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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 1.32 by pippijn, Sat Jan 6 14:42:31 2007 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
12 7
13 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
22 17
23 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23*/
29 24
30#include <global.h> 25#include <global.h>
31#include <object.h> 26#include <object.h>
32#include <living.h> 27#include <living.h>
33#ifndef __CEXTRACT__ 28#ifndef __CEXTRACT__
34#include <sproto.h> 29# include <sproto.h>
35#endif 30#endif
36#include <spells.h> 31#include <spells.h>
37#include <sounds.h> 32#include <sounds.h>
38 33
39/* cast_magic_storm: This is really used mostly for spell 34/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 35 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 36 * op is what is casting this.
42 */ 37 */
38void
43void cast_magic_storm(object *op, object *tmp, int lvl) 39cast_magic_storm (object *op, object *tmp, int lvl)
44{ 40{
45 if (!tmp) return; /* error */ 41 if (!tmp)
42 return; /* error */
43
46 tmp->level=op->level; 44 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 45 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 46 tmp->duration += lvl / 5;
51 47
52 /* Put a cap on duration for this - if the player fails in their 48 /* Put a cap on duration for this - if the player fails in their
53 * apartment, don't want it to go on so long that it kills them 49 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 50 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 51 * so don't really need to increase the duration as much either.
56 */ 52 */
57 if (tmp->duration>=40) tmp->duration=40; 53 if (tmp->duration >= 40)
54 tmp->duration = 40;
55
58 tmp->stats.dam=lvl; /* nasty recoils! */ 56 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 57 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 58
59 tmp->insert_at (op, op);
62} 60}
63 61
64 62int
65int recharge(object *op, object *caster, object *spell_ob) { 63recharge (object *op, object *caster, object *spell_ob)
64{
66 object *wand, *tmp; 65 object *wand, *tmp;
67 int ncharges; 66 int ncharges;
68 67
69 wand = find_marked_object(op); 68 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 69 if (wand == NULL || wand->type != WAND)
70 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 72 return 0;
73 } 73 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 75 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map(op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 78 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 79 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 80 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 82
83 if (!tmp->stats.dam)
84 tmp->stats.dam = 1;
85
84 tmp->stats.hp = tmp->stats.dam / 2; 86 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 87
86 tmp->x = op->x; 88 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 89 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 90
91 tmp->insert_at (op);
89 return 1; 92 return 1;
90 } 93 }
91 94
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 95 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
96
93 if (wand->inv && wand->inv->level) 97 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 98 ncharges /= wand->inv->level;
95 else { 99 else
100 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 102 return 0;
99 } 103 }
100 if (!ncharges) ncharges = 1;
101 104
105 if (!ncharges)
106 ncharges = 1;
107
102 wand->stats.food += ncharges; 108 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 109 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)); 110
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
112 {
106 SET_FLAG(wand, FLAG_ANIMATE); 113 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 114 wand->set_speed (wand->arch->clone.speed);
108 update_ob_speed(wand);
109 } 115 }
116
110 return 1; 117 return 1;
111} 118}
112 119
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 120/* 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 121 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 122 * arrows.
119 * The # of arrows created also goes up with level, so if a 30th level mage 126 * 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 127 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 128 * create nonnmagic arrows, or even -1, etc...
122 */ 129 */
123 130
131int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 132cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 133{
126 int missile_plus=0, bonus_plus=0; 134 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 135 const char *missile_name;
128 object *tmp, *missile; 136 object *tmp, *missile;
129 tag_t tag;
130 137
131 missile_name = "arrow"; 138 missile_name = "arrow";
132 139
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 141 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 142 missile_name = tmp->race;
136 }
137 143
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 144 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 145
140 if (find_archetype(missile_name)==NULL) { 146 if (archetype::find (missile_name) == NULL)
147 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 148 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 149 return 0;
144 } 150 }
151
145 missile = get_archetype(missile_name); 152 missile = get_archetype (missile_name);
146 153
147 if (stringarg) { 154 if (stringarg)
155 {
148 /* If it starts with a letter, presume it is a description */ 156 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 157 if (isalpha (*stringarg))
158 {
150 artifact *al = find_artifactlist(missile->type)->items; 159 artifact *al = find_artifactlist (missile->type)->items;
151 160
152 for ( ; al != NULL; al=al->next) 161 for (; al != NULL; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 162 if (!strcasecmp (al->item->name, stringarg))
163 break;
154 164
155 if (!al) { 165 if (!al)
156 free_object(missile); 166 {
167 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 168 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 169 return 0;
160 } 170 }
171
161 if (al->item->slaying) { 172 if (al->item->slaying)
162 free_object(missile); 173 {
174 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 175 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; 176 return 0;
166 } 177 }
178
167 give_artifact_abilities(missile, al->item); 179 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 180 /* 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 181 * 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. 182 * the parsing of having to do both plus and type.
171 */ 183 */
172 bonus_plus = 1 + (al->item->value / 5); 184 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 185 missile_plus = 0;
174 } else 186 }
175 if (atoi(stringarg) < missile_plus) 187 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 188 missile_plus = atoi (stringarg);
177 } 189 }
190
178 if (missile_plus > 4) 191 if (missile_plus > 4)
179 missile_plus = 4; 192 missile_plus = 4;
180 else if (missile_plus < -4) 193 else if (missile_plus < -4)
181 missile_plus = -4; 194 missile_plus = -4;
182 195
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 196 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 197 missile->nrof -= 3 * (missile_plus + bonus_plus);
198
185 if (missile->nrof < 1) 199 if (missile->nrof < 1)
186 missile->nrof=1; 200 missile->nrof = 1;
187 201
188 missile->magic = missile_plus; 202 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 203 /* Can't get any money for these objects */
190 missile->value=0; 204 missile->value = 0;
191 205
192 SET_FLAG(missile, FLAG_IDENTIFIED); 206 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 207
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 208 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 209 pick_up (op, missile);
199 } 210
200 return 1; 211 return 1;
201} 212}
202 213
203 214
204/* allows the choice of what sort of food object to make. 215/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 216 * If stringarg is NULL, it will create food dependent on level --PeterM*/
217int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 218cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 219{
208 int food_value; 220 int food_value;
209 archetype *at=NULL; 221 archetype *at = NULL;
210 object *new_op; 222 object *new_op;
211 223
212 food_value=spell_ob->stats.food + 224 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 225
215 if(stringarg) { 226 if (stringarg)
227 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 228 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 229 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 230 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 231 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL; 232 stringarg = NULL;
221 } 233 }
222 234
223 if(!stringarg) { 235 if (!stringarg)
236 {
224 archetype *at_tmp; 237 archetype *at_tmp;
225 238
226 /* We try to find the archetype with the maximum food value. 239 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 240 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 241 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 242 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 243 * to be altered from the donor.
231 */ 244 */
232 245
233 /* We assume the food items don't have multiple parts */ 246 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
248 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
250 {
236 /* Basically, if the food value is something that is creatable 251 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 252 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 253 * the item we have now, take it instead.
239 */ 254 */
240 if (at_tmp->clone.stats.food<=food_value && 255 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; 256 at = at_tmp;
243 } 257 }
244 } 258 }
245 } 259 }
246 /* Pretty unlikely (there are some very low food items), but you never 260 /* Pretty unlikely (there are some very low food items), but you never
247 * know 261 * know
248 */ 262 */
249 if (!at) { 263 if (!at)
264 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 265 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 266 return 0;
252 } 267 }
253 268
254 food_value/=at->clone.stats.food; 269 food_value /= at->clone.stats.food;
255 new_op = arch_to_object (at); 270 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 271 new_op->nrof = food_value;
257 272
258 new_op->value = 0; 273 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 274 if (new_op->nrof < 1)
275 new_op->nrof = 1;
260 276
261 cast_create_obj(op, caster,new_op, dir); 277 cast_create_obj (op, caster, new_op, dir);
262 return 1; 278 return 1;
263} 279}
264 280
281int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 282probe (object *op, object *caster, object *spell_ob, int dir)
283{
266 int r, mflags, maxrange; 284 int r, mflags, maxrange;
267 object *tmp; 285 object *tmp;
268 mapstruct *m; 286 maptile *m;
269 287
270 288
271 if(!dir) { 289 if (!dir)
290 {
272 examine_monster(op,op); 291 examine_monster (op, op);
273 return 1; 292 return 1;
274 } 293 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 294 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 295 for (r = 1; r < maxrange; r++)
296 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 297 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 298
279 m = op->map; 299 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 300 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 301
282 if (mflags & P_OUT_OF_MAP) break; 302 if (mflags & P_OUT_OF_MAP)
303 break;
283 304
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 305 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
306 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 307 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 308 return 0;
287 } 309 }
288 if (mflags & P_IS_ALIVE) { 310 if (mflags & P_IS_ALIVE)
311 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 312 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))) { 313 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
314 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 315 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 316 if (tmp->head != NULL)
293 tmp=tmp->head; 317 tmp = tmp->head;
294 examine_monster(op,tmp); 318 examine_monster (op, tmp);
295 return 1; 319 return 1;
296 } 320 }
297 } 321 }
298 } 322 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 324 return 1;
301} 325}
302 326
303 327
304/* This checks to see if 'pl' is invisible to 'mon'. 328/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 329 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 330 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 331 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 332 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 333 * pl is invisible.
310 */ 334 */
335int
311int makes_invisible_to(object *pl, object *mon) 336makes_invisible_to (object *pl, object *mon)
312{ 337{
313 338
314 if (!pl->invisible) return 0; 339 if (!pl->invisible)
340 return 0;
315 if (pl->type == PLAYER ) { 341 if (pl->type == PLAYER)
342 {
316 /* If race isn't set, then invisible unless it is undead */ 343 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 344 if (!pl->contr->invis_race)
345 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 346 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 347 return 0;
348 return 1;
320 } 349 }
321 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 352 return 1;
324 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 354 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 355 return 0;
329 } else { 356 if (strstr (mon->race, pl->contr->invis_race))
330 /* monsters are invisible to everything */
331 return 1; 357 return 1;
358 /* Nothing matched above, return 0 */
359 return 0;
360 }
361 else
362 {
363 /* monsters are invisible to everything */
364 return 1;
332 } 365 }
333} 366}
334 367
335/* Makes the player or character invisible. 368/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 369 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 372 * 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 373 * 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/ 374 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 375 * normal applies.
343 */ 376 */
377int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 378cast_invisible (object *op, object *caster, object *spell_ob)
379{
345 object *tmp; 380 object *tmp;
346 381
347 if(op->invisible>1000) { 382 if (op->invisible > 1000)
383 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 385 return 0;
350 } 386 }
351 387
352 /* Remove the switch with 90% duplicate code - just handle the differences with 388 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 389 * and if statement or two.
354 */ 390 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 391 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 392 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 393 if (op->invisible > 1000)
394 op->invisible = 1000;
358 395
359 if (op->type == PLAYER) { 396 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 397 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 398 op->contr->invis_race = spell_ob->race;
399
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 400 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 401 op->contr->tmp_invis = 0;
365 else 402 else
366 op->contr->tmp_invis=1; 403 op->contr->tmp_invis = 1;
367 404
368 op->contr->hidden = 0; 405 op->contr->hidden = 0;
369 } 406 }
370 if (makes_invisible_to(op, op)) 407 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 409 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 411
375 update_object(op,UP_OBJ_FACE); 412 update_object (op, UP_OBJ_FACE);
376 413
377 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
378 * harm to the player. 415 * harm to the player.
379 */ 416 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next)
381 if (tmp->enemy == op) 418 if (tmp->enemy == op)
382 tmp->enemy = NULL; 419 tmp->enemy = NULL;
383 return 1; 420 return 1;
384} 421}
385 422
386/* earth to dust spell. Basically destroys earthwalls in the area. 423/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 424 */
425int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 426cast_earth_to_dust (object *op, object *caster, object *spell_ob)
427{
389 object *tmp, *next; 428 object *tmp, *next;
390 int range,i,j, mflags; 429 int range, i, j, mflags;
391 sint16 sx, sy; 430 sint16 sx, sy;
392 mapstruct *m; 431 maptile *m;
393 432
394 if(op->type!=PLAYER) 433 if (op->type != PLAYER)
395 return 0; 434 return 0;
396 435
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 437
399 for(i= -range;i<=range;i++) 438 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 439 for (j = -range; j <= range; j++)
440 {
401 sx = op->x + i; 441 sx = op->x + i;
402 sy = op->y + j; 442 sy = op->y + j;
403 m = op->map; 443 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 445
406 if (mflags & P_OUT_OF_MAP) continue; 446 if (mflags & P_OUT_OF_MAP)
447 continue;
407 448
408 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 450 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 451 {
411 next = tmp->above; 452 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 455 }
456 }
457
416 return 1; 458 return 1;
417} 459}
418 460
419 461void
420void execute_word_of_recall(object *op) { 462execute_word_of_recall (object *op)
421 object *wor=op; 463{
422 while(op!=NULL && op->type!=PLAYER) 464 if (object *pl = op->in_player ())
423 op=op->env; 465 {
424 466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
425 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)))
427 new_draw_info(NDI_UNIQUE, 0,op,"You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 468 else
469 {
470 // remove first so we do not call update_stats
471 op->remove ();
429 enter_exit(op,wor); 472 pl->enter_exit (op);
473 }
430 } 474 }
431 remove_ob(wor); 475
432 free_object(wor); 476 op->destroy ();
433} 477}
434 478
435/* Word of recall causes the player to return 'home'. 479/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 480 * we put a force into the player object, so that there is a
437 * time delay effect. 481 * time delay effect.
438 */ 482 */
483int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 484cast_word_of_recall (object *op, object *caster, object *spell_ob)
485{
440 object *dummy; 486 object *dummy;
441 int time; 487 int time;
442 488
443 if(op->type!=PLAYER) 489 if (op->type != PLAYER)
444 return 0; 490 return 0;
445 491
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 492 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 493 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 494 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 495 return 1;
450 } 496 }
451 497
452 dummy=get_archetype(FORCE_NAME); 498 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 499 if (dummy == NULL)
500 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 501 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 502 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 503 return 0;
457 } 504 }
505
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 506 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 507 if (time < 1)
508 time = 1;
460 509
461 /* value of speed really doesn't make much difference, as long as it is 510 /* 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 511 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 512 * do anything really odd if it say a -1000 or something.
464 */ 513 */
465 dummy->speed = 0.002; 514 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 515 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 516 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 517 dummy->subtype = SP_WORD_OF_RECALL;
470 518
471 /* If we could take advantage of enter_player_savebed() here, it would be 519 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 520 * nice, but until the map load fails, we can't.
473 */ 521 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 522 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 523 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 524 EXIT_Y (dummy) = op->contr->bed_y;
477 525
478 (void) insert_ob_in_ob(dummy,op); 526 op->insert (dummy);
527
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 528 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
529
480 return 1; 530 return 1;
481} 531}
482 532
483/* cast_wonder 533/* cast_wonder
484 * wonder is really just a spell that will likely cast another 534 * wonder is really just a spell that will likely cast another
485 * spell. 535 * spell.
486 */ 536 */
537int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 538cast_wonder (object *op, object *caster, int dir, object *spell_ob)
539{
488 object *newspell; 540 object *newspell;
489 541
490 if(!rndm(0, 3)) 542 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 543 return cast_cone (op, caster, dir, spell_ob);
492 544
493 if (spell_ob->randomitems) { 545 if (spell_ob->randomitems)
546 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 547 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 548 if (!newspell)
549 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 550 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 551 return 0;
498 } 552 }
499 if (newspell->type != SPELL) { 553 if (newspell->type != SPELL)
554 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 555 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; 556 return 0;
503 } 557 }
504 /* Prevent inifinit recursion */ 558 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 559 if (newspell->subtype == SP_WONDER)
560 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 561 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 562 return 0;
508 } 563 }
509 return cast_spell(op,caster,dir,newspell, NULL); 564 return cast_spell (op, caster, dir, newspell, NULL);
510 } 565 }
511 return 1; 566 return 1;
512} 567}
513 568
514 569int
515int perceive_self(object *op) { 570perceive_self (object *op)
571{
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 572 char *cp = describe_item (op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION); 573 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp; 574 object *tmp;
519 int i; 575 int i;
520 576
521 tmp=find_god(determine_god(op)); 577 tmp = find_god (determine_god (op));
522 if (tmp) 578 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
524 else 580 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
526 582
527 tmp=present_arch_in_ob(at,op); 583 tmp = present_arch_in_ob (at, op);
528 584
529 if(*cp=='\0' && tmp==NULL) 585 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
531 else { 587 else
588 {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 589 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 590 new_draw_info (NDI_UNIQUE, 0, op, cp);
534 if (tmp!=NULL) { 591 if (tmp != NULL)
592 {
535 for (i=0; i<NUM_STATS; i++) { 593 for (i = 0; i < NUM_STATS; i++)
594 {
536 if (get_attr_value(&tmp->stats, i)<0) { 595 if (get_attr_value (&tmp->stats, i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 596 {
538 "Your %s is depleted by %d", statname[i], 597 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 } 598 }
541 } 599 }
542 } 600 }
543 } 601 }
544 602
545 if (is_dragon_pl(op)) { 603 if (is_dragon_pl (op))
604 {
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 605 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
607 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
609 {
549 if(tmp->stats.exp == 0) { 610 if (tmp->stats.exp == 0)
611 {
550 sprintf(buf, "Your metabolism isn't focused on anything."); 612 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 } 613 }
614 else
615 {
616 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
617 }
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 618 new_draw_info (NDI_UNIQUE, 0, op, buf);
555 break; 619 break;
556 } 620 }
557 } 621 }
558 } 622 }
559 return 1; 623 return 1;
560} 624}
561 625
562/* int cast_create_town_portal (object *op, object *caster, int dir) 626/* int cast_create_town_portal (object *op, object *caster, int dir)
563 * 627 *
564 * This function cast the spell of town portal for op 628 * 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 638 * to the town or another public place. So, check if the map is unique and if
575 * so return an error 639 * so return an error
576 * 640 *
577 * Code by Tchize (david.delbecq@usa.net) 641 * Code by Tchize (david.delbecq@usa.net)
578 */ 642 */
643int
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{ 645{
581 object *dummy, *force, *old_force, *tmp; 646 object *dummy, *force, *old_force;
582 archetype *perm_portal; 647 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024]; 648 char portal_name[1024], portal_message[1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap; 649 maptile *exitmap;
586 int op_level; 650 int op_level;
587 651
588
589 /* Check to see if the map the player is currently on is a per player unique 652 /* 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 653 * map. This can be determined in that per player unique maps have the
591 * full pathname listed. 654 * full pathname listed.
592 */ 655 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
594 settings.create_home_portals != TRUE )
595 { 657 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
597 return 0; 659 return 0;
598 } 660 }
599 661
600 /* The first thing to do is to check if we have a marked destination 662 /* 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 663 * dummy is used to make a check inventory for the force
602 */ 664 */
603 dummy=arch_to_object(spell->other_arch); 665 dummy = arch_to_object (spell->other_arch);
604 if(dummy == NULL){ 666 if (dummy == NULL)
667 {
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 668 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); 669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
607 return 0; 670 return 0;
608 } 671 }
672
609 force=check_inv_recursive (op,dummy); 673 force = check_inv_recursive (op, dummy);
610 674
611 if (force==NULL) { 675 if (force == NULL)
676 {
612 /* Here we know there is no destination marked up. 677 /* Here we know there is no destination marked up.
613 * We have 2 things to do: 678 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory. 679 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked. 680 * 2. Let the player know it worked.
616 */ 681 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path); 682 dummy->name = op->map->path;
619 EXIT_X(dummy)= op->x; 683 EXIT_X (dummy) = op->x;
620 EXIT_Y(dummy)= op->y; 684 EXIT_Y (dummy) = op->y;
621 insert_ob_in_ob (dummy,op); 685 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."); 686 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; 687 return 1;
624 } 688 }
625 free_object (dummy);
626 689
690 dummy->destroy ();
691
627 /* Here we know where the town portal should go to 692 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player. 693 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals. 694 * Than we should create the 2 portals.
630 * For each of them, we need: 695 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map 696 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal 697 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory 698 * - To mark the position of the portal in the player's inventory
634 * for easier destruction. 699 * for easier destruction.
635 * 700 *
636 * The mark works has follow: 701 * The mark works has follow:
637 * slaying: Existing town portal 702 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal 703 * hp, sp : x & y of the associated portal
639 * name : name of the portal 704 * name : name of the portal
640 * race : map the portal is in 705 * race : map the portal is in
641 */ 706 */
642 707
643 /* First step: killing existing town portals */ 708 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race); 709 dummy = get_archetype (spell->race);
645 if(dummy == NULL){ 710 if (dummy == NULL)
711 {
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 712 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); 713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
648 return 0; 714 return 0;
649 } 715 }
716
650 perm_portal = find_archetype (spell->slaying); 717 perm_portal = archetype::find (spell->slaying);
651 718
652 /* To kill a town portal, we go trough the player's inventory, 719 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory, 720 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed) 721 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location. 722 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it. 723 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal. 724 * -We destruct the force indicating that portal.
658 */ 725 */
659 while ( (old_force=check_inv_recursive (op,dummy))) { 726 while ((old_force = check_inv_recursive (op, dummy)))
660 exitx=EXIT_X(old_force); 727 {
661 exity=EXIT_Y(old_force); 728 exitmap = maptile::find_sync (old_force->race, op->map);
662 LOG (llevDebug,"Trying to kill a portal in %s (%d,%d)\n",old_force->race,exitx,exity);
663 729
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) { 730 if (exitmap)
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 731 {
670 while (tmp) { 732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
671 if (tmp->name == old_force->name) { 739 if (tmp->name == old_force->name)
672 remove_ob (tmp); 740 {
673 free_object (tmp); 741 tmp->destroy ();
674 break; 742 break;
675 } else {
676 tmp = tmp->above;
677 } 743 }
678 } 744 }
679 } 745 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685 746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
686 /* Creating the portals. 752 /* Creating the portals.
687 * The very first thing to do is to ensure 753 * The very first thing to do is to ensure
688 * access to the destination map. 754 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 755 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 756 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 757 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 758 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 759 * from the players inventory above.
694 */ 760 */
695 761
696 /* Ensure exit map is loaded*/ 762 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 763 exitmap = maptile::find_sync (force->name);
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
699 else
700 exitmap = ready_map_name(force->name, 0);
701 764
702 /* If we were unable to load (ex. random map deleted), warn player*/ 765 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 766 if (!exitmap)
767 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force); 769 force->destroy ();
706 free_object(force);
707 return 1; 770 return 1;
708 } 771 }
709 772
773 exitmap->load_sync ();
774
710 op_level = caster_level(caster, spell); 775 op_level = caster_level (caster, spell);
711 if (op_level<15) 776 if (op_level < 15)
777 snprintf (portal_message, 1024,
712 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name); 778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
713 else if (op_level<30) 780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
714 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name); 782 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
715 else if (op_level<60) 783 else if (op_level < 60)
716 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); 784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
717 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name); 786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
718 788
719 /* Create a portal in front of player 789 /* Create a portal in front of player
720 * dummy contain the portal and 790 * dummy contain the portal and
721 * force contain the track to kill it later 791 * force contain the track to kill it later
722 */ 792 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 794 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 795 if (dummy == NULL)
796 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 797 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); 798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 799 return 0;
730 } 800 }
801
731 EXIT_PATH(dummy) = add_string (force->name); 802 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 803 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 804 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 805 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 806 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 807 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 808 cast_create_obj (op, caster, dummy, 0);
739 809
740 /* Now we need to to create a town portal marker inside the player 810 /* Now we need to to create a town portal marker inside the player
741 * object, so on future castings, we can know that he has an active 811 * object, so on future castings, we can know that he has an active
742 * town portal. 812 * town portal.
743 */ 813 */
744 tmp=get_archetype(spell->race); 814 object *tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 815
816 if (!tmp)
817 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 818 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); 819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 820 return 0;
749 } 821 }
822
750 tmp->race=add_string (op->map->path); 823 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 824 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 825 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 826 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 827 op->insert (tmp);
755 828
756 /* Create a portal in the destination map 829 /* Create a portal in the destination map
757 * dummy contain the portal and 830 * dummy contain the portal and
758 * force the track to kill it later 831 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 832 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 833 * where this portal goes to.
761 */ 834 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 836 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 837 if (dummy == NULL)
838 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 839 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); 840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 841 return 0;
768 } 842 }
843
769 EXIT_PATH(dummy) = add_string (op->map->path); 844 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 845 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 846 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 847 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 848 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*/ 849 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
779 851
780 /* Now we create another town portal marker that 852 /* Now we create another town portal marker that
781 * points back to the one we just made 853 * points back to the one we just made
782 */ 854 */
783 tmp=get_archetype(spell->race); 855 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 856 if (tmp == NULL)
857 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 858 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); 859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 860 return 0;
788 } 861 }
862
789 tmp->race=add_string(force->name); 863 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 864 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 865 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 866 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 867 insert_ob_in_ob (tmp, op);
794 868
795 /* Describe the player what happened 869 /* Describe the player what happened
796 */ 870 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 871 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*/ 872 force->destroy ();
799 free_object(force); 873
800 return 1; 874 return 1;
801} 875}
802
803 876
804/* This creates magic walls. Really, it can create most any object, 877/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 878 * within some reason.
806 */ 879 */
807 880int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 881magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 882{
883 object *tmp;
810 int i,posblocked,negblocked, maxrange; 884 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 885 sint16 x, y;
812 mapstruct *m; 886 maptile *m;
813 const char *name; 887 const char *name;
814 archetype *at; 888 archetype *at;
815 889
816 if(!dir) { 890 if (!dir)
891 {
817 dir=op->facing; 892 dir = op->facing;
818 x = op->x; 893 x = op->x;
819 y = op->y; 894 y = op->y;
820 } else { 895 }
896 else
897 {
821 x = op->x+freearr_x[dir]; 898 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 899 y = op->y + freearr_y[dir];
823 } 900 }
901
824 m = op->map; 902 m = op->map;
825 903
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 904 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) || 905 (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))) { 906 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
907 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 909 return 0;
831 } 910 }
911
832 if (spell_ob->other_arch) { 912 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 913 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 914 else if (spell_ob->race)
915 {
835 char buf1[MAX_BUF]; 916 char buf1[MAX_BUF];
836 917
837 sprintf(buf1,spell_ob->race,dir); 918 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 919 at = archetype::find (buf1);
839 if (!at) { 920 if (!at)
921 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 924 return 0;
843 } 925 }
926
844 tmp = arch_to_object(at); 927 tmp = arch_to_object (at);
845 } else { 928 }
929 else
930 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 931 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 932 return 0;
849 } 933 }
850 934
851 if (tmp->type == SPELL_EFFECT) { 935 if (tmp->type == SPELL_EFFECT)
936 {
852 tmp->attacktype = spell_ob->attacktype; 937 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 938 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 939 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; 940 tmp->range = 0;
941 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 942 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 943 {
860 SP_level_duration_adjust(caster, spell_ob); 944 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 945 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 946 }
947
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 948 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 949 {
867 SP_level_duration_adjust(caster, spell_ob); 950 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 951 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 952 }
953
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 954 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
955 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 956 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 957 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 958 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 959 SET_FLAG (tmp, FLAG_ALIVE);
875 } 960 }
876 961
877 /* This can't really hurt - if the object doesn't kill anything, 962 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 963 * these fields just won't be used. Do not set the owner for
964 * earthwalls, though, so they survive restarts.
879 */ 965 */
966 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 967 tmp->set_owner (op);
968
881 set_spell_skill(op, caster, spell_ob, tmp); 969 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; 970 tmp->level = caster_level (caster, spell_ob) / 2;
885 971
886 name = tmp->name; 972 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 973 if (!(tmp = m->insert (tmp, x, y, op)))
974 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 975 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 976 return 0;
890 } 977 }
978
891 /* If this is a spellcasting wall, need to insert the spell object */ 979 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 982
895 /* This code causes the wall to extend some distance in 983 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 984 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 985 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 986 * created wall can extend, it won't go extend through
899 * blocked spaces. 987 * blocked spaces.
900 */ 988 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 989 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 990 posblocked = 0;
903 negblocked=0; 991 negblocked = 0;
904 992
905 for(i=1; i<=maxrange; i++) { 993 for (i = 1; i <= maxrange; i++)
994 {
906 int dir2; 995 int dir2;
907 996
908 dir2 = (dir<4)?(dir+2):dir-2; 997 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 998
910 x = tmp->x+i*freearr_x[dir2]; 999 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 1000 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 1001 m = tmp->map;
913 1002
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1003 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) && 1004 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 1005 {
917 tmp2 = get_object(); 1006 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 1007 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 1008
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 */ 1009 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1011 tmp2->insert (arch_to_object (tmp2->other_arch));
925 1012
1013 }
1014 else
926 } else posblocked=1; 1015 posblocked = 1;
927 1016
928 x = tmp->x-i*freearr_x[dir2]; 1017 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1018 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1019 m = tmp->map;
931 1020
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1021 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) && 1022 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1023 {
935 tmp2 = get_object(); 1024 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 1025 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 1026
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1028 tmp2->insert (arch_to_object (tmp2->other_arch));
1029 }
1030 else
942 } else negblocked=1; 1031 negblocked = 1;
943 } 1032 }
944 1033
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1034 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1035 update_all_los (op->map, op->x, op->y);
947 1036
1037 return 1;
1038}
1039
1040int
1041dimension_door (object *op, object *caster, object *spob, int dir)
1042{
1043 uint32 dist, maxdist;
1044 int mflags;
1045 maptile *m;
1046 sint16 sx, sy;
1047
1048 if (op->type != PLAYER)
1049 return 0;
1050
1051 if (!dir)
1052 {
1053 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1054 return 0;
1055 }
1056
1057 /* Given the new outdoor maps, can't let players dimension door for
1058 * ever, so put limits in.
1059 */
1060 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1061
1062 if (op->contr->count)
1063 {
1064 if (op->contr->count > maxdist)
1065 {
1066 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1067 return 0;
1068 }
1069
1070 for (dist = 0; dist < op->contr->count; dist++)
1071 {
1072 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1073
1074 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1075 break;
1076
1077 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1078 break;
1079 }
1080
1081 if (dist < op->contr->count)
1082 {
1083 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1084 op->contr->count = 0;
1085 return 0;
1086 }
1087
1088 op->contr->count = 0;
1089
1090 /* Remove code that puts player on random space on maps. IMO,
1091 * a lot of maps probably have areas the player should not get to,
1092 * but may not be marked as NO_MAGIC (as they may be bounded
1093 * by such squares). Also, there are probably treasure rooms and
1094 * lots of other maps that protect areas with no magic, but the
1095 * areas themselves don't contain no magic spaces.
1096 */
1097 /* This call here is really just to normalize the coordinates */
1098 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1099 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1100 {
1101 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1102 return 1; /* Maybe the penalty should be more severe... */
1103 }
1104 }
1105 else
1106 {
1107 /* Player didn't specify a distance, so lets see how far
1108 * we can move the player. Don't know why this stopped on
1109 * spaces that blocked the players view.
1110 */
1111
1112 for (dist = 0; dist < maxdist; dist++)
1113 {
1114 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1115
1116 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1117 break;
1118
1119 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1120 break;
1121
1122 }
1123
1124 /* If the destination is blocked, keep backing up until we
1125 * find a place for the player.
1126 */
1127 for (; dist > 0; dist--)
1128 {
1129 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1130 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1131 continue;
1132
1133
1134 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1135 break;
1136
1137 }
1138 if (!dist)
1139 {
1140 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1141 return 0;
1142 }
1143 }
1144
1145 /* Actually move the player now */
1146 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 1147 return 1;
949}
950 1148
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 */ 1149 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 1150 return 1;
1054} 1151}
1055 1152
1056 1153
1057/* cast_heal: Heals something. 1154/* cast_heal: Heals something.
1058 * op is the caster. 1155 * op is the caster.
1059 * dir is the direction he is casting it in. 1156 * dir is the direction he is casting it in.
1060 * spell is the spell object. 1157 * spell is the spell object.
1061 */ 1158 */
1159int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 1160cast_heal (object *op, object *caster, object *spell, int dir)
1161{
1063 object *tmp; 1162 object *tmp;
1064 archetype *at; 1163 archetype *at;
1065 object *poison; 1164 object *poison;
1066 int heal = 0, success = 0; 1165 int heal = 0, success = 0;
1067 1166
1068 tmp = find_target_for_friendly_spell(op,dir); 1167 tmp = find_target_for_friendly_spell (op, dir);
1069 1168
1070 if (tmp==NULL) return 0; 1169 if (tmp == NULL)
1170 return 0;
1071 1171
1072 /* Figure out how many hp this spell might cure. 1172 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 1173 * could be zero if this spell heals effects, not damage.
1074 */ 1174 */
1075 heal = spell->stats.dam; 1175 heal = spell->stats.dam;
1076 if (spell->stats.hp) 1176 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1177 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 1178
1080 if (heal) { 1179 if (heal)
1180 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 1181 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1183 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1184 }
1185 else
1083 } 1186 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1187 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1188 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1189 * on amount of damage healed.
1088 */ 1190 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1192 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1193 tmp->stats.hp += heal;
1092 1194
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1195 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1197 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 } 1198 }
1104 success=1; 1199 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1105 } 1202 }
1106 } 1203 else if (heal > 25)
1107 if (spell->attacktype & AT_DISEASE) 1204 {
1108 if (cure_disease (tmp, op)) 1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1210 }
1211 else
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1214 }
1109 success = 1; 1215 success = 1;
1216 }
1217 }
1218 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op))
1220 success = 1;
1110 1221
1111 if (spell->attacktype & AT_POISON) { 1222 if (spell->attacktype & AT_POISON)
1223 {
1112 at = find_archetype("poisoning"); 1224 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1225 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1226 if (poison)
1227 {
1115 success = 1; 1228 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1230 poison->stats.food = 1;
1118 } 1231 }
1119 } 1232 }
1120 if (spell->attacktype & AT_CONFUSION) { 1233 if (spell->attacktype & AT_CONFUSION)
1234 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1236 if (poison)
1237 {
1123 success = 1; 1238 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1240 poison->duration = 1;
1126 } 1241 }
1127 } 1242 }
1128 if (spell->attacktype & AT_BLIND) { 1243 if (spell->attacktype & AT_BLIND)
1244 {
1129 at=find_archetype("blindness"); 1245 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1246 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1247 if (poison)
1248 {
1132 success = 1; 1249 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1251 poison->stats.food = 1;
1135 } 1252 }
1136 } 1253 }
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 {
1138 tmp->stats.sp += spell->last_sp; 1256 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1257 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1259 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1260 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1261 }
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 {
1144 tmp->stats.grace += spell->last_grace; 1264 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1265 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1267 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1268 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1269 }
1149 if (spell->stats.food && tmp->stats.food < 999) { 1270 if (spell->stats.food && tmp->stats.food < 999)
1271 {
1150 tmp->stats.food += spell->stats.food; 1272 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1273 if (tmp->stats.food > 999)
1274 tmp->stats.food = 999;
1152 success = 1; 1275 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1276 /* 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"); 1277 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1278 }
1156 return success; 1279 return success;
1157} 1280}
1158 1281
1159 1282
1160/* This is used for the spells that gain stats. There are no spells 1283/* 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 1284 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1285 * good comments for those.
1163 */ 1286 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1287static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1288 "You grow no stronger.",
1166"You grow no more agile.", 1289 "You grow no more agile.",
1167"You don't feel any healthier.", 1290 "You don't feel any healthier.",
1168"no wis", 1291 "no wis",
1169"You are no easier to look at.", 1292 "You are no easier to look at.",
1170"no int", 1293 "no int",
1171"no pow" 1294 "no pow"
1172}; 1295};
1173 1296
1297int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1298cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1299{
1176 object *force=NULL; 1300 object *force = NULL;
1177 int i; 1301 int i;
1178 1302
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1303 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1304 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1305 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1306 : op;
1183 tmp = op;
1184 }
1185 1307
1186 if(tmp==NULL) return 0; 1308 if (!tmp)
1187 1309 return 0;
1310
1188 /* If we've already got a force of this type, don't add a new one. */ 1311 /* 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) { 1312 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1313 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1314 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1315 {
1191 if (tmp2->name == spell_ob->name) { 1316 if (tmp2->name == spell_ob->name)
1317 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1318 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1319 break;
1194 } 1320 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1321 else if (spell_ob->race && spell_ob->race == tmp2->name)
1322 {
1196 if ( !silent ) 1323 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1324 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; 1325 return 0;
1201 } 1326 }
1202 } 1327 }
1203 } 1328 }
1204 if(force==NULL) { 1329 if (force == NULL)
1330 {
1205 force=get_archetype(FORCE_NAME); 1331 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1332 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1333 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1334 force->name = spell_ob->race;
1210 else 1335 else
1211 force->name = add_refcount(spell_ob->name); 1336 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1337 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1338 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1339
1216 } else { 1340 }
1341 else
1342 {
1217 int duration; 1343 int duration;
1218 1344
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1345 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1346 if (duration > force->duration)
1347 {
1221 force->duration = duration; 1348 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1349 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1350 }
1223 } else { 1351 else
1352 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1353 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1354 }
1226 return 1; 1355 return 1;
1227 } 1356 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1357 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1358 force->speed = 1.0;
1230 force->speed_left = -1.0; 1359 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1360 SET_FLAG (force, FLAG_APPLIED);
1232 1361
1233 /* Now start processing the effects. First, protections */ 1362 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1363 for (i = 0; i < NROFATTACKS; i++)
1364 {
1235 if (spell_ob->resist[i]) { 1365 if (spell_ob->resist[i])
1366 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1367 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1368 if (force->resist[i] > 100)
1369 force->resist[i] = 100;
1238 } 1370 }
1239 } 1371 }
1240 if (spell_ob->stats.hp) 1372 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1373 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1374
1243 if (tmp->type == PLAYER) { 1375 if (tmp->type == PLAYER)
1376 {
1244 /* Stat adjustment spells */ 1377 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1378 for (i = 0; i < NUM_STATS; i++)
1379 {
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1381
1247 if (stat) { 1382 if (stat)
1383 {
1248 sm=0; 1384 sm = 0;
1249 for (k=0; k<stat; k++) 1385 for (k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1386 sm += rndm (1, 3);
1251 1387
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1389 {
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1391 if (sm < 0)
1254 if (sm<0) sm = 0; 1392 sm = 0;
1255 } 1393 }
1256 set_attr_value(&force->stats, i, sm); 1394 set_attr_value (&force->stats, i, sm);
1257 if (!sm) 1395 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1397 }
1260 } 1398 }
1261 } 1399 }
1262 1400
1263 force->move_type = spell_ob->move_type; 1401 force->move_type = spell_ob->move_type;
1264 1402
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1403 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1404 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1405
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1406 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1407 SET_FLAG (force, FLAG_XRAYS);
1270 1408
1271 /* Haste/bonus speed */ 1409 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1410 if (spell_ob->stats.exp)
1411 {
1412 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1413 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1414 else
1275 force->stats.exp = spell_ob->stats.exp; 1415 force->stats.exp = spell_ob->stats.exp;
1276 } 1416 }
1277 1417
1278 force->stats.wc = spell_ob->stats.wc; 1418 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1419 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1420 force->attacktype = spell_ob->attacktype;
1281 1421
1282 insert_ob_in_ob(force,tmp); 1422 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1423 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1424 tmp->update_stats ();
1285 return 1; 1425 return 1;
1286} 1426}
1287 1427
1288/* This used to be part of cast_change_ability, but it really didn't make 1428/* 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 1429 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1430 * of the caster.
1291 */ 1431 */
1292 1432
1433int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1434cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{
1294 int i; 1436 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1438
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1439 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1440 if (dir != 0)
1441 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1442 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1443 }
1444 else
1445 {
1301 tmp = op; 1446 tmp = op;
1302 } 1447 }
1303 1448
1304 /* If we've already got a force of this type, don't add a new one. */ 1449 /* 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) { 1450 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1451 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1452 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1453 {
1307 if (tmp2->name == spell_ob->name) { 1454 if (tmp2->name == spell_ob->name)
1455 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1456 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1457 break;
1310 } 1458 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1459 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1460 {
1313 "You can not cast %s while %s is in effect", 1461 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; 1462 return 0;
1316 } 1463 }
1317 } 1464 }
1318 } 1465 }
1319 if(force==NULL) { 1466 if (force == NULL)
1467 {
1320 force=get_archetype(FORCE_NAME); 1468 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1469 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1470 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1471 force->name = spell_ob->race;
1325 else 1472 else
1326 force->name = add_refcount(spell_ob->name); 1473 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1474 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1475 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1476 }
1477 else
1478 {
1331 int duration; 1479 int duration;
1332 1480
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1481 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1482 if (duration > force->duration)
1483 {
1335 force->duration = duration; 1484 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1485 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1486 }
1337 } else { 1487 else
1488 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1489 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1490 }
1340 return 0; 1491 return 0;
1341 } 1492 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1493 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1494 force->speed = 1.0;
1344 force->speed_left = -1.0; 1495 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1496 SET_FLAG (force, FLAG_APPLIED);
1346 1497
1347 if(!god) { 1498 if (!god)
1499 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1500 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1501 }
1502 else
1503 {
1350 /* Only give out good benefits, and put a max on it */ 1504 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1505 for (i = 0; i < NROFATTACKS; i++)
1506 {
1352 if (god->resist[i]>0) { 1507 if (god->resist[i] > 0)
1508 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1509 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1510 }
1355 } 1511 }
1356 force->path_attuned|=god->path_attuned; 1512 force->path_attuned |= god->path_attuned;
1513
1357 if (spell_ob->attacktype) { 1514 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1515 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1516
1360 }
1361 if (tmp != op) { 1517 if (tmp != op)
1518 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1519 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); 1520 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1521 }
1364 } else { 1522 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1523 {
1524 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1525 }
1368 1526
1369 } 1527 }
1370 force->stats.wc = spell_ob->stats.wc; 1528 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1529 force->stats.ac = spell_ob->stats.ac;
1372 1530
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1531 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1532 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1533 tmp->update_stats ();
1376 return 1; 1534 return 1;
1377} 1535}
1378 1536
1379 1537
1380 1538
1381/* Alchemy code by Mark Wedel 1539/* Alchemy code by Mark Wedel
1396 * 1554 *
1397 * There is also a chance (1:30) that you will get nothing at all 1555 * 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 1556 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1557 * alchemied.
1400 */ 1558 */
1401 1559
1402/* I didn't feel like passing these as arguements to the 1560/* I didn't feel like passing these as arguements to the
1403 * two functions that need them. Real values are put in them 1561 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell 1562 * when the spell is cast, and these are freed when the spell
1405 * is finished. 1563 * is finished.
1406 */ 1564 */
1407static object *small, *large; 1565static object *small, *large;
1408 1566
1409static void alchemy_object(object *obj, int *small_nuggets, 1567static void
1410 int *large_nuggets, int *weight) 1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1411{ 1569{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1570 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1571
1414 /* Give third price when we alchemy money (This should hopefully 1572 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1573 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1574 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1575 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1576 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1577 * the stuff back to town.
1420 */ 1578 */
1421 1579
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1580 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1581 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1582 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1583 value /= 3;
1426 else 1584 else
1427 value = (value*9)/10; 1585 value = (value * 9) / 10;
1428 1586
1429 value /= 4; // fix by GHJ, don't understand, pcg 1587 value /= 4; // fix by GHJ, don't understand, pcg
1430 1588
1431 if ((obj->value>0) && rndm(0, 29)) { 1589 if ((obj->value > 0) && rndm (0, 29))
1590 {
1432 int count; 1591 int count;
1433 1592
1434 count = value / large->value; 1593 count = value / large->value;
1435 *large_nuggets += count; 1594 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value; 1595 value -= (uint64) count *(uint64) large->value;
1596
1437 count = value / small->value; 1597 count = value / small->value;
1438 *small_nuggets += count; 1598 *small_nuggets += count;
1439 } 1599 }
1440 1600
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1442 * of large nuggets is not evenly divisable by the small nugget 1602 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0) 1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */ 1604 */
1445 if (*small_nuggets * small->value >= large->value) { 1605 if (*small_nuggets * small->value >= large->value)
1606 {
1446 (*large_nuggets)++; 1607 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value; 1608 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value) 1609 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--; 1610 (*small_nuggets)--;
1450 } 1611 }
1451 weight += obj->weight; 1612 weight += obj->weight;
1452 remove_ob(obj); 1613 obj->destroy ();
1453 free_object(obj);
1454} 1614}
1455 1615
1616static void
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1617update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1457 int x, int y)
1458{ 1618{
1459 object *tmp; 1619 object *tmp;
1460 int flag=0; 1620 int flag = 0;
1461 1621
1462 /* Put any nuggets below the player, but we can only pass this 1622 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1623 * flag if we are on the same space as the player
1464 */ 1624 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1625 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR;
1466 1627
1467 if (small_nuggets) { 1628 if (small_nuggets)
1468 tmp = get_object(); 1629 {
1469 copy_object(small, tmp); 1630 tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1631 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1632 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1633 }
1634
1475 if (large_nuggets) { 1635 if (large_nuggets)
1476 tmp = get_object(); 1636 {
1477 copy_object(large, tmp); 1637 tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1638 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1639 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1640 }
1483} 1641}
1484 1642
1643int
1485int alchemy(object *op, object *caster, object *spell_ob) 1644alchemy (object *op, object *caster, object *spell_ob)
1486{ 1645{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; 1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1488 sint16 nx, ny; 1647 sint16 nx, ny;
1489 object *next,*tmp; 1648 object *next, *tmp;
1490 mapstruct *mp; 1649 maptile *mp;
1491 1650
1492 if(op->type!=PLAYER) 1651 if (op->type != PLAYER)
1493 return 0; 1652 return 0;
1494 1653
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1654 /* 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 1655 * some, and also prevents people from alcheming every table/chair/clock
1497 * in sight 1656 * in sight
1498 */ 1657 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1658 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1659 weight_max *= 1000;
1501 small=get_archetype("smallnugget"), 1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1502 large=get_archetype("largenugget");
1503 1661
1504 for(y= op->y-1;y<=op->y+1;y++) { 1662 for (y = op->y - 1; y <= op->y + 1; y++)
1663 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1664 for (x = op->x - 1; x <= op->x + 1; x++)
1665 {
1506 nx = x; 1666 nx = x;
1507 ny = y; 1667 ny = y;
1508 1668
1509 mp = op->map; 1669 mp = op->map;
1510 1670
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1672
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1674 continue;
1515 1675
1516 /* Treat alchemy a little differently - most spell effects 1676 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1677 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1678 * ground level effect.
1519 */ 1679 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1681 continue;
1522 1682
1523 small_nuggets=0; 1683 small_nuggets = 0;
1524 large_nuggets=0; 1684 large_nuggets = 0;
1525 1685
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 {
1527 next=tmp->above; 1688 next = tmp->above;
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1691 {
1531 1692
1532 if (tmp->inv) { 1693 if (tmp->inv)
1694 {
1533 object *next1, *tmp1; 1695 object *next1, *tmp1;
1696
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1698 {
1535 next1 = tmp1->below; 1699 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1540 &weight);
1541 } 1703 }
1542 } 1704 }
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1544 1706
1545 if (weight>weight_max) { 1707 if (weight > weight_max)
1708 {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large); 1710 large->destroy ();
1548 free_object(small); 1711 small->destroy ();
1549 return 1; 1712 return 1;
1550 } 1713 }
1551 } /* is alchemable object */ 1714 } /* is alchemable object */
1552 } /* process all objects on this space */ 1715 } /* process all objects on this space */
1553 1716
1554 /* Insert all the nuggets at one time. This probably saves time, but 1717 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1718 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1719 * with this spell.
1557 */ 1720 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1721 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1559 } 1722 }
1560 } 1723 }
1561 free_object(large); 1724
1562 free_object(small); 1725 large->destroy ();
1726 small->destroy ();
1563 /* reset this so that if player standing on a big pile of stuff, 1727 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly. 1728 * it is redrawn properly.
1565 */ 1729 */
1566 op->contr->socket.look_position = 0; 1730 op->contr->ns->look_position = 0;
1567 return 1; 1731 return 1;
1568} 1732}
1569 1733
1570 1734
1571/* This function removes the cursed/damned status on equipped 1735/* This function removes the cursed/damned status on equipped
1572 * items. 1736 * items.
1573 */ 1737 */
1738int
1574int remove_curse(object *op, object *caster, object *spell) { 1739remove_curse (object *op, object *caster, object *spell)
1740{
1575 object *tmp; 1741 object *tmp;
1576 int success = 0, was_one = 0; 1742 int success = 0, was_one = 0;
1577 1743
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1744 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1745 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1746 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1747 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1748 {
1583 was_one++; 1749 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1750 if (tmp->level <= caster_level (caster, spell))
1751 {
1585 success++; 1752 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1753 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1754 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1755
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1756 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1757 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1758 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1759 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1760 esrv_send_item (op, tmp);
1594 } 1761 }
1595 } 1762 }
1596 1763
1597 if (op->type==PLAYER) { 1764 if (op->type == PLAYER)
1765 {
1598 if (success) { 1766 if (success)
1767 {
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1768 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1769 }
1600 } else { 1770 else
1771 {
1601 if (was_one) 1772 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1773 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1774 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1776 }
1606 } 1777 }
1778
1607 return success; 1779 return success;
1608} 1780}
1609 1781
1610/* Identifies objects in the players inventory/on the ground */ 1782/* Identifies objects in the players inventory/on the ground */
1611 1783
1784int
1612int cast_identify(object *op, object *caster, object *spell) { 1785cast_identify (object *op, object *caster, object *spell)
1786{
1613 object *tmp; 1787 object *tmp;
1614 int success = 0, num_ident; 1788 int success = 0, num_ident;
1615 1789
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1790 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1791
1618 if (num_ident < 1) num_ident=1; 1792 if (num_ident < 1)
1793 num_ident = 1;
1619 1794
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1795 for (tmp = op->inv; tmp; tmp = tmp->below)
1796 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1797 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1798 {
1623 identify(tmp); 1799 identify (tmp);
1800
1624 if (op->type==PLAYER) { 1801 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1802 {
1626 "You have %s.", long_desc(tmp, op)); 1803 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1804
1627 if (tmp->msg) { 1805 if (tmp->msg)
1806 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1807 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1809 }
1631 } 1810 }
1811
1812 num_ident--;
1813 success = 1;
1814 if (!num_ident)
1815 break;
1816 }
1817 }
1818
1819 /* If all the power of the spell has been used up, don't go and identify
1820 * stuff on the floor. Only identify stuff on the floor if the spell
1821 * was not fully used.
1822 */
1823 if (num_ident)
1824 {
1825 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1827 {
1828 identify (tmp);
1829
1830 if (op->type == PLAYER)
1831 {
1832 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1833
1834 if (tmp->msg)
1835 {
1836 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1838 }
1839
1840 esrv_send_item (op, tmp);
1841 }
1842
1632 num_ident--; 1843 num_ident--;
1633 success=1; 1844 success = 1;
1634 if (!num_ident) break; 1845 if (!num_ident)
1846 break;
1635 } 1847 }
1636 } 1848 }
1637 /* If all the power of the spell has been used up, don't go and identify 1849
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1850 if (!success)
1639 * was not fully used. 1851 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1852 else
1853 spell_effect (spell, op->x, op->y, op->map, op);
1854
1855 return success;
1856}
1857
1858int
1859cast_detection (object *op, object *caster, object *spell, object *skill)
1860{
1861 object *tmp, *last, *god, *detect;
1862 int done_one, range, mflags, floor, level;
1863 sint16 x, y, nx, ny;
1864 maptile *m;
1865
1866 /* We precompute some values here so that we don't have to keep
1867 * doing it over and over again.
1640 */ 1868 */
1641 if (num_ident) { 1869 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1870 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1871 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1872
1646 identify(tmp); 1873 if (!skill)
1874 skill = caster;
1875
1876 for (x = op->x - range; x <= op->x + range; x++)
1877 for (y = op->y - range; y <= op->y + range; y++)
1878 {
1879 m = op->map;
1880 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1881 if (mflags & P_OUT_OF_MAP)
1882 continue;
1883
1884 /* For most of the detections, we only detect objects above the
1885 * floor. But this is not true for show invisible.
1886 * Basically, we just go and find the top object and work
1887 * down - that is easier than working up.
1888 */
1889
1890 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1891 last = tmp;
1892
1893 /* Shouldn't happen, but if there are no objects on a space, this
1894 * would happen.
1895 */
1896 if (!last)
1897 continue;
1898
1899 done_one = 0;
1900 floor = 0;
1901 detect = NULL;
1902 for (tmp = last; tmp; tmp = tmp->below)
1903 {
1904 /* show invisible */
1905 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1906 /* Might there be other objects that we can make visible? */
1907 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1908 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1909 tmp->type == CF_HANDLE ||
1910 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1911 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1912 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1913 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1914 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1915 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1916 {
1917 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1918 {
1919 tmp->invisible = 0;
1920 done_one = 1;
1921 }
1922 }
1923
1924 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1925 floor = 1;
1926
1927 /* All detections below this point don't descend beneath the floor,
1928 * so just continue on. We could be clever and look at the type of
1929 * detection to completely break out if we don't care about objects beneath
1930 * the floor, but once we get to the floor, not likely a very big issue anyways.
1931 */
1932 if (floor)
1933 continue;
1934
1935 /* I had thought about making detect magic and detect curse
1936 * show the flash the magic item like it does for detect monster.
1937 * however, if the object is within sight, this would then make it
1938 * difficult to see what object is magical/cursed, so the
1939 * effect wouldn't be as apparant.
1940 */
1941
1942 /* detect magic */
1943 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1944 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1945 {
1946 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1947 /* make runes more visibile */
1948 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1949 tmp->stats.Cha /= 4;
1950 done_one = 1;
1951 }
1952 /* detect monster */
1953 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1954 {
1955 done_one = 2;
1956 if (!detect)
1957 detect = tmp;
1958 }
1959 /* Basically, if race is set in the spell, then the creatures race must
1960 * match that. if the spell race is set to GOD, then the gods opposing
1961 * race must match.
1962 */
1963 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1964 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1965 (strstr (spell->race, tmp->race))))
1966 {
1967 done_one = 2;
1968 if (!detect)
1969 detect = tmp;
1970 }
1971 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1972 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1973 {
1974 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1975 done_one = 1;
1976 }
1977 } /* for stack of objects on this space */
1978
1979 /* Code here puts an effect of the spell on the space, so you can see
1980 * where the magic is.
1981 */
1982 if (done_one)
1983 {
1984 object *detect_ob = arch_to_object (spell->other_arch);
1985
1986 /* if this is set, we want to copy the face */
1987 if (done_one == 2 && detect)
1988 {
1989 detect_ob->face = detect->face;
1990 detect_ob->animation_id = detect->animation_id;
1991 detect_ob->anim_speed = detect->anim_speed;
1992 detect_ob->last_anim = 0;
1993 /* by default, the detect_ob is already animated */
1994 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1995 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1996 }
1997
1998 m->insert (detect_ob, nx, ny, op);
1999 }
2000 } /* for processing the surrounding spaces */
2001
2002
2003 /* Now process objects in the players inventory if detect curse or magic */
2004 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2005 {
2006 done_one = 0;
2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2008 {
2009 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2010 {
2011 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2012 {
2013 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 2014 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 2015 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 } 2016 }
2017 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2018 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2019 {
2020 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2021 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 2022 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 } 2023 }
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 */ 2024 } /* if item is not identified */
1816 } /* for the players inventory */ 2025 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 2026 } /* if detect magic/curse and object is a player */
1818 return 1; 2027 return 1;
1819} 2028}
1820 2029
1821 2030
1822/** 2031/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 2032 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 2033 * level whos spell did cause the overcharge.
1825 */ 2034 */
2035static void
1826static void charge_mana_effect(object *victim, int caster_level) 2036charge_mana_effect (object *victim, int caster_level)
1827{ 2037{
1828 2038
1829 /* Prevent explosions for objects without mana. Without this check, doors 2039 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 2040 * will explode, too.
1831 */ 2041 */
1832 if (victim->stats.maxsp <= 0) 2042 if (victim->stats.maxsp <= 0)
1833 return; 2043 return;
1834 2044
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2045 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2046
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2047 if (victim->stats.sp >= victim->stats.maxsp * 2)
2048 {
1838 object *tmp; 2049 object *tmp;
1839 2050
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2051 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2052
1842 /* Explodes a fireball centered at player */ 2053 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2054 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2055 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; 2056 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2057
1847 tmp->y = victim->y; 2058 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2059 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2060 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2061 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."); 2062 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) { 2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2064 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2065 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2066 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2067 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2068 confuse_player (victim, victim, 99);
1860 } 2069 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2070 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2071 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 2072}
1865 2073
1866/* cast_transfer 2074/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2075 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2076 * We let the target go above their normal maximum SP.
1869 */ 2077 */
1870 2078
2079int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2080cast_transfer (object *op, object *caster, object *spell, int dir)
2081{
1872 object *plyr=NULL; 2082 object *plyr = NULL;
1873 sint16 x, y; 2083 sint16 x, y;
1874 mapstruct *m; 2084 maptile *m;
1875 int mflags; 2085 int mflags;
1876 2086
1877 m = op->map; 2087 m = op->map;
1878 x = op->x+freearr_x[dir]; 2088 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2089 y = op->y + freearr_y[dir];
1880 2090
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2091 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2092
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2093 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2094 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2095 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2096 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2097 break;
1887 } 2098 }
1888 2099
1889 2100
1890 /* If we did not find a player in the specified direction, transfer 2101 /* 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. 2102 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2103 */
1893 if(plyr==NULL) 2104 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2105 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)) 2106 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2107 break;
1897 2108
1898 if (!plyr) { 2109 if (!plyr)
2110 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2111 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2112 return 0;
1901 } 2113 }
1902 /* give sp */ 2114 /* give sp */
1903 if(spell->stats.dam > 0) { 2115 if (spell->stats.dam > 0)
2116 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2117 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2118 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2119 return 1;
1907 } 2120 }
1908 /* suck sp away. Can't suck sp from yourself */ 2121 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2122 else if (op != plyr)
2123 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2124 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2125
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2126 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2127
1914 if (rate > 95) rate=95; 2128 if (rate > 95)
2129 rate = 95;
1915 2130
1916 sucked = (plyr->stats.sp * rate) / 100; 2131 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2132 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2133 if (QUERY_FLAG (op, FLAG_ALIVE))
2134 {
1919 /* Player doesn't get full credit */ 2135 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2136 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2137 op->stats.sp += sucked;
1922 if (sucked > 0) { 2138 if (sucked > 0)
2139 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2140 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2141 }
1925 } 2142 }
1926 return 1; 2143 return 1;
1927 } 2144 }
1928 return 0; 2145 return 0;
1929} 2146}
1930 2147
1931 2148
1932/* counterspell: nullifies spell effects. 2149/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2150 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2151 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2152 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2153 * this may nullify it.
1937 */ 2154 */
2155void
1938void counterspell(object *op,int dir) 2156counterspell (object *op, int dir)
1939{ 2157{
1940 object *tmp, *head, *next; 2158 object *tmp, *head, *next;
1941 int mflags; 2159 int mflags;
1942 mapstruct *m; 2160 maptile *m;
1943 sint16 sx,sy; 2161 sint16 sx, sy;
1944 2162
1945 sx = op->x + freearr_x[dir]; 2163 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2164 sy = op->y + freearr_y[dir];
1947 m = op->map; 2165 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2166 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2167 if (mflags & P_OUT_OF_MAP)
2168 return;
2169
2170 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 2171 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2172 next = tmp->above;
1953 2173
1954 /* Need to look at the head object - otherwise, if tmp 2174 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2175 * points to a monster, we don't have all the necessary
1956 * info for it. 2176 * info for it.
1957 */ 2177 */
2178 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2179 head = tmp->head;
2180 else
1959 else head = tmp; 2181 head = tmp;
1960 2182
1961 /* don't attack our own spells */ 2183 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2184 if (tmp->owner && tmp->owner == op->owner)
2185 continue;
1963 2186
1964 /* Basically, if the object is magical and not counterspell, 2187 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2188 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2189 * monsters either.
1967 */ 2190 */
1968 2191
1969 if (head->attacktype & AT_MAGIC && 2192 if (head->attacktype & AT_MAGIC &&
1970 !(head->attacktype & AT_COUNTERSPELL) && 2193 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2194 head->destroy ();
1972 (op->level > head->level)) { 2195 else
1973 remove_ob(head);
1974 free_object(head);
1975 } else switch(head->type) { 2196 switch (head->type)
2197 {
1976 case SPELL_EFFECT: 2198 case SPELL_EFFECT:
1977 if(op->level > head->level) { 2199 if (op->level > head->level)
1978 remove_ob(head); 2200 head->destroy ();
1979 free_object(head); 2201
1980 }
1981 break; 2202 break;
1982 2203
1983 /* I really don't get this rune code that much - that 2204 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2205 * random chance seems really low.
1985 */ 2206 */
1986 case RUNE: 2207 case RUNE:
1987 if(rndm(0, 149) == 0) { 2208 if (rndm (0, 149) == 0)
2209 {
1988 head->stats.hp--; /* weaken the rune */ 2210 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2211 if (!head->stats.hp)
1990 remove_ob(head); 2212 head->destroy ();
1991 free_object(head);
1992 } 2213 }
1993 }
1994 break; 2214 break;
1995 } 2215 }
1996 } 2216 }
1997} 2217}
1998 2218
1999 2219
2000 2220
2001/* cast_consecrate() - a spell to make an altar your god's */ 2221/* cast_consecrate() - a spell to make an altar your god's */
2222int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2223cast_consecrate (object *op, object *caster, object *spell)
2224{
2003 char buf[MAX_BUF]; 2225 char buf[MAX_BUF];
2004 2226
2005 object *tmp, *god=find_god(determine_god(op)); 2227 object *tmp, *god = find_god (determine_god (op));
2006 2228
2007 if(!god) { 2229 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2230 {
2009 "You can't consecrate anything if you don't worship a god!"); 2231 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2232 return 0;
2011 } 2233 }
2012 2234
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2235 for (tmp = op->below; tmp; tmp = tmp->below)
2236 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2237 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2238 break;
2015 if(tmp->type==HOLY_ALTAR) { 2239 if (tmp->type == HOLY_ALTAR)
2240 {
2016 2241
2017 if(tmp->level > caster_level(caster, spell)) { 2242 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2243 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2244 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2245 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 } 2246 }
2247 else
2248 {
2249 /* If we got here, we are consecrating an altar */
2250 sprintf (buf, "Altar of %s", &god->name);
2251 tmp->name = buf;
2252 tmp->level = caster_level (caster, spell);
2253 tmp->other_arch = god->arch;
2254 if (op->type == PLAYER)
2255 esrv_update_item (UPD_NAME, op, tmp);
2256 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2257 return 1;
2033 } 2258 }
2259 }
2034 } 2260 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2261 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2262 return 0;
2037} 2263}
2038 2264
2039/* animate_weapon - 2265/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2266 * 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 2267 * 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 2271 * 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 2272 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2273 * player checks. MSW 2003-01-06
2048 */ 2274 */
2049 2275
2276int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2277animate_weapon (object *op, object *caster, object *spell, int dir)
2278{
2051 object *weapon, *tmp; 2279 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2280 char buf[MAX_BUF];
2053 int a, i; 2281 int a, i;
2054 sint16 x, y; 2282 sint16 x, y;
2055 mapstruct *m; 2283 maptile *m;
2056 materialtype_t *mt; 2284 materialtype_t *mt;
2057 2285
2058 if(!spell->other_arch){ 2286 if (!spell->other_arch)
2287 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2288 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2289 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2290 return 0;
2062 } 2291 }
2063 /* exit if it's not a player using this spell. */ 2292 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2293 if (op->type != PLAYER)
2294 return 0;
2065 2295
2066 /* if player already has a golem, abort */ 2296 /* 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) { 2297 if (op->contr->ranges[range_golem])
2298 {
2068 control_golem(op->contr->ranges[range_golem],dir); 2299 control_golem (op->contr->ranges[range_golem], dir);
2069 return 0; 2300 return 0;
2070 } 2301 }
2071 2302
2072 /* if no direction specified, pick one */ 2303 /* if no direction specified, pick one */
2073 if(!dir) 2304 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2305 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2306
2076 m = op->map; 2307 m = op->map;
2077 x = op->x+freearr_x[dir]; 2308 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2309 y = op->y + freearr_y[dir];
2079 2310
2080 /* if there's no place to put the golem, abort */ 2311 /* 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) || 2312 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)) { 2313 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2314 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2315 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2316 return 0;
2085 } 2317 }
2086 2318
2087 /* Use the weapon marked by the player. */ 2319 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2320 weapon = find_marked_object (op);
2089 2321
2090 if (!weapon) { 2322 if (!weapon)
2323 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2324 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2325 return 0;
2093 } 2326 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2327 if (spell->race && strcmp (weapon->arch->name, spell->race))
2328 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2329 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2330 return 0;
2097 } 2331 }
2098 if (weapon->type != WEAPON) { 2332 if (weapon->type != WEAPON)
2333 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2334 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2335 return 0;
2101 } 2336 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2337 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2338 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2339 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; 2340 return 0;
2106 } 2341 }
2107 2342
2108 if (weapon->nrof > 1) { 2343 if (weapon->nrof > 1)
2344 {
2109 tmp = get_split_ob(weapon, 1); 2345 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2346 esrv_send_item (op, weapon);
2111 weapon = tmp; 2347 weapon = tmp;
2112 } 2348 }
2113 2349
2114 /* create the golem object */ 2350 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2351 tmp = arch_to_object (spell->other_arch);
2116 2352
2117 /* if animated by a player, give the player control of the golem */ 2353 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2354 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY); 2355 SET_FLAG (tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2356 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2357 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2358 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2359 tmp->set_owner (op);
2124 set_spell_skill(op, caster, spell, tmp); 2360 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp; 2361 op->contr->ranges[range_golem] = tmp;
2126 op->contr->shoottype=range_golem; 2362 op->contr->shoottype = range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2363
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2364 /* 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 2365 * removed flag - it should only be set if get_split_object was
2131 * used above. 2366 * used above.
2132 */ 2367 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2369 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2370 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2371 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2372 /* 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 2373 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2374 * body_info, skills, etc)
2140 */ 2375 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2376 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2377 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2378 tmp->update_stats ();
2144 2379
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2380 /* 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 - 2381 * 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. 2382 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2383 */
2149 2384
2150 /* modify weapon's animated wc */ 2385 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2386 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; 2387 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2388 tmp->stats.wc = -127;
2154 2389
2155 /* Modify hit points for weapon */ 2390 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2391 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2392 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2393 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2394 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2395 tmp->stats.hp = tmp->stats.maxhp;
2161 2396
2162 /* Modify weapon's damage */ 2397 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2398 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 2399 if (tmp->stats.dam < 0)
2165 + weapon->magic 2400 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2401
2169 2402
2170 /* attacktype */ 2403 /* attacktype */
2171 if ( ! tmp->attacktype) 2404 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2405 tmp->attacktype = AT_PHYSICAL;
2173 2406
2174 mt = NULL; 2407 mt = NULL;
2175 if (op->materialname != NULL) 2408 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2409 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2410 if (mt != NULL)
2411 {
2178 for (i=0; i < NROFATTACKS; i++) 2412 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2413 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2414 a = mt->save[0];
2181 } else { 2415 }
2416 else
2417 {
2182 for (i=0; i < NROFATTACKS; i++) 2418 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2419 tmp->resist[i] = 5;
2184 a = 10; 2420 a = 10;
2185 } 2421 }
2186 /* Set weapon's immunity */ 2422 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2423 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2424 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2425 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2426 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2427 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2428 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2429 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2430 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2431 tmp->resist[ATNR_BLIND] = 100;
2196 2432
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2433 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2434
2199 if (a > 14) a = 14; 2435 if (a > 14)
2436 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2437 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2438
2202 /* Determine golem's speed */ 2439 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2440 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2441
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2442 if (!spell->race)
2443 {
2208 sprintf(buf, "animated %s", weapon->name); 2444 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2445 tmp->name = buf;
2211 2446
2212 tmp->face = weapon->face; 2447 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2448 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2449 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2450 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2451 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2452 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 } 2453 }
2224 2454
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2455 /* 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)); 2456 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2457
2228 tmp->speed_left= -1; 2458 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2459 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2460
2461 m->insert (tmp, x, y, op);
2233 return 1; 2462 return 1;
2234} 2463}
2235 2464
2236/* cast_daylight() - changes the map darkness level *lower* */ 2465/* cast_daylight() - changes the map darkness level *lower* */
2237 2466
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2467/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2468 * This changes the light level for the entire map.
2240 */ 2469 */
2241 2470
2471int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2472cast_change_map_lightlevel (object *op, object *caster, object *spell)
2473{
2243 int success; 2474 int success;
2244 2475
2245 if(!op->map) return 0; /* shouldnt happen */ 2476 if (!op->map)
2477 return 0; /* shouldnt happen */
2246 2478
2247 success=change_map_light(op->map,spell->stats.dam); 2479 success = op->map->change_map_light (spell->stats.dam);
2480
2248 if(!success) { 2481 if (!success)
2482 {
2249 if (spell->stats.dam < 0) 2483 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2484 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2485 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2487 }
2254 return success; 2488 return success;
2255} 2489}
2256 2490
2257 2491
2258 2492
2259 2493
2260 2494
2261/* create an aura spell object and put it in the player's inventory. 2495/* 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, 2496 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2497 * spell is the spell object itself.
2264 */ 2498 */
2499int
2265int create_aura(object *op, object *caster, object *spell) 2500create_aura (object *op, object *caster, object *spell)
2266{ 2501{
2267 int refresh=0; 2502 int refresh = 0;
2268 object *new_aura; 2503 object *new_aura;
2269 2504
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2505 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2506 if (new_aura)
2507 refresh = 1;
2508 else
2272 else new_aura = arch_to_object(spell->other_arch); 2509 new_aura = arch_to_object (spell->other_arch);
2273 2510
2274 new_aura->duration = spell->duration + 2511 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2512
2277 new_aura->stats.dam = spell->stats.dam 2513 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2514
2280 set_owner(new_aura,op); 2515 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2516 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2517 new_aura->attacktype = spell->attacktype;
2283 2518
2284 new_aura->level = caster_level(caster, spell); 2519 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2520 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2521 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2522 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2523 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2524 insert_ob_in_ob (new_aura, op);
2290 return 1; 2525 return 1;
2291} 2526}
2292 2527
2293 2528
2294/* move aura function. An aura is a part of someone's inventory, 2529/* 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 2530 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2533 * duration: duration counter.
2299 * attacktype: aura's attacktype 2534 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2535 * other_arch: archetype to drop where we attack
2301 */ 2536 */
2302 2537
2538void
2303void move_aura(object *aura) { 2539move_aura (object *aura)
2540{
2304 int i, mflags; 2541 int i, mflags;
2305 object *env; 2542 object *env;
2306 mapstruct *m; 2543 maptile *m;
2307 2544
2308 /* auras belong in inventories */ 2545 /* auras belong in inventories */
2309 env = aura->env; 2546 env = aura->env;
2310 2547
2311 /* no matter what we've gotta remove the aura... 2548 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2549 * we'll put it back if its time isn't up.
2313 */ 2550 */
2314 remove_ob(aura); 2551 aura->remove ();
2315 2552
2316 /* exit if we're out of gas */ 2553 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2554 if (aura->duration-- < 0)
2318 free_object(aura); 2555 {
2556 aura->destroy ();
2319 return; 2557 return;
2320 } 2558 }
2321 2559
2322 /* auras only exist in inventories */ 2560 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2561 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2562 {
2563 aura->destroy ();
2325 return; 2564 return;
2326 } 2565 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2566
2330 /* we need to jump out of the inventory for a bit 2567 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2568 * in order to hit the map conveniently.
2332 */ 2569 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2570 aura->insert_at (env, aura);
2334 2571
2335 for(i=1;i<9;i++) { 2572 for (i = 1; i < 9; i++)
2573 {
2336 sint16 nx, ny; 2574 sint16 nx, ny;
2575
2337 nx = aura->x + freearr_x[i]; 2576 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2577 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2578 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2579
2341 /* Consider the movement tyep of the person with the aura as 2580 /* 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 2581 * 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. 2582 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2583 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2584 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2585 {
2348 hit_map(aura,i,aura->attacktype,0); 2586 hit_map (aura, i, aura->attacktype, 0);
2349 2587
2350 if(aura->other_arch) { 2588 if (aura->other_arch)
2351 object *new_ob; 2589 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 } 2590 }
2358 }
2359 } 2591 }
2592
2360 /* put the aura back in the player's inventory */ 2593 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2594 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2595 insert_ob_in_ob (aura, env);
2363} 2596}
2364 2597
2365/* moves the peacemaker spell. 2598/* moves the peacemaker spell.
2366 * op is the piece object. 2599 * op is the piece object.
2367 */ 2600 */
2368 2601
2602void
2369void move_peacemaker(object *op) { 2603move_peacemaker (object *op)
2604{
2370 object *tmp; 2605 object *tmp;
2371 2606
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2607 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2608 {
2373 int atk_lev, def_lev; 2609 int atk_lev, def_lev;
2374 object *victim=tmp; 2610 object *victim = tmp;
2375 2611
2376 if (tmp->head) victim=tmp->head; 2612 if (tmp->head)
2613 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2614 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2615 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2616 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2617 continue;
2379 if (victim->stats.exp == 0) continue; 2618 if (victim->stats.exp == 0)
2619 continue;
2380 2620
2381 def_lev = MAX(1,victim->level); 2621 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2622 atk_lev = MAX (1, op->level);
2383 2623
2384 if (rndm(0, atk_lev-1) > def_lev) { 2624 if (rndm (0, atk_lev - 1) > def_lev)
2625 {
2385 /* make this sucker peaceful. */ 2626 /* make this sucker peaceful. */
2386 2627
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2628 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2629 victim->stats.exp = 0;
2389#if 0 2630#if 0
2390 /* No idea why these were all set to zero - if something 2631 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2632 * makes this creature agressive, he should still do damage.
2392 */ 2633 */
2393 victim->stats.dam = 0; 2634 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2635 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2636 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2637 victim->stats.Pow = 0;
2397#endif 2638#endif
2398 victim->attack_movement = RANDO2; 2639 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2640 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2641 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2642 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2643 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2644 if (victim->name)
2645 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2646 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2647 }
2406 } 2648 }
2407 } 2649 }
2408} 2650}
2409 2651
2410 2652
2411/* This writes a rune that contains the appropriate message. 2653/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2654 * There really isn't any adjustments we make.
2413 */ 2655 */
2414 2656
2657int
2415int write_mark(object *op, object *spell, const char *msg) { 2658write_mark (object *op, object *spell, const char *msg)
2659{
2416 char rune[HUGE_BUF]; 2660 char rune[HUGE_BUF];
2417 object *tmp; 2661 object *tmp;
2418 2662
2419 if (!msg || msg[0] == 0) { 2663 if (!msg || msg[0] == 0)
2664 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2665 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2666 return 0;
2422 } 2667 }
2423 2668
2424 if (strcasestr_local(msg, "endmsg")) { 2669 if (strcasestr_local (msg, "endmsg"))
2670 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2671 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); 2672 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2673 return 0;
2428 } 2674 }
2429 if (!spell->other_arch) return 0; 2675 if (!spell->other_arch)
2676 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2677 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2678
2432 rune[HUGE_BUF-2] = 0; 2679 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2680
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2681 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2682 tmp->msg = rune;
2436 tmp->x = op->x; 2683
2437 tmp->y = op->y; 2684 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2685 return 1;
2440} 2686}

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