmp->below)
2230 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2231 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2232 break;
2015 if(tmp->type==HOLY_ALTAR) { 2233 if (tmp->type == HOLY_ALTAR)
2234 {
2016 2235
2017 if(tmp->level > caster_level(caster, spell)) { 2236 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2237 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2238 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2239 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 } 2240 }
2241 else
2242 {
2243 /* If we got here, we are consecrating an altar */
2244 sprintf (buf, "Altar of %s", &god->name);
2245 tmp->name = buf;
2246 tmp->level = caster_level (caster, spell);
2247 tmp->other_arch = god->arch;
2248 if (op->type == PLAYER)
2249 esrv_update_item (UPD_NAME, op, tmp);
2250 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2251 return 1;
2033 } 2252 }
2253 }
2034 } 2254 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2255 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2256 return 0;
2037} 2257}
2038 2258
2039/* animate_weapon - 2259/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2260 * 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 2261 * 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 2265 * 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 2266 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2267 * player checks. MSW 2003-01-06
2048 */ 2268 */
2049 2269
2270int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2271animate_weapon (object *op, object *caster, object *spell, int dir)
2272{
2051 object *weapon, *tmp; 2273 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2274 char buf[MAX_BUF];
2053 int a, i; 2275 int a, i;
2054 sint16 x, y; 2276 sint16 x, y;
2055 mapstruct *m; 2277 maptile *m;
2056 materialtype_t *mt; 2278 materialtype_t *mt;
2057 2279
2058 if(!spell->other_arch){ 2280 if (!spell->other_arch)
2281 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2282 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2283 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2284 return 0;
2062 } 2285 }
2063 /* exit if it's not a player using this spell. */ 2286 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2287 if (op->type != PLAYER)
2288 return 0;
2065 2289
2066 /* if player already has a golem, abort */ 2290 /* 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) { 2291 if (op->contr->ranges[range_golem])
2292 {
2068 control_golem(op->contr->ranges[range_golem],dir); 2293 control_golem (op->contr->ranges[range_golem], dir);
2069 return 0; 2294 return 0;
2070 } 2295 }
2071 2296
2072 /* if no direction specified, pick one */ 2297 /* if no direction specified, pick one */
2073 if(!dir) 2298 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2299 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2300
2076 m = op->map; 2301 m = op->map;
2077 x = op->x+freearr_x[dir]; 2302 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2303 y = op->y + freearr_y[dir];
2079 2304
2080 /* if there's no place to put the golem, abort */ 2305 /* 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) || 2306 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)) { 2307 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2308 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2309 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2310 return 0;
2085 } 2311 }
2086 2312
2087 /* Use the weapon marked by the player. */ 2313 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2314 weapon = find_marked_object (op);
2089 2315
2090 if (!weapon) { 2316 if (!weapon)
2317 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2318 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2319 return 0;
2093 } 2320 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2321 if (spell->race && strcmp (weapon->arch->name, spell->race))
2322 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2323 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2324 return 0;
2097 } 2325 }
2098 if (weapon->type != WEAPON) { 2326 if (weapon->type != WEAPON)
2327 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2328 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2329 return 0;
2101 } 2330 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2331 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2332 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2333 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; 2334 return 0;
2106 } 2335 }
2107 2336
2108 if (weapon->nrof > 1) { 2337 if (weapon->nrof > 1)
2338 {
2109 tmp = get_split_ob(weapon, 1); 2339 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2340 esrv_send_item (op, weapon);
2111 weapon = tmp; 2341 weapon = tmp;
2112 } 2342 }
2113 2343
2114 /* create the golem object */ 2344 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2345 tmp = arch_to_object (spell->other_arch);
2116 2346
2117 /* if animated by a player, give the player control of the golem */ 2347 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2348 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY); 2349 SET_FLAG (tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2350 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2351 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2352 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2353 tmp->set_owner (op);
2124 set_spell_skill(op, caster, spell, tmp); 2354 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp; 2355 op->contr->ranges[range_golem] = tmp;
2126 op->contr->shoottype=range_golem; 2356 op->contr->shoottype = range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2357
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2358 /* 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 2359 * removed flag - it should only be set if get_split_object was
2131 * used above. 2360 * used above.
2132 */ 2361 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2362 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2363 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2364 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2365 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2366 /* 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 2367 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2368 * body_info, skills, etc)
2140 */ 2369 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2370 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2371 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2372 tmp->update_stats ();
2144 2373
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2374 /* 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 - 2375 * 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. 2376 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2377 */
2149 2378
2150 /* modify weapon's animated wc */ 2379 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2380 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; 2381 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2382 tmp->stats.wc = -127;
2154 2383
2155 /* Modify hit points for weapon */ 2384 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2385 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2386 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2387 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2388 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2389 tmp->stats.hp = tmp->stats.maxhp;
2161 2390
2162 /* Modify weapon's damage */ 2391 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2392 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 2393 if (tmp->stats.dam < 0)
2165 + weapon->magic 2394 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2395
2169 2396
2170 /* attacktype */ 2397 /* attacktype */
2171 if ( ! tmp->attacktype) 2398 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2399 tmp->attacktype = AT_PHYSICAL;
2173 2400
2174 mt = NULL; 2401 mt = NULL;
2175 if (op->materialname != NULL) 2402 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2403 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2404 if (mt != NULL)
2405 {
2178 for (i=0; i < NROFATTACKS; i++) 2406 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2407 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2408 a = mt->save[0];
2181 } else { 2409 }
2410 else
2411 {
2182 for (i=0; i < NROFATTACKS; i++) 2412 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2413 tmp->resist[i] = 5;
2184 a = 10; 2414 a = 10;
2185 } 2415 }
2186 /* Set weapon's immunity */ 2416 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2417 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2418 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2419 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2420 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2421 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2422 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2423 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2424 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2425 tmp->resist[ATNR_BLIND] = 100;
2196 2426
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2427 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2428
2199 if (a > 14) a = 14; 2429 if (a > 14)
2430 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2431 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2432
2202 /* Determine golem's speed */ 2433 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2434 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2435
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2436 if (!spell->race)
2437 {
2208 sprintf(buf, "animated %s", weapon->name); 2438 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2439 tmp->name = buf;
2211 2440
2212 tmp->face = weapon->face; 2441 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2442 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2443 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2444 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2445 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2446 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 } 2447 }
2224 2448
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2449 /* 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)); 2450 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2451
2228 tmp->speed_left= -1; 2452 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2453 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2454
2455 m->insert (tmp, x, y, op);
2233 return 1; 2456 return 1;
2234} 2457}
2235 2458
2236/* cast_daylight() - changes the map darkness level *lower* */ 2459/* cast_daylight() - changes the map darkness level *lower* */
2237 2460
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2461/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2462 * This changes the light level for the entire map.
2240 */ 2463 */
2241 2464
2465int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2466cast_change_map_lightlevel (object *op, object *caster, object *spell)
2467{
2243 int success; 2468 int success;
2244 2469
2245 if(!op->map) return 0; /* shouldnt happen */ 2470 if (!op->map)
2471 return 0; /* shouldnt happen */
2246 2472
2247 success=change_map_light(op->map,spell->stats.dam); 2473 success = op->map->change_map_light (spell->stats.dam);
2474
2248 if(!success) { 2475 if (!success)
2476 {
2249 if (spell->stats.dam < 0) 2477 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2478 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2479 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2480 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2481 }
2254 return success; 2482 return success;
2255} 2483}
2256 2484
2257 2485
2258 2486
2259 2487
2260 2488
2261/* create an aura spell object and put it in the player's inventory. 2489/* 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, 2490 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2491 * spell is the spell object itself.
2264 */ 2492 */
2493int
2265int create_aura(object *op, object *caster, object *spell) 2494create_aura (object *op, object *caster, object *spell)
2266{ 2495{
2267 int refresh=0; 2496 int refresh = 0;
2268 object *new_aura; 2497 object *new_aura;
2269 2498
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2499 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2500 if (new_aura)
2501 refresh = 1;
2502 else
2272 else new_aura = arch_to_object(spell->other_arch); 2503 new_aura = arch_to_object (spell->other_arch);
2273 2504
2274 new_aura->duration = spell->duration + 2505 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2506
2277 new_aura->stats.dam = spell->stats.dam 2507 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2508
2280 set_owner(new_aura,op); 2509 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2510 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2511 new_aura->attacktype = spell->attacktype;
2283 2512
2284 new_aura->level = caster_level(caster, spell); 2513 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2514 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2515 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2516 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2517 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2518 insert_ob_in_ob (new_aura, op);
2290 return 1; 2519 return 1;
2291} 2520}
2292 2521
2293 2522
2294/* move aura function. An aura is a part of someone's inventory, 2523/* 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 2524 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2527 * duration: duration counter.
2299 * attacktype: aura's attacktype 2528 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2529 * other_arch: archetype to drop where we attack
2301 */ 2530 */
2302 2531
2532void
2303void move_aura(object *aura) { 2533move_aura (object *aura)
2534{
2304 int i, mflags; 2535 int i, mflags;
2305 object *env; 2536 object *env;
2306 mapstruct *m; 2537 maptile *m;
2307 2538
2308 /* auras belong in inventories */ 2539 /* auras belong in inventories */
2309 env = aura->env; 2540 env = aura->env;
2310 2541
2311 /* no matter what we've gotta remove the aura... 2542 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2543 * we'll put it back if its time isn't up.
2313 */ 2544 */
2314 remove_ob(aura); 2545 aura->remove ();
2315 2546
2316 /* exit if we're out of gas */ 2547 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2548 if (aura->duration-- < 0)
2318 free_object(aura); 2549 {
2550 aura->destroy ();
2319 return; 2551 return;
2320 } 2552 }
2321 2553
2322 /* auras only exist in inventories */ 2554 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2555 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2556 {
2557 aura->destroy ();
2325 return; 2558 return;
2326 } 2559 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2560
2330 /* we need to jump out of the inventory for a bit 2561 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2562 * in order to hit the map conveniently.
2332 */ 2563 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2564 aura->insert_at (env, aura);
2334 2565
2335 for(i=1;i<9;i++) { 2566 for (i = 1; i < 9; i++)
2567 {
2336 sint16 nx, ny; 2568 sint16 nx, ny;
2569
2337 nx = aura->x + freearr_x[i]; 2570 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2571 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2572 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2573
2341 /* Consider the movement tyep of the person with the aura as 2574 /* 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 2575 * 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. 2576 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2577 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2578 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2579 {
2348 hit_map(aura,i,aura->attacktype,0); 2580 hit_map (aura, i, aura->attacktype, 0);
2349 2581
2350 if(aura->other_arch) { 2582 if (aura->other_arch)
2351 object *new_ob; 2583 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 } 2584 }
2358 }
2359 } 2585 }
2586
2360 /* put the aura back in the player's inventory */ 2587 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2588 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2589 insert_ob_in_ob (aura, env);
2363} 2590}
2364 2591
2365/* moves the peacemaker spell. 2592/* moves the peacemaker spell.
2366 * op is the piece object. 2593 * op is the piece object.
2367 */ 2594 */
2368 2595
2596void
2369void move_peacemaker(object *op) { 2597move_peacemaker (object *op)
2598{
2370 object *tmp; 2599 object *tmp;
2371 2600
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2601 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2602 {
2373 int atk_lev, def_lev; 2603 int atk_lev, def_lev;
2374 object *victim=tmp; 2604 object *victim = tmp;
2375 2605
2376 if (tmp->head) victim=tmp->head; 2606 if (tmp->head)
2607 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2608 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2609 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2610 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2611 continue;
2379 if (victim->stats.exp == 0) continue; 2612 if (victim->stats.exp == 0)
2613 continue;
2380 2614
2381 def_lev = MAX(1,victim->level); 2615 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2616 atk_lev = MAX (1, op->level);
2383 2617
2384 if (rndm(0, atk_lev-1) > def_lev) { 2618 if (rndm (0, atk_lev - 1) > def_lev)
2619 {
2385 /* make this sucker peaceful. */ 2620 /* make this sucker peaceful. */
2386 2621
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2622 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2623 victim->stats.exp = 0;
2389#if 0 2624#if 0
2390 /* No idea why these were all set to zero - if something 2625 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2626 * makes this creature agressive, he should still do damage.
2392 */ 2627 */
2393 victim->stats.dam = 0; 2628 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2629 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2630 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2631 victim->stats.Pow = 0;
2397#endif 2632#endif
2398 victim->attack_movement = RANDO2; 2633 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2634 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2635 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2636 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2637 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2638 if (victim->name)
2639 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2640 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2641 }
2406 } 2642 }
2407 } 2643 }
2408} 2644}
2409 2645
2410 2646
2411/* This writes a rune that contains the appropriate message. 2647/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2648 * There really isn't any adjustments we make.
2413 */ 2649 */
2414 2650
2651int
2415int write_mark(object *op, object *spell, const char *msg) { 2652write_mark (object *op, object *spell, const char *msg)
2653{
2416 char rune[HUGE_BUF]; 2654 char rune[HUGE_BUF];
2417 object *tmp; 2655 object *tmp;
2418 2656
2419 if (!msg || msg[0] == 0) { 2657 if (!msg || msg[0] == 0)
2658 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2659 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2660 return 0;
2422 } 2661 }
2423 2662
2424 if (strcasestr_local(msg, "endmsg")) { 2663 if (strcasestr_local (msg, "endmsg"))
2664 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2665 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); 2666 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2667 return 0;
2428 } 2668 }
2429 if (!spell->other_arch) return 0; 2669 if (!spell->other_arch)
2670 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2671 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2672
2432 rune[HUGE_BUF-2] = 0; 2673 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2674
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2675 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2676 tmp->msg = rune;
2436 tmp->x = op->x; 2677
2437 tmp->y = op->y; 2678 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2679 return 1;
2440} 2680}

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