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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 1.36 by root, Fri Jan 19 23:32:53 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * CrossFire, A Multiplayer game for X-windows
3 * "$Id: spell_effect.C,v 1.6 2006/08/29 11:58:02 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
4 */ 23 */
5
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 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
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/
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__
34#include <sproto.h> 28#include <sproto.h>
35#endif
36#include <spells.h> 29#include <spells.h>
37#include <sounds.h> 30#include <sounds.h>
38 31
39/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
40 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
41 * op is what is casting this. 34 * op is what is casting this.
42 */ 35 */
36void
43void cast_magic_storm(object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
44{ 38{
45 if (!tmp) return; /* error */ 39 if (!tmp)
40 return; /* error */
41
46 tmp->level=op->level; 42 tmp->level = op->level;
47 tmp->x=op->x;
48 tmp->y=op->y;
49 tmp->range+=lvl/5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
50 tmp->duration+=lvl/5; 44 tmp->duration += lvl / 5;
51 45
52 /* Put a cap on duration for this - if the player fails in their 46 /* 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 47 * apartment, don't want it to go on so long that it kills them
54 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
55 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
56 */ 50 */
57 if (tmp->duration>=40) tmp->duration=40; 51 if (tmp->duration >= 40)
52 tmp->duration = 40;
53
58 tmp->stats.dam=lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
59 tmp->stats.maxhp=tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
60 insert_ob_in_map(tmp,op->map,op,0);
61 56
57 tmp->insert_at (op, op);
62} 58}
63 59
64 60int
65int recharge(object *op, object *caster, object *spell_ob) { 61recharge (object *op, object *caster, object *spell_ob)
62{
66 object *wand, *tmp; 63 object *wand, *tmp;
67 int ncharges; 64 int ncharges;
68 65
69 wand = find_marked_object(op); 66 wand = find_marked_object (op);
70 if(wand == NULL || wand->type != WAND) { 67 if (wand == NULL || wand->type != WAND)
68 {
71 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 70 return 0;
73 } 71 }
74 if(!(random_roll(0, 3, op, PREFER_HIGH))) { 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 new_draw_info_format(NDI_UNIQUE, 0, op, 73 {
76 "The %s vibrates violently, then explodes!",query_name(wand)); 74 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); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item(op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 remove_ob(wand); 77 wand->destroy ();
80 free_object(wand);
81 tmp = get_archetype("fireball"); 78 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) tmp->stats.dam = 1; 80
81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85 if (tmp->stats.hp < 2) tmp->stats.hp = 2; 85
86 tmp->x = op->x; 86 if (tmp->stats.hp < 2)
87 tmp->y = op->y; 87 tmp->stats.hp = 2;
88 insert_ob_in_map(tmp, op->map, NULL, 0); 88
89 tmp->insert_at (op);
89 return 1; 90 return 1;
90 } 91 }
91 92
92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
93 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
95 else { 97 else
98 {
96 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
97 query_name(wand));
98 return 0; 100 return 0;
99 } 101 }
100 if (!ncharges) ncharges = 1;
101 102
103 if (!ncharges)
104 ncharges = 1;
105
102 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
103 new_draw_info_format(NDI_UNIQUE, 0, op, 107 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)); 108
105 if(wand->arch && QUERY_FLAG(&wand->arch->clone, FLAG_ANIMATE)) { 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
110 {
106 SET_FLAG(wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
107 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->clone.speed);
108 update_ob_speed(wand);
109 } 113 }
114
110 return 1; 115 return 1;
111} 116}
112 117
113/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* 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 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
115 * arrows. 120 * arrows.
119 * The # of arrows created also goes up with level, so if a 30th level mage 124 * 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 125 * wants LOTS of arrows, and doesn't care what the plus is he could
121 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
122 */ 127 */
123 128
129int
124int cast_create_missile(object *op, object *caster,object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
125{ 131{
126 int missile_plus=0, bonus_plus=0; 132 int missile_plus = 0, bonus_plus = 0;
127 const char *missile_name; 133 const char *missile_name;
128 object *tmp, *missile; 134 object *tmp, *missile;
129 tag_t tag;
130 135
131 missile_name = "arrow"; 136 missile_name = "arrow";
132 137
133 for (tmp=op->inv; tmp != NULL; tmp=tmp->below) 138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG(tmp, FLAG_APPLIED)) { 139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
135 missile_name=tmp->race; 140 missile_name = tmp->race;
136 }
137 141
138 missile_plus = spell->stats.dam + SP_level_dam_adjust(caster, spell); 142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
139 143
140 if (find_archetype(missile_name)==NULL) { 144 if (archetype::find (missile_name) == NULL)
145 {
141 LOG(llevDebug, "Cast create_missile: could not find archetype %s\n", 146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
142 missile_name);
143 return 0; 147 return 0;
144 } 148 }
149
145 missile = get_archetype(missile_name); 150 missile = get_archetype (missile_name);
146 151
147 if (stringarg) { 152 if (stringarg)
153 {
148 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
149 if (isalpha(*stringarg)) { 155 if (isalpha (*stringarg))
156 {
150 artifact *al = find_artifactlist(missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
151 158
152 for ( ; al != NULL; al=al->next) 159 for (; al != NULL; al = al->next)
153 if (!strcasecmp(al->item->name, stringarg)) break; 160 if (!strcasecmp (al->item->name, stringarg))
161 break;
154 162
155 if (!al) { 163 if (!al)
156 free_object(missile); 164 {
165 missile->destroy ();
157 new_draw_info_format(NDI_UNIQUE, 0, op ,"No such object %ss of %s", missile_name, 166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
158 stringarg);
159 return 0; 167 return 0;
160 } 168 }
169
161 if (al->item->slaying) { 170 if (al->item->slaying)
162 free_object(missile); 171 {
172 missile->destroy ();
163 new_draw_info_format(NDI_UNIQUE, 0, op ,"You are not allowed to create %ss of %s", 173 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; 174 return 0;
166 } 175 }
176
167 give_artifact_abilities(missile, al->item); 177 give_artifact_abilities (missile, al->item);
168 /* These special arrows cost something extra. Don't have them also be magical - 178 /* 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 179 * 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. 180 * the parsing of having to do both plus and type.
171 */ 181 */
172 bonus_plus = 1 + (al->item->value / 5); 182 bonus_plus = 1 + (al->item->value / 5);
173 missile_plus=0; 183 missile_plus = 0;
174 } else 184 }
175 if (atoi(stringarg) < missile_plus) 185 else if (atoi (stringarg) < missile_plus)
176 missile_plus = atoi(stringarg); 186 missile_plus = atoi (stringarg);
177 } 187 }
188
178 if (missile_plus > 4) 189 if (missile_plus > 4)
179 missile_plus = 4; 190 missile_plus = 4;
180 else if (missile_plus < -4) 191 else if (missile_plus < -4)
181 missile_plus = -4; 192 missile_plus = -4;
182 193
183 missile->nrof = spell->duration + SP_level_duration_adjust(caster, spell); 194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
184 missile->nrof -= 3 * (missile_plus + bonus_plus); 195 missile->nrof -= 3 * (missile_plus + bonus_plus);
196
185 if (missile->nrof < 1) 197 if (missile->nrof < 1)
186 missile->nrof=1; 198 missile->nrof = 1;
187 199
188 missile->magic = missile_plus; 200 missile->magic = missile_plus;
189 /* Can't get any money for these objects */ 201 /* Can't get any money for these objects */
190 missile->value=0; 202 missile->value = 0;
191 203
192 SET_FLAG(missile, FLAG_IDENTIFIED); 204 SET_FLAG (missile, FLAG_IDENTIFIED);
193 tag = missile->count;
194 205
195 if ( ! cast_create_obj (op, caster, missile, dir) && op->type == PLAYER 206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
196 && ! was_destroyed (missile, tag))
197 {
198 pick_up(op, missile); 207 pick_up (op, missile);
199 } 208
200 return 1; 209 return 1;
201} 210}
202 211
203 212
204/* allows the choice of what sort of food object to make. 213/* allows the choice of what sort of food object to make.
205 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 214 * If stringarg is NULL, it will create food dependent on level --PeterM*/
215int
206int cast_create_food(object *op,object *caster, object *spell_ob, int dir, const char *stringarg) 216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg)
207{ 217{
208 int food_value; 218 int food_value;
209 archetype *at=NULL; 219 archetype *at = NULL;
210 object *new_op; 220 object *new_op;
211 221
212 food_value=spell_ob->stats.food + 222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob);
213 + 50 * SP_level_duration_adjust(caster,spell_ob);
214 223
215 if(stringarg) { 224 if (stringarg)
225 {
216 at = find_archetype_by_object_type_name(FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
217 if (at == NULL) 227 if (at == NULL)
218 at = find_archetype_by_object_type_name(DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
219 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->clone.stats.food > food_value)
220 stringarg = NULL; 230 stringarg = NULL;
221 } 231 }
222 232
223 if(!stringarg) { 233 if (!stringarg)
234 {
224 archetype *at_tmp; 235 archetype *at_tmp;
225 236
226 /* We try to find the archetype with the maximum food value. 237 /* We try to find the archetype with the maximum food value.
227 * This removes the dependancy of hard coded food values in this 238 * This removes the dependancy of hard coded food values in this
228 * function, and addition of new food types is automatically added. 239 * function, and addition of new food types is automatically added.
229 * We don't use flesh types because the weight values of those need 240 * We don't use flesh types because the weight values of those need
230 * to be altered from the donor. 241 * to be altered from the donor.
231 */ 242 */
232 243
233 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
234 for (at_tmp=first_archetype; at_tmp!=NULL; at_tmp=at_tmp->next) { 245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next)
246 {
235 if (at_tmp->clone.type==FOOD || at_tmp->clone.type==DRINK) { 247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK)
248 {
236 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
237 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
238 * the item we have now, take it instead. 251 * the item we have now, take it instead.
239 */ 252 */
240 if (at_tmp->clone.stats.food<=food_value && 253 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; 254 at = at_tmp;
243 } 255 }
244 } 256 }
245 } 257 }
246 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
247 * know 259 * know
248 */ 260 */
249 if (!at) { 261 if (!at)
262 {
250 new_draw_info(NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
251 return 0; 264 return 0;
252 } 265 }
253 266
254 food_value/=at->clone.stats.food; 267 food_value /= at->clone.stats.food;
255 new_op = arch_to_object (at); 268 new_op = arch_to_object (at);
256 new_op->nrof = food_value; 269 new_op->nrof = food_value;
257 270
258 new_op->value = 0; 271 new_op->value = 0;
259 if (new_op->nrof<1) new_op->nrof = 1; 272 if (new_op->nrof < 1)
273 new_op->nrof = 1;
260 274
261 cast_create_obj(op, caster,new_op, dir); 275 cast_create_obj (op, caster, new_op, dir);
262 return 1; 276 return 1;
263} 277}
264 278
279int
265int probe(object *op, object *caster, object *spell_ob, int dir) { 280probe (object *op, object *caster, object *spell_ob, int dir)
281{
266 int r, mflags, maxrange; 282 int r, mflags, maxrange;
267 object *tmp; 283 object *tmp;
268 mapstruct *m; 284 maptile *m;
269 285
270 286
271 if(!dir) { 287 if (!dir)
288 {
272 examine_monster(op,op); 289 examine_monster (op, op);
273 return 1; 290 return 1;
274 } 291 }
275 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
276 for(r=1;r < maxrange; r++) { 293 for (r = 1; r < maxrange; r++)
294 {
277 sint16 x=op->x+r*freearr_x[dir],y=op->y+r*freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
278 296
279 m = op->map; 297 m = op->map;
280 mflags = get_map_flags(m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
281 299
282 if (mflags & P_OUT_OF_MAP) break; 300 if (mflags & P_OUT_OF_MAP)
301 break;
283 302
284 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) { 303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 {
285 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
286 return 0; 306 return 0;
287 } 307 }
288 if (mflags & P_IS_ALIVE) { 308 if (mflags & P_IS_ALIVE)
309 {
289 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 310 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))) { 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 {
291 new_draw_info(NDI_UNIQUE, 0,op,"You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
292 if(tmp->head!=NULL) 314 if (tmp->head != NULL)
293 tmp=tmp->head; 315 tmp = tmp->head;
294 examine_monster(op,tmp); 316 examine_monster (op, tmp);
295 return 1; 317 return 1;
296 } 318 }
297 } 319 }
298 } 320 }
299 new_draw_info(NDI_UNIQUE, 0,op,"You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
300 return 1; 322 return 1;
301} 323}
302 324
303 325
304/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
305 * does race check, undead check, etc 327 * does race check, undead check, etc
306 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
307 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
308 * only checks the racial adjustments, and in fact that 330 * only checks the racial adjustments, and in fact that
309 * pl is invisible. 331 * pl is invisible.
310 */ 332 */
333int
311int makes_invisible_to(object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
312{ 335{
313 336
314 if (!pl->invisible) return 0; 337 if (!pl->invisible)
338 return 0;
315 if (pl->type == PLAYER ) { 339 if (pl->type == PLAYER)
340 {
316 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
317 if (!pl->contr->invis_race) { 342 if (!pl->contr->invis_race)
343 {
318 if (QUERY_FLAG(mon, FLAG_UNDEAD)) return 0; 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
319 return 1; 345 return 0;
346 return 1;
320 } 347 }
321 /* invis_race is set if we get here */ 348 /* invis_race is set if we get here */
322 if (!strcmp(pl->contr->invis_race, "undead") && is_true_undead(mon)) 349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
323 return 1; 350 return 1;
324 /* No race, can't be invisible to it */ 351 /* No race, can't be invisible to it */
325 if (!mon->race) return 0; 352 if (!mon->race)
326 if (strstr(mon->race, pl->contr->invis_race)) return 1;
327 /* Nothing matched above, return 0 */
328 return 0; 353 return 0;
329 } else { 354 if (strstr (mon->race, pl->contr->invis_race))
330 /* monsters are invisible to everything */
331 return 1; 355 return 1;
356 /* Nothing matched above, return 0 */
357 return 0;
358 }
359 else
360 {
361 /* monsters are invisible to everything */
362 return 1;
332 } 363 }
333} 364}
334 365
335/* Makes the player or character invisible. 366/* Makes the player or character invisible.
336 * Note the spells to 'stack', but perhaps in odd ways. 367 * Note the spells to 'stack', but perhaps in odd ways.
339 * will determine if you are invisible to undead or normal monsters. 370 * 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 371 * 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/ 372 * lose the improved part of it, and the above statement about undead/
342 * normal applies. 373 * normal applies.
343 */ 374 */
375int
344int cast_invisible(object *op, object *caster, object *spell_ob) { 376cast_invisible (object *op, object *caster, object *spell_ob)
377{
345 object *tmp; 378 object *tmp;
346 379
347 if(op->invisible>1000) { 380 if (op->invisible > 1000)
381 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 382 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 383 return 0;
350 } 384 }
351 385
352 /* Remove the switch with 90% duplicate code - just handle the differences with 386 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 387 * and if statement or two.
354 */ 388 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 389 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 390 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 391 if (op->invisible > 1000)
392 op->invisible = 1000;
358 393
359 if (op->type == PLAYER) { 394 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 395 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 396 op->contr->invis_race = spell_ob->race;
397
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 398 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 399 op->contr->tmp_invis = 0;
365 else 400 else
366 op->contr->tmp_invis=1; 401 op->contr->tmp_invis = 1;
367 402
368 op->contr->hidden = 0; 403 op->contr->hidden = 0;
369 } 404 }
370 if (makes_invisible_to(op, op)) 405 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 406 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 407 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 409
375 update_object(op,UP_OBJ_FACE); 410 update_object (op, UP_OBJ_FACE);
376 411
377 /* Only search the active objects - only these should actually do 412 /* Only search the active objects - only these should actually do
378 * harm to the player. 413 * harm to the player.
379 */ 414 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 415 for_all_actives (tmp)
381 if (tmp->enemy == op) 416 if (tmp->enemy == op)
382 tmp->enemy = NULL; 417 tmp->enemy = 0;
418
383 return 1; 419 return 1;
384} 420}
385 421
386/* earth to dust spell. Basically destroys earthwalls in the area. 422/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 423 */
424int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 425cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{
389 object *tmp, *next; 427 object *tmp, *next;
390 int range,i,j, mflags; 428 int range, i, j, mflags;
391 sint16 sx, sy; 429 sint16 sx, sy;
392 mapstruct *m; 430 maptile *m;
393 431
394 if(op->type!=PLAYER) 432 if (op->type != PLAYER)
395 return 0; 433 return 0;
396 434
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 436
399 for(i= -range;i<=range;i++) 437 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 438 for (j = -range; j <= range; j++)
439 {
401 sx = op->x + i; 440 sx = op->x + i;
402 sy = op->y + j; 441 sy = op->y + j;
403 m = op->map; 442 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 444
406 if (mflags & P_OUT_OF_MAP) continue; 445 if (mflags & P_OUT_OF_MAP)
446 continue;
407 447
408 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 450 {
411 next = tmp->above; 451 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 454 }
455 }
456
416 return 1; 457 return 1;
417} 458}
418 459
419 460void
420void execute_word_of_recall(object *op) { 461execute_word_of_recall (object *op)
421 object *wor=op; 462{
422 while(op!=NULL && op->type!=PLAYER) 463 if (object *pl = op->in_player ())
423 op=op->env; 464 {
424 465 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."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 467 else
468 {
469 // remove first so we do not call update_stats
470 op->remove ();
429 enter_exit(op,wor); 471 pl->enter_exit (op);
472 }
430 } 473 }
431 remove_ob(wor); 474
432 free_object(wor); 475 op->destroy ();
433} 476}
434 477
435/* Word of recall causes the player to return 'home'. 478/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 479 * we put a force into the player object, so that there is a
437 * time delay effect. 480 * time delay effect.
438 */ 481 */
482int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 483cast_word_of_recall (object *op, object *caster, object *spell_ob)
484{
440 object *dummy; 485 object *dummy;
441 int time; 486 int time;
442 487
443 if(op->type!=PLAYER) 488 if (op->type != PLAYER)
444 return 0; 489 return 0;
445 490
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 491 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 492 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 493 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 494 return 1;
450 } 495 }
451 496
452 dummy=get_archetype(FORCE_NAME); 497 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 498 if (dummy == NULL)
499 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 502 return 0;
457 } 503 }
504
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 506 if (time < 1)
507 time = 1;
460 508
461 /* value of speed really doesn't make much difference, as long as it is 509 /* 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 510 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 511 * do anything really odd if it say a -1000 or something.
464 */ 512 */
465 dummy->speed = 0.002; 513 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 514 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 515 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 516 dummy->subtype = SP_WORD_OF_RECALL;
470 517
471 /* If we could take advantage of enter_player_savebed() here, it would be 518 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
473 */ 520 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 521 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
477 524
478 (void) insert_ob_in_ob(dummy,op); 525 op->insert (dummy);
526
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
480 return 1; 529 return 1;
481} 530}
482 531
483/* cast_wonder 532/* cast_wonder
484 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
485 * spell. 534 * spell.
486 */ 535 */
536int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 537cast_wonder (object *op, object *caster, int dir, object *spell_ob)
538{
488 object *newspell; 539 object *newspell;
489 540
490 if(!rndm(0, 3)) 541 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 542 return cast_cone (op, caster, dir, spell_ob);
492 543
493 if (spell_ob->randomitems) { 544 if (spell_ob->randomitems)
545 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 546 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 547 if (!newspell)
548 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 549 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 550 return 0;
498 } 551 }
499 if (newspell->type != SPELL) { 552 if (newspell->type != SPELL)
553 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 554 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; 555 return 0;
503 } 556 }
504 /* Prevent inifinit recursion */ 557 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 558 if (newspell->subtype == SP_WONDER)
559 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 560 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 561 return 0;
508 } 562 }
509 return cast_spell(op,caster,dir,newspell, NULL); 563 return cast_spell (op, caster, dir, newspell, NULL);
510 } 564 }
511 return 1; 565 return 1;
512} 566}
513 567
514 568int
515int perceive_self(object *op) { 569perceive_self (object *op)
570{
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 571 char *cp = describe_item (op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp; 573 object *tmp;
519 int i; 574 int i;
520 575
521 tmp=find_god(determine_god(op)); 576 tmp = find_god (determine_god (op));
522 if (tmp) 577 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
524 else 579 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
526 581
527 tmp=present_arch_in_ob(at,op); 582 tmp = present_arch_in_ob (at, op);
528 583
529 if(*cp=='\0' && tmp==NULL) 584 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
531 else { 586 else
587 {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
534 if (tmp!=NULL) { 590 if (tmp != NULL)
591 {
535 for (i=0; i<NUM_STATS; i++) { 592 for (i = 0; i < NUM_STATS; i++)
593 {
536 if (get_attr_value(&tmp->stats, i)<0) { 594 if (get_attr_value (&tmp->stats, i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 595 {
538 "Your %s is depleted by %d", statname[i], 596 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 } 597 }
541 } 598 }
542 } 599 }
543 } 600 }
544 601
545 if (is_dragon_pl(op)) { 602 if (is_dragon_pl (op))
603 {
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 604 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
606 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
608 {
549 if(tmp->stats.exp == 0) { 609 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 610 sprintf (buf, "Your metabolism isn't focused on anything.");
551 } else { 611 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
553 } 613
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 614 new_draw_info (NDI_UNIQUE, 0, op, buf);
555 break; 615 break;
556 } 616 }
557 } 617 }
558 } 618 }
619
559 return 1; 620 return 1;
560} 621}
561 622
562/* int cast_create_town_portal (object *op, object *caster, int dir) 623/* int cast_create_town_portal (object *op, object *caster, int dir)
563 * 624 *
564 * This function cast the spell of town portal for op 625 * 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 635 * to the town or another public place. So, check if the map is unique and if
575 * so return an error 636 * so return an error
576 * 637 *
577 * Code by Tchize (david.delbecq@usa.net) 638 * Code by Tchize (david.delbecq@usa.net)
578 */ 639 */
640int
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{ 642{
581 object *dummy, *force, *old_force, *tmp; 643 object *dummy, *force, *old_force;
582 archetype *perm_portal; 644 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024]; 645 char portal_name[1024], portal_message[1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap; 646 maptile *exitmap;
586 int op_level; 647 int op_level;
587 648
588
589 /* Check to see if the map the player is currently on is a per player unique 649 /* 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 650 * map. This can be determined in that per player unique maps have the
591 * full pathname listed. 651 * full pathname listed.
592 */ 652 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
594 settings.create_home_portals != TRUE )
595 { 654 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
597 return 0; 656 return 0;
598 } 657 }
599 658
600 /* The first thing to do is to check if we have a marked destination 659 /* 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 660 * dummy is used to make a check inventory for the force
602 */ 661 */
603 dummy=arch_to_object(spell->other_arch); 662 dummy = arch_to_object (spell->other_arch);
604 if(dummy == NULL){ 663 if (dummy == NULL)
664 {
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 665 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); 666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
607 return 0; 667 return 0;
608 } 668 }
669
609 force=check_inv_recursive (op,dummy); 670 force = check_inv_recursive (op, dummy);
610 671
611 if (force==NULL) { 672 if (force == NULL)
673 {
612 /* Here we know there is no destination marked up. 674 /* Here we know there is no destination marked up.
613 * We have 2 things to do: 675 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory. 676 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked. 677 * 2. Let the player know it worked.
616 */ 678 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path); 679 dummy->name = op->map->path;
619 EXIT_X(dummy)= op->x; 680 EXIT_X (dummy) = op->x;
620 EXIT_Y(dummy)= op->y; 681 EXIT_Y (dummy) = op->y;
621 insert_ob_in_ob (dummy,op); 682 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."); 683 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; 684 return 1;
624 } 685 }
625 free_object (dummy);
626 686
687 dummy->destroy ();
688
627 /* Here we know where the town portal should go to 689 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player. 690 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals. 691 * Than we should create the 2 portals.
630 * For each of them, we need: 692 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map 693 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal 694 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory 695 * - To mark the position of the portal in the player's inventory
634 * for easier destruction. 696 * for easier destruction.
635 * 697 *
636 * The mark works has follow: 698 * The mark works has follow:
637 * slaying: Existing town portal 699 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal 700 * hp, sp : x & y of the associated portal
639 * name : name of the portal 701 * name : name of the portal
640 * race : map the portal is in 702 * race : map the portal is in
641 */ 703 */
642 704
643 /* First step: killing existing town portals */ 705 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race); 706 dummy = get_archetype (spell->race);
645 if(dummy == NULL){ 707 if (dummy == NULL)
708 {
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 709 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); 710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
648 return 0; 711 return 0;
649 } 712 }
713
650 perm_portal = find_archetype (spell->slaying); 714 perm_portal = archetype::find (spell->slaying);
651 715
652 /* To kill a town portal, we go trough the player's inventory, 716 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory, 717 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed) 718 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location. 719 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it. 720 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal. 721 * -We destruct the force indicating that portal.
658 */ 722 */
659 while ( (old_force=check_inv_recursive (op,dummy))) { 723 while ((old_force = check_inv_recursive (op, dummy)))
660 exitx=EXIT_X(old_force); 724 {
661 exity=EXIT_Y(old_force); 725 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);
663 726
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) { 727 if (exitmap)
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 728 {
670 while (tmp) { 729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
671 if (tmp->name == old_force->name) { 736 if (tmp->name == old_force->name)
672 remove_ob (tmp); 737 {
673 free_object (tmp); 738 tmp->destroy ();
674 break; 739 break;
675 } else {
676 tmp = tmp->above;
677 } 740 }
678 } 741 }
679 } 742 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685 743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
686 /* Creating the portals. 749 /* Creating the portals.
687 * The very first thing to do is to ensure 750 * The very first thing to do is to ensure
688 * access to the destination map. 751 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 752 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 753 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 754 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 755 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 756 * from the players inventory above.
694 */ 757 */
695 758
696 /* Ensure exit map is loaded*/ 759 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 760 exitmap = maptile::find_sync (force->name);
698 exitmap = ready_map_name(force->name, MAP_PLAYER_UNIQUE);
699 else
700 exitmap = ready_map_name(force->name, 0);
701 761
702 /* If we were unable to load (ex. random map deleted), warn player*/ 762 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 763 if (!exitmap)
764 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force); 766 force->destroy ();
706 free_object(force);
707 return 1; 767 return 1;
708 } 768 }
709 769
770 exitmap->load_sync ();
771
710 op_level = caster_level(caster, spell); 772 op_level = caster_level (caster, spell);
711 if (op_level<15) 773 if (op_level < 15)
774 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); 775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
713 else if (op_level<30) 777 else if (op_level < 30)
778 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); 779 "\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) 780 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"); 781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 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); 783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
718 785
719 /* Create a portal in front of player 786 /* Create a portal in front of player
720 * dummy contain the portal and 787 * dummy contain the portal and
721 * force contain the track to kill it later 788 * force contain the track to kill it later
722 */ 789 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 791 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 792 if (dummy == NULL)
793 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 794 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); 795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 796 return 0;
730 } 797 }
798
731 EXIT_PATH(dummy) = add_string (force->name); 799 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 800 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 801 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 802 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 803 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 804 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 805 cast_create_obj (op, caster, dummy, 0);
739 806
740 /* Now we need to to create a town portal marker inside the player 807 /* 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 808 * object, so on future castings, we can know that he has an active
742 * town portal. 809 * town portal.
743 */ 810 */
744 tmp=get_archetype(spell->race); 811 object *tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 812
813 if (!tmp)
814 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 815 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); 816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 817 return 0;
749 } 818 }
819
750 tmp->race=add_string (op->map->path); 820 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 821 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 822 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 823 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 824 op->insert (tmp);
755 825
756 /* Create a portal in the destination map 826 /* Create a portal in the destination map
757 * dummy contain the portal and 827 * dummy contain the portal and
758 * force the track to kill it later 828 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 829 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 830 * where this portal goes to.
761 */ 831 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 833 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 834 if (dummy == NULL)
835 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 836 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); 837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 838 return 0;
768 } 839 }
840
769 EXIT_PATH(dummy) = add_string (op->map->path); 841 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 842 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 843 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 844 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 845 dummy->msg = portal_message;
775 dummy->x=EXIT_X(force);
776 dummy->y=EXIT_Y(force);
777 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 846 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
779 848
780 /* Now we create another town portal marker that 849 /* Now we create another town portal marker that
781 * points back to the one we just made 850 * points back to the one we just made
782 */ 851 */
783 tmp=get_archetype(spell->race); 852 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 853 if (tmp == NULL)
854 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 855 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); 856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 857 return 0;
788 } 858 }
859
789 tmp->race=add_string(force->name); 860 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 861 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 862 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 863 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 864 insert_ob_in_ob (tmp, op);
794 865
795 /* Describe the player what happened 866 /* Describe the player what happened
796 */ 867 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 868 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*/ 869 force->destroy ();
799 free_object(force); 870
800 return 1; 871 return 1;
801} 872}
802
803 873
804/* This creates magic walls. Really, it can create most any object, 874/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 875 * within some reason.
806 */ 876 */
807 877int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 878magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 879{
880 object *tmp;
810 int i,posblocked,negblocked, maxrange; 881 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 882 sint16 x, y;
812 mapstruct *m; 883 maptile *m;
813 const char *name; 884 const char *name;
814 archetype *at; 885 archetype *at;
815 886
816 if(!dir) { 887 if (!dir)
888 {
817 dir=op->facing; 889 dir = op->facing;
818 x = op->x; 890 x = op->x;
819 y = op->y; 891 y = op->y;
820 } else { 892 }
893 else
894 {
821 x = op->x+freearr_x[dir]; 895 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 896 y = op->y + freearr_y[dir];
823 } 897 }
898
824 m = op->map; 899 m = op->map;
825 900
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 901 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) || 902 (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))) { 903 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
904 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 906 return 0;
831 } 907 }
908
832 if (spell_ob->other_arch) { 909 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 910 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 911 else if (spell_ob->race)
912 {
835 char buf1[MAX_BUF]; 913 char buf1[MAX_BUF];
836 914
837 sprintf(buf1,spell_ob->race,dir); 915 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 916 at = archetype::find (buf1);
839 if (!at) { 917 if (!at)
918 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 921 return 0;
843 } 922 }
923
844 tmp = arch_to_object(at); 924 tmp = arch_to_object (at);
845 } else { 925 }
926 else
927 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 929 return 0;
849 } 930 }
850 931
851 if (tmp->type == SPELL_EFFECT) { 932 if (tmp->type == SPELL_EFFECT)
933 {
852 tmp->attacktype = spell_ob->attacktype; 934 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 935 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 936 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; 937 tmp->range = 0;
938 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 939 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 940 {
860 SP_level_duration_adjust(caster, spell_ob); 941 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 942 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 943 }
944
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 945 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 946 {
867 SP_level_duration_adjust(caster, spell_ob); 947 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 948 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 949 }
950
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
952 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 953 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 954 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 955 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 956 SET_FLAG (tmp, FLAG_ALIVE);
875 } 957 }
876 958
877 /* This can't really hurt - if the object doesn't kill anything, 959 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 960 * these fields just won't be used. Do not set the owner for
961 * earthwalls, though, so they survive restarts.
879 */ 962 */
963 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 964 tmp->set_owner (op);
965
881 set_spell_skill(op, caster, spell_ob, tmp); 966 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; 967 tmp->level = caster_level (caster, spell_ob) / 2;
885 968
886 name = tmp->name; 969 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 970 if (!(tmp = m->insert (tmp, x, y, op)))
971 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 973 return 0;
890 } 974 }
975
891 /* If this is a spellcasting wall, need to insert the spell object */ 976 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 979
895 /* This code causes the wall to extend some distance in 980 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 981 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 982 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 983 * created wall can extend, it won't go extend through
899 * blocked spaces. 984 * blocked spaces.
900 */ 985 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 986 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 987 posblocked = 0;
903 negblocked=0; 988 negblocked = 0;
904 989
905 for(i=1; i<=maxrange; i++) { 990 for (i = 1; i <= maxrange; i++)
991 {
906 int dir2; 992 int dir2;
907 993
908 dir2 = (dir<4)?(dir+2):dir-2; 994 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 995
910 x = tmp->x+i*freearr_x[dir2]; 996 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 997 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 998 m = tmp->map;
913 999
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1000 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
915 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1001 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 1002 {
917 tmp2 = get_object(); 1003 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 1004 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 1005
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 */ 1006 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1008 tmp2->insert (arch_to_object (tmp2->other_arch));
925 1009
1010 }
1011 else
926 } else posblocked=1; 1012 posblocked = 1;
927 1013
928 x = tmp->x-i*freearr_x[dir2]; 1014 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1015 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1016 m = tmp->map;
931 1017
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1018 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) && 1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1020 {
935 tmp2 = get_object(); 1021 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 1022 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 1023
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1025 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 }
1027 else
942 } else negblocked=1; 1028 negblocked = 1;
943 } 1029 }
944 1030
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1031 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1032 update_all_los (op->map, op->x, op->y);
947 1033
1034 return 1;
1035}
1036
1037int
1038dimension_door (object *op, object *caster, object *spob, int dir)
1039{
1040 uint32 dist, maxdist;
1041 int mflags;
1042 maptile *m;
1043 sint16 sx, sy;
1044
1045 if (op->type != PLAYER)
1046 return 0;
1047
1048 if (!dir)
1049 {
1050 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1051 return 0;
1052 }
1053
1054 /* Given the new outdoor maps, can't let players dimension door for
1055 * ever, so put limits in.
1056 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058
1059 if (op->contr->count)
1060 {
1061 if (op->contr->count > maxdist)
1062 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1064 return 0;
1065 }
1066
1067 for (dist = 0; dist < op->contr->count; dist++)
1068 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break;
1073
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break;
1076 }
1077
1078 if (dist < op->contr->count)
1079 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0;
1083 }
1084
1085 op->contr->count = 0;
1086
1087 /* Remove code that puts player on random space on maps. IMO,
1088 * a lot of maps probably have areas the player should not get to,
1089 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and
1091 * lots of other maps that protect areas with no magic, but the
1092 * areas themselves don't contain no magic spaces.
1093 */
1094 /* This call here is really just to normalize the coordinates */
1095 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1096 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1097 {
1098 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1099 return 1; /* Maybe the penalty should be more severe... */
1100 }
1101 }
1102 else
1103 {
1104 /* Player didn't specify a distance, so lets see how far
1105 * we can move the player. Don't know why this stopped on
1106 * spaces that blocked the players view.
1107 */
1108
1109 for (dist = 0; dist < maxdist; dist++)
1110 {
1111 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1112
1113 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1114 break;
1115
1116 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1117 break;
1118
1119 }
1120
1121 /* If the destination is blocked, keep backing up until we
1122 * find a place for the player.
1123 */
1124 for (; dist > 0; dist--)
1125 {
1126 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1127 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1128 continue;
1129
1130
1131 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1132 break;
1133
1134 }
1135 if (!dist)
1136 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1138 return 0;
1139 }
1140 }
1141
1142 /* Actually move the player now */
1143 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 1144 return 1;
949}
950 1145
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 */ 1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 1147 return 1;
1054} 1148}
1055 1149
1056 1150
1057/* cast_heal: Heals something. 1151/* cast_heal: Heals something.
1058 * op is the caster. 1152 * op is the caster.
1059 * dir is the direction he is casting it in. 1153 * dir is the direction he is casting it in.
1060 * spell is the spell object. 1154 * spell is the spell object.
1061 */ 1155 */
1156int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 1157cast_heal (object *op, object *caster, object *spell, int dir)
1158{
1063 object *tmp; 1159 object *tmp;
1064 archetype *at; 1160 archetype *at;
1065 object *poison; 1161 object *poison;
1066 int heal = 0, success = 0; 1162 int heal = 0, success = 0;
1067 1163
1068 tmp = find_target_for_friendly_spell(op,dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1069 1165
1070 if (tmp==NULL) return 0; 1166 if (tmp == NULL)
1167 return 0;
1071 1168
1072 /* Figure out how many hp this spell might cure. 1169 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 1170 * could be zero if this spell heals effects, not damage.
1074 */ 1171 */
1075 heal = spell->stats.dam; 1172 heal = spell->stats.dam;
1076 if (spell->stats.hp) 1173 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 1175
1080 if (heal) { 1176 if (heal)
1177 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 1178 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1180 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1181 }
1182 else
1083 } 1183 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1184 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1185 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1186 * on amount of damage healed.
1088 */ 1187 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1189 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1190 tmp->stats.hp += heal;
1092 1191
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1192 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1194 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 } 1195 }
1104 success=1; 1196 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1105 } 1199 }
1106 } 1200 else if (heal > 25)
1107 if (spell->attacktype & AT_DISEASE) 1201 {
1108 if (cure_disease (tmp, op)) 1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1207 }
1208 else
1209 {
1210 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1211 }
1109 success = 1; 1212 success = 1;
1213 }
1214 }
1215 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op))
1217 success = 1;
1110 1218
1111 if (spell->attacktype & AT_POISON) { 1219 if (spell->attacktype & AT_POISON)
1220 {
1112 at = find_archetype("poisoning"); 1221 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1222 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1223 if (poison)
1224 {
1115 success = 1; 1225 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1227 poison->stats.food = 1;
1118 } 1228 }
1119 } 1229 }
1120 if (spell->attacktype & AT_CONFUSION) { 1230 if (spell->attacktype & AT_CONFUSION)
1231 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1233 if (poison)
1234 {
1123 success = 1; 1235 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1237 poison->duration = 1;
1126 } 1238 }
1127 } 1239 }
1128 if (spell->attacktype & AT_BLIND) { 1240 if (spell->attacktype & AT_BLIND)
1241 {
1129 at=find_archetype("blindness"); 1242 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1243 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1244 if (poison)
1245 {
1132 success = 1; 1246 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1248 poison->stats.food = 1;
1135 } 1249 }
1136 } 1250 }
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 {
1138 tmp->stats.sp += spell->last_sp; 1253 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1254 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1256 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1258 }
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 {
1144 tmp->stats.grace += spell->last_grace; 1261 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1262 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1264 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1265 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1266 }
1149 if (spell->stats.food && tmp->stats.food < 999) { 1267 if (spell->stats.food && tmp->stats.food < 999)
1268 {
1150 tmp->stats.food += spell->stats.food; 1269 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1270 if (tmp->stats.food > 999)
1271 tmp->stats.food = 999;
1152 success = 1; 1272 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1273 /* 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"); 1274 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1275 }
1156 return success; 1276 return success;
1157} 1277}
1158 1278
1159 1279
1160/* This is used for the spells that gain stats. There are no spells 1280/* 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 1281 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1282 * good comments for those.
1163 */ 1283 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1284static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1285 "You grow no stronger.",
1166"You grow no more agile.", 1286 "You grow no more agile.",
1167"You don't feel any healthier.", 1287 "You don't feel any healthier.",
1168"no wis", 1288 "no wis",
1169"You are no easier to look at.", 1289 "You are no easier to look at.",
1170"no int", 1290 "no int",
1171"no pow" 1291 "no pow"
1172}; 1292};
1173 1293
1294int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1295cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1296{
1176 object *force=NULL; 1297 object *force = NULL;
1177 int i; 1298 int i;
1178 1299
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1300 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1301 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1302 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1303 : op;
1183 tmp = op;
1184 }
1185 1304
1186 if(tmp==NULL) return 0; 1305 if (!tmp)
1187 1306 return 0;
1307
1188 /* If we've already got a force of this type, don't add a new one. */ 1308 /* 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) { 1309 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1310 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1311 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1312 {
1191 if (tmp2->name == spell_ob->name) { 1313 if (tmp2->name == spell_ob->name)
1314 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1315 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1316 break;
1194 } 1317 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1318 else if (spell_ob->race && spell_ob->race == tmp2->name)
1319 {
1196 if ( !silent ) 1320 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1321 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; 1322 return 0;
1201 } 1323 }
1202 } 1324 }
1203 } 1325 }
1204 if(force==NULL) { 1326 if (force == NULL)
1327 {
1205 force=get_archetype(FORCE_NAME); 1328 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1329 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1330 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1331 force->name = spell_ob->race;
1210 else 1332 else
1211 force->name = add_refcount(spell_ob->name); 1333 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1334 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1335 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1336
1216 } else { 1337 }
1338 else
1339 {
1217 int duration; 1340 int duration;
1218 1341
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1342 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1343 if (duration > force->duration)
1344 {
1221 force->duration = duration; 1345 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1346 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1347 }
1223 } else { 1348 else
1349 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1350 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1351 }
1226 return 1; 1352 return 1;
1227 } 1353 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1354 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1355 force->speed = 1.0;
1230 force->speed_left = -1.0; 1356 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1357 SET_FLAG (force, FLAG_APPLIED);
1232 1358
1233 /* Now start processing the effects. First, protections */ 1359 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1360 for (i = 0; i < NROFATTACKS; i++)
1361 {
1235 if (spell_ob->resist[i]) { 1362 if (spell_ob->resist[i])
1363 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1364 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1365 if (force->resist[i] > 100)
1366 force->resist[i] = 100;
1238 } 1367 }
1239 } 1368 }
1240 if (spell_ob->stats.hp) 1369 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1370 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1371
1243 if (tmp->type == PLAYER) { 1372 if (tmp->type == PLAYER)
1373 {
1244 /* Stat adjustment spells */ 1374 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1375 for (i = 0; i < NUM_STATS; i++)
1376 {
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1378
1247 if (stat) { 1379 if (stat)
1380 {
1248 sm=0; 1381 sm = 0;
1249 for (k=0; k<stat; k++) 1382 for (k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1383 sm += rndm (1, 3);
1251 1384
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1386 {
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1388 if (sm < 0)
1254 if (sm<0) sm = 0; 1389 sm = 0;
1255 } 1390 }
1256 set_attr_value(&force->stats, i, sm); 1391 set_attr_value (&force->stats, i, sm);
1257 if (!sm) 1392 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1394 }
1260 } 1395 }
1261 } 1396 }
1262 1397
1263 force->move_type = spell_ob->move_type; 1398 force->move_type = spell_ob->move_type;
1264 1399
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1400 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1401 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1402
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1403 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1404 SET_FLAG (force, FLAG_XRAYS);
1270 1405
1271 /* Haste/bonus speed */ 1406 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1407 if (spell_ob->stats.exp)
1408 {
1409 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1410 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1411 else
1275 force->stats.exp = spell_ob->stats.exp; 1412 force->stats.exp = spell_ob->stats.exp;
1276 } 1413 }
1277 1414
1278 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1416 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1417 force->attacktype = spell_ob->attacktype;
1281 1418
1282 insert_ob_in_ob(force,tmp); 1419 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1420 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1421 tmp->update_stats ();
1285 return 1; 1422 return 1;
1286} 1423}
1287 1424
1288/* This used to be part of cast_change_ability, but it really didn't make 1425/* 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 1426 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1427 * of the caster.
1291 */ 1428 */
1292 1429
1430int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1431cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{
1294 int i; 1433 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1435
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1436 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1437 if (dir != 0)
1438 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1439 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1440 }
1441 else
1442 {
1301 tmp = op; 1443 tmp = op;
1302 } 1444 }
1303 1445
1304 /* If we've already got a force of this type, don't add a new one. */ 1446 /* 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) { 1447 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1448 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1449 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1450 {
1307 if (tmp2->name == spell_ob->name) { 1451 if (tmp2->name == spell_ob->name)
1452 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1453 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1454 break;
1310 } 1455 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1456 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1457 {
1313 "You can not cast %s while %s is in effect", 1458 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; 1459 return 0;
1316 } 1460 }
1317 } 1461 }
1318 } 1462 }
1319 if(force==NULL) { 1463 if (force == NULL)
1464 {
1320 force=get_archetype(FORCE_NAME); 1465 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1466 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1467 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1468 force->name = spell_ob->race;
1325 else 1469 else
1326 force->name = add_refcount(spell_ob->name); 1470 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1471 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1472 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1473 }
1474 else
1475 {
1331 int duration; 1476 int duration;
1332 1477
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1478 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1479 if (duration > force->duration)
1480 {
1335 force->duration = duration; 1481 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1482 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1483 }
1337 } else { 1484 else
1485 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1486 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1487 }
1340 return 0; 1488 return 0;
1341 } 1489 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1490 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1491 force->speed = 1.0;
1344 force->speed_left = -1.0; 1492 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1493 SET_FLAG (force, FLAG_APPLIED);
1346 1494
1347 if(!god) { 1495 if (!god)
1496 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1497 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1498 }
1499 else
1500 {
1350 /* Only give out good benefits, and put a max on it */ 1501 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1502 for (i = 0; i < NROFATTACKS; i++)
1503 {
1352 if (god->resist[i]>0) { 1504 if (god->resist[i] > 0)
1505 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1506 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1507 }
1355 } 1508 }
1356 force->path_attuned|=god->path_attuned; 1509 force->path_attuned |= god->path_attuned;
1510
1357 if (spell_ob->attacktype) { 1511 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1512 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1513
1360 }
1361 if (tmp != op) { 1514 if (tmp != op)
1515 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1516 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); 1517 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1518 }
1364 } else { 1519 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1520 {
1521 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1522 }
1368 1523
1369 } 1524 }
1370 force->stats.wc = spell_ob->stats.wc; 1525 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1526 force->stats.ac = spell_ob->stats.ac;
1372 1527
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1528 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1529 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1530 tmp->update_stats ();
1376 return 1; 1531 return 1;
1377} 1532}
1378 1533
1379 1534
1380 1535
1381/* Alchemy code by Mark Wedel 1536/* Alchemy code by Mark Wedel
1396 * 1551 *
1397 * There is also a chance (1:30) that you will get nothing at all 1552 * 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 1553 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1554 * alchemied.
1400 */ 1555 */
1401 1556
1402/* I didn't feel like passing these as arguements to the 1557/* I didn't feel like passing these as arguements to the
1403 * two functions that need them. Real values are put in them 1558 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell 1559 * when the spell is cast, and these are freed when the spell
1405 * is finished. 1560 * is finished.
1406 */ 1561 */
1407static object *small, *large; 1562static object *small, *large;
1408 1563
1409static void alchemy_object(object *obj, int *small_nuggets, 1564static void
1410 int *large_nuggets, int *weight) 1565alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight)
1411{ 1566{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1567 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1568
1414 /* Give third price when we alchemy money (This should hopefully 1569 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1570 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1571 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1572 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1573 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1574 * the stuff back to town.
1420 */ 1575 */
1421 1576
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1577 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1578 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1579 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1580 value /= 3;
1426 else 1581 else
1427 value = (value*9)/10; 1582 value = (value * 9) / 10;
1428 1583
1429 value /= 4; // fix by GHJ, don't understand, pcg 1584 value /= 4; // fix by GHJ, don't understand, pcg
1430 1585
1431 if ((obj->value>0) && rndm(0, 29)) { 1586 if ((obj->value > 0) && rndm (0, 29))
1587 {
1432 int count; 1588 int count;
1433 1589
1434 count = value / large->value; 1590 count = value / large->value;
1435 *large_nuggets += count; 1591 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value; 1592 value -= (uint64) count *(uint64) large->value;
1593
1437 count = value / small->value; 1594 count = value / small->value;
1438 *small_nuggets += count; 1595 *small_nuggets += count;
1439 } 1596 }
1440 1597
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1598 /* Turn 25 small nuggets into 1 large nugget. If the value
1442 * of large nuggets is not evenly divisable by the small nugget 1599 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0) 1600 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */ 1601 */
1445 if (*small_nuggets * small->value >= large->value) { 1602 if (*small_nuggets * small->value >= large->value)
1603 {
1446 (*large_nuggets)++; 1604 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value; 1605 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value) 1606 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--; 1607 (*small_nuggets)--;
1450 } 1608 }
1451 weight += obj->weight; 1609 weight += obj->weight;
1452 remove_ob(obj); 1610 obj->destroy ();
1453 free_object(obj);
1454} 1611}
1455 1612
1613static void
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1614update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1457 int x, int y)
1458{ 1615{
1459 object *tmp; 1616 object *tmp;
1460 int flag=0; 1617 int flag = 0;
1461 1618
1462 /* Put any nuggets below the player, but we can only pass this 1619 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1620 * flag if we are on the same space as the player
1464 */ 1621 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1622 if (x == op->x && y == op->y && op->map == m)
1623 flag = INS_BELOW_ORIGINATOR;
1466 1624
1467 if (small_nuggets) { 1625 if (small_nuggets)
1468 tmp = get_object(); 1626 {
1469 copy_object(small, tmp); 1627 tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1628 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1629 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1630 }
1631
1475 if (large_nuggets) { 1632 if (large_nuggets)
1476 tmp = get_object(); 1633 {
1477 copy_object(large, tmp); 1634 tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1635 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1636 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1637 }
1483} 1638}
1484 1639
1640int
1485int alchemy(object *op, object *caster, object *spell_ob) 1641alchemy (object *op, object *caster, object *spell_ob)
1486{ 1642{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags; 1643 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1488 sint16 nx, ny; 1644 sint16 nx, ny;
1489 object *next,*tmp; 1645 object *next, *tmp;
1490 mapstruct *mp; 1646 maptile *mp;
1491 1647
1492 if(op->type!=PLAYER) 1648 if (op->type != PLAYER)
1493 return 0; 1649 return 0;
1494 1650
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1651 /* 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 1652 * some, and also prevents people from alcheming every table/chair/clock
1497 * in sight 1653 * in sight
1498 */ 1654 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1655 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1656 weight_max *= 1000;
1501 small=get_archetype("smallnugget"), 1657 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget");
1502 large=get_archetype("largenugget");
1503 1658
1504 for(y= op->y-1;y<=op->y+1;y++) { 1659 for (y = op->y - 1; y <= op->y + 1; y++)
1660 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1661 for (x = op->x - 1; x <= op->x + 1; x++)
1662 {
1506 nx = x; 1663 nx = x;
1507 ny = y; 1664 ny = y;
1508 1665
1509 mp = op->map; 1666 mp = op->map;
1510 1667
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1668 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1669
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1670 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1671 continue;
1515 1672
1516 /* Treat alchemy a little differently - most spell effects 1673 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1674 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1675 * ground level effect.
1519 */ 1676 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1677 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1678 continue;
1522 1679
1523 small_nuggets=0; 1680 small_nuggets = 0;
1524 large_nuggets=0; 1681 large_nuggets = 0;
1525 1682
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) { 1683 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1684 {
1527 next=tmp->above; 1685 next = tmp->above;
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1686 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1687 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1688 {
1531 1689
1532 if (tmp->inv) { 1690 if (tmp->inv)
1691 {
1533 object *next1, *tmp1; 1692 object *next1, *tmp1;
1693
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1694 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1)
1695 {
1535 next1 = tmp1->below; 1696 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1697 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1698 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1699 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight);
1540 &weight);
1541 } 1700 }
1542 } 1701 }
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1702 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1544 1703
1545 if (weight>weight_max) { 1704 if (weight > weight_max)
1705 {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1706 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large); 1707 large->destroy ();
1548 free_object(small); 1708 small->destroy ();
1549 return 1; 1709 return 1;
1550 } 1710 }
1551 } /* is alchemable object */ 1711 } /* is alchemable object */
1552 } /* process all objects on this space */ 1712 } /* process all objects on this space */
1553 1713
1554 /* Insert all the nuggets at one time. This probably saves time, but 1714 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1715 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1716 * with this spell.
1557 */ 1717 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1718 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1559 } 1719 }
1560 } 1720 }
1561 free_object(large); 1721
1562 free_object(small); 1722 large->destroy ();
1723 small->destroy ();
1563 /* reset this so that if player standing on a big pile of stuff, 1724 /* reset this so that if player standing on a big pile of stuff,
1564 * it is redrawn properly. 1725 * it is redrawn properly.
1565 */ 1726 */
1566 op->contr->socket.look_position = 0; 1727 op->contr->ns->look_position = 0;
1567 return 1; 1728 return 1;
1568} 1729}
1569 1730
1570 1731
1571/* This function removes the cursed/damned status on equipped 1732/* This function removes the cursed/damned status on equipped
1572 * items. 1733 * items.
1573 */ 1734 */
1735int
1574int remove_curse(object *op, object *caster, object *spell) { 1736remove_curse (object *op, object *caster, object *spell)
1737{
1575 object *tmp; 1738 object *tmp;
1576 int success = 0, was_one = 0; 1739 int success = 0, was_one = 0;
1577 1740
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1741 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1742 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1743 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1744 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1745 {
1583 was_one++; 1746 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1747 if (tmp->level <= caster_level (caster, spell))
1748 {
1585 success++; 1749 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1750 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1751 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1752
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1753 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1754 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1755 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1756 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1757 esrv_send_item (op, tmp);
1594 } 1758 }
1595 } 1759 }
1596 1760
1597 if (op->type==PLAYER) { 1761 if (op->type == PLAYER)
1762 {
1598 if (success) { 1763 if (success)
1764 {
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1765 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1766 }
1600 } else { 1767 else
1768 {
1601 if (was_one) 1769 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1770 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1771 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1773 }
1606 } 1774 }
1775
1607 return success; 1776 return success;
1608} 1777}
1609 1778
1610/* Identifies objects in the players inventory/on the ground */ 1779/* Identifies objects in the players inventory/on the ground */
1611 1780
1781int
1612int cast_identify(object *op, object *caster, object *spell) { 1782cast_identify (object *op, object *caster, object *spell)
1783{
1613 object *tmp; 1784 object *tmp;
1614 int success = 0, num_ident; 1785 int success = 0, num_ident;
1615 1786
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1787 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1788
1618 if (num_ident < 1) num_ident=1; 1789 if (num_ident < 1)
1790 num_ident = 1;
1619 1791
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1792 for (tmp = op->inv; tmp; tmp = tmp->below)
1793 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1794 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1795 {
1623 identify(tmp); 1796 identify (tmp);
1797
1624 if (op->type==PLAYER) { 1798 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1799 {
1626 "You have %s.", long_desc(tmp, op)); 1800 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1801
1627 if (tmp->msg) { 1802 if (tmp->msg)
1803 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1804 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1805 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1806 }
1631 } 1807 }
1808
1809 num_ident--;
1810 success = 1;
1811 if (!num_ident)
1812 break;
1813 }
1814 }
1815
1816 /* If all the power of the spell has been used up, don't go and identify
1817 * stuff on the floor. Only identify stuff on the floor if the spell
1818 * was not fully used.
1819 */
1820 if (num_ident)
1821 {
1822 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1823 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1824 {
1825 identify (tmp);
1826
1827 if (op->type == PLAYER)
1828 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1830
1831 if (tmp->msg)
1832 {
1833 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1834 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1835 }
1836
1837 esrv_send_item (op, tmp);
1838 }
1839
1632 num_ident--; 1840 num_ident--;
1633 success=1; 1841 success = 1;
1634 if (!num_ident) break; 1842 if (!num_ident)
1843 break;
1635 } 1844 }
1636 } 1845 }
1637 /* If all the power of the spell has been used up, don't go and identify 1846
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1847 if (!success)
1639 * was not fully used. 1848 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1849 else
1850 spell_effect (spell, op->x, op->y, op->map, op);
1851
1852 return success;
1853}
1854
1855int
1856cast_detection (object *op, object *caster, object *spell, object *skill)
1857{
1858 object *tmp, *last, *god, *detect;
1859 int done_one, range, mflags, floor, level;
1860 sint16 x, y, nx, ny;
1861 maptile *m;
1862
1863 /* We precompute some values here so that we don't have to keep
1864 * doing it over and over again.
1640 */ 1865 */
1641 if (num_ident) { 1866 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1867 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1868 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1869
1646 identify(tmp); 1870 if (!skill)
1871 skill = caster;
1872
1873 for (x = op->x - range; x <= op->x + range; x++)
1874 for (y = op->y - range; y <= op->y + range; y++)
1875 {
1876 m = op->map;
1877 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1878 if (mflags & P_OUT_OF_MAP)
1879 continue;
1880
1881 /* For most of the detections, we only detect objects above the
1882 * floor. But this is not true for show invisible.
1883 * Basically, we just go and find the top object and work
1884 * down - that is easier than working up.
1885 */
1886
1887 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1888 last = tmp;
1889
1890 /* Shouldn't happen, but if there are no objects on a space, this
1891 * would happen.
1892 */
1893 if (!last)
1894 continue;
1895
1896 done_one = 0;
1897 floor = 0;
1898 detect = NULL;
1899 for (tmp = last; tmp; tmp = tmp->below)
1900 {
1901 /* show invisible */
1902 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1903 /* Might there be other objects that we can make visible? */
1904 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1905 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1906 tmp->type == CF_HANDLE ||
1907 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1908 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1909 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1910 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1911 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1912 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1913 {
1914 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1915 {
1916 tmp->invisible = 0;
1917 done_one = 1;
1918 }
1919 }
1920
1921 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1922 floor = 1;
1923
1924 /* All detections below this point don't descend beneath the floor,
1925 * so just continue on. We could be clever and look at the type of
1926 * detection to completely break out if we don't care about objects beneath
1927 * the floor, but once we get to the floor, not likely a very big issue anyways.
1928 */
1929 if (floor)
1930 continue;
1931
1932 /* I had thought about making detect magic and detect curse
1933 * show the flash the magic item like it does for detect monster.
1934 * however, if the object is within sight, this would then make it
1935 * difficult to see what object is magical/cursed, so the
1936 * effect wouldn't be as apparant.
1937 */
1938
1939 /* detect magic */
1940 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1941 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1942 {
1943 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1944 /* make runes more visibile */
1945 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1946 tmp->stats.Cha /= 4;
1947 done_one = 1;
1948 }
1949 /* detect monster */
1950 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1951 {
1952 done_one = 2;
1953 if (!detect)
1954 detect = tmp;
1955 }
1956 /* Basically, if race is set in the spell, then the creatures race must
1957 * match that. if the spell race is set to GOD, then the gods opposing
1958 * race must match.
1959 */
1960 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1961 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1962 (strstr (spell->race, tmp->race))))
1963 {
1964 done_one = 2;
1965 if (!detect)
1966 detect = tmp;
1967 }
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1969 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1970 {
1971 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1972 done_one = 1;
1973 }
1974 } /* for stack of objects on this space */
1975
1976 /* Code here puts an effect of the spell on the space, so you can see
1977 * where the magic is.
1978 */
1979 if (done_one)
1980 {
1981 object *detect_ob = arch_to_object (spell->other_arch);
1982
1983 /* if this is set, we want to copy the face */
1984 if (done_one == 2 && detect)
1985 {
1986 detect_ob->face = detect->face;
1987 detect_ob->animation_id = detect->animation_id;
1988 detect_ob->anim_speed = detect->anim_speed;
1989 detect_ob->last_anim = 0;
1990 /* by default, the detect_ob is already animated */
1991 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1992 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1993 }
1994
1995 m->insert (detect_ob, nx, ny, op);
1996 }
1997 } /* for processing the surrounding spaces */
1998
1999
2000 /* Now process objects in the players inventory if detect curse or magic */
2001 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2002 {
2003 done_one = 0;
2004 for (tmp = op->inv; tmp; tmp = tmp->below)
2005 {
2006 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2007 {
2008 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2009 {
2010 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 2011 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 2012 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 } 2013 }
2014 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2015 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2016 {
2017 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2018 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 2019 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 } 2020 }
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 */ 2021 } /* if item is not identified */
1816 } /* for the players inventory */ 2022 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 2023 } /* if detect magic/curse and object is a player */
1818 return 1; 2024 return 1;
1819} 2025}
1820 2026
1821 2027
1822/** 2028/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 2029 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 2030 * level whos spell did cause the overcharge.
1825 */ 2031 */
2032static void
1826static void charge_mana_effect(object *victim, int caster_level) 2033charge_mana_effect (object *victim, int caster_level)
1827{ 2034{
1828 2035
1829 /* Prevent explosions for objects without mana. Without this check, doors 2036 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 2037 * will explode, too.
1831 */ 2038 */
1832 if (victim->stats.maxsp <= 0) 2039 if (victim->stats.maxsp <= 0)
1833 return; 2040 return;
1834 2041
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2042 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2043
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2044 if (victim->stats.sp >= victim->stats.maxsp * 2)
2045 {
1838 object *tmp; 2046 object *tmp;
1839 2047
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2048 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2049
1842 /* Explodes a fireball centered at player */ 2050 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2051 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2052 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; 2053 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2054
1847 tmp->y = victim->y; 2055 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2056 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2057 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2058 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."); 2059 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) { 2060 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2061 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2063 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2064 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2065 confuse_player (victim, victim, 99);
1860 } 2066 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2067 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2068 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 2069}
1865 2070
1866/* cast_transfer 2071/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2072 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2073 * We let the target go above their normal maximum SP.
1869 */ 2074 */
1870 2075
2076int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2077cast_transfer (object *op, object *caster, object *spell, int dir)
2078{
1872 object *plyr=NULL; 2079 object *plyr = NULL;
1873 sint16 x, y; 2080 sint16 x, y;
1874 mapstruct *m; 2081 maptile *m;
1875 int mflags; 2082 int mflags;
1876 2083
1877 m = op->map; 2084 m = op->map;
1878 x = op->x+freearr_x[dir]; 2085 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2086 y = op->y + freearr_y[dir];
1880 2087
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2088 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2089
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2090 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2091 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2092 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2093 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2094 break;
1887 } 2095 }
1888 2096
1889 2097
1890 /* If we did not find a player in the specified direction, transfer 2098 /* 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. 2099 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2100 */
1893 if(plyr==NULL) 2101 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2102 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)) 2103 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2104 break;
1897 2105
1898 if (!plyr) { 2106 if (!plyr)
2107 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2108 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2109 return 0;
1901 } 2110 }
1902 /* give sp */ 2111 /* give sp */
1903 if(spell->stats.dam > 0) { 2112 if (spell->stats.dam > 0)
2113 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2114 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2115 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2116 return 1;
1907 } 2117 }
1908 /* suck sp away. Can't suck sp from yourself */ 2118 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2119 else if (op != plyr)
2120 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2121 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2122
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2123 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2124
1914 if (rate > 95) rate=95; 2125 if (rate > 95)
2126 rate = 95;
1915 2127
1916 sucked = (plyr->stats.sp * rate) / 100; 2128 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2129 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2130 if (QUERY_FLAG (op, FLAG_ALIVE))
2131 {
1919 /* Player doesn't get full credit */ 2132 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2133 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2134 op->stats.sp += sucked;
1922 if (sucked > 0) { 2135 if (sucked > 0)
2136 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2137 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2138 }
1925 } 2139 }
1926 return 1; 2140 return 1;
1927 } 2141 }
1928 return 0; 2142 return 0;
1929} 2143}
1930 2144
1931 2145
1932/* counterspell: nullifies spell effects. 2146/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2147 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2148 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2149 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2150 * this may nullify it.
1937 */ 2151 */
2152void
1938void counterspell(object *op,int dir) 2153counterspell (object *op, int dir)
1939{ 2154{
1940 object *tmp, *head, *next; 2155 object *tmp, *head, *next;
1941 int mflags; 2156 int mflags;
1942 mapstruct *m; 2157 maptile *m;
1943 sint16 sx,sy; 2158 sint16 sx, sy;
1944 2159
1945 sx = op->x + freearr_x[dir]; 2160 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2161 sy = op->y + freearr_y[dir];
1947 m = op->map; 2162 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2163 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2164 if (mflags & P_OUT_OF_MAP)
2165 return;
2166
2167 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 2168 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2169 next = tmp->above;
1953 2170
1954 /* Need to look at the head object - otherwise, if tmp 2171 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2172 * points to a monster, we don't have all the necessary
1956 * info for it. 2173 * info for it.
1957 */ 2174 */
2175 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2176 head = tmp->head;
2177 else
1959 else head = tmp; 2178 head = tmp;
1960 2179
1961 /* don't attack our own spells */ 2180 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2181 if (tmp->owner && tmp->owner == op->owner)
2182 continue;
1963 2183
1964 /* Basically, if the object is magical and not counterspell, 2184 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2185 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2186 * monsters either.
1967 */ 2187 */
1968 2188
1969 if (head->attacktype & AT_MAGIC && 2189 if (head->attacktype & AT_MAGIC &&
1970 !(head->attacktype & AT_COUNTERSPELL) && 2190 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2191 head->destroy ();
1972 (op->level > head->level)) { 2192 else
1973 remove_ob(head);
1974 free_object(head);
1975 } else switch(head->type) { 2193 switch (head->type)
2194 {
1976 case SPELL_EFFECT: 2195 case SPELL_EFFECT:
1977 if(op->level > head->level) { 2196 if (op->level > head->level)
1978 remove_ob(head); 2197 head->destroy ();
1979 free_object(head); 2198
1980 }
1981 break; 2199 break;
1982 2200
1983 /* I really don't get this rune code that much - that 2201 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2202 * random chance seems really low.
1985 */ 2203 */
1986 case RUNE: 2204 case RUNE:
1987 if(rndm(0, 149) == 0) { 2205 if (rndm (0, 149) == 0)
2206 {
1988 head->stats.hp--; /* weaken the rune */ 2207 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2208 if (!head->stats.hp)
1990 remove_ob(head); 2209 head->destroy ();
1991 free_object(head);
1992 } 2210 }
1993 }
1994 break; 2211 break;
1995 } 2212 }
1996 } 2213 }
1997} 2214}
1998 2215
1999 2216
2000 2217
2001/* cast_consecrate() - a spell to make an altar your god's */ 2218/* cast_consecrate() - a spell to make an altar your god's */
2219int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2220cast_consecrate (object *op, object *caster, object *spell)
2221{
2003 char buf[MAX_BUF]; 2222 char buf[MAX_BUF];
2004 2223
2005 object *tmp, *god=find_god(determine_god(op)); 2224 object *tmp, *god = find_god (determine_god (op));
2006 2225
2007 if(!god) { 2226 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2227 {
2009 "You can't consecrate anything if you don't worship a god!"); 2228 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2229 return 0;
2011 } 2230 }
2012 2231
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2232 for (tmp = op->below; tmp; tmp = tmp->below)
2233 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2234 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2235 break;
2015 if(tmp->type==HOLY_ALTAR) { 2236 if (tmp->type == HOLY_ALTAR)
2237 {
2016 2238
2017 if(tmp->level > caster_level(caster, spell)) { 2239 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2240 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2241 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2242 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 } 2243 }
2244 else
2245 {
2246 /* If we got here, we are consecrating an altar */
2247 sprintf (buf, "Altar of %s", &god->name);
2248 tmp->name = buf;
2249 tmp->level = caster_level (caster, spell);
2250 tmp->other_arch = god->arch;
2251 if (op->type == PLAYER)
2252 esrv_update_item (UPD_NAME, op, tmp);
2253 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2254 return 1;
2033 } 2255 }
2256 }
2034 } 2257 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2258 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2259 return 0;
2037} 2260}
2038 2261
2039/* animate_weapon - 2262/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2263 * 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 2264 * 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 2268 * 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 2269 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2270 * player checks. MSW 2003-01-06
2048 */ 2271 */
2049 2272
2273int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2274animate_weapon (object *op, object *caster, object *spell, int dir)
2275{
2051 object *weapon, *tmp; 2276 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2277 char buf[MAX_BUF];
2053 int a, i; 2278 int a, i;
2054 sint16 x, y; 2279 sint16 x, y;
2055 mapstruct *m; 2280 maptile *m;
2056 materialtype_t *mt; 2281 materialtype_t *mt;
2057 2282
2058 if(!spell->other_arch){ 2283 if (!spell->other_arch)
2284 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2285 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2286 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2287 return 0;
2062 } 2288 }
2063 /* exit if it's not a player using this spell. */ 2289 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2290 if (op->type != PLAYER)
2291 return 0;
2065 2292
2066 /* if player already has a golem, abort */ 2293 /* 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) { 2294 if (op->contr->ranges[range_golem])
2295 {
2068 control_golem(op->contr->ranges[range_golem],dir); 2296 control_golem (op->contr->ranges[range_golem], dir);
2069 return 0; 2297 return 0;
2070 } 2298 }
2071 2299
2072 /* if no direction specified, pick one */ 2300 /* if no direction specified, pick one */
2073 if(!dir) 2301 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2302 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2303
2076 m = op->map; 2304 m = op->map;
2077 x = op->x+freearr_x[dir]; 2305 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2306 y = op->y + freearr_y[dir];
2079 2307
2080 /* if there's no place to put the golem, abort */ 2308 /* 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) || 2309 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)) { 2310 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2311 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2312 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2313 return 0;
2085 } 2314 }
2086 2315
2087 /* Use the weapon marked by the player. */ 2316 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2317 weapon = find_marked_object (op);
2089 2318
2090 if (!weapon) { 2319 if (!weapon)
2320 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2321 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2322 return 0;
2093 } 2323 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2324 if (spell->race && strcmp (weapon->arch->name, spell->race))
2325 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2326 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2327 return 0;
2097 } 2328 }
2098 if (weapon->type != WEAPON) { 2329 if (weapon->type != WEAPON)
2330 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2331 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2332 return 0;
2101 } 2333 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2334 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2335 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2336 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; 2337 return 0;
2106 } 2338 }
2107 2339
2108 if (weapon->nrof > 1) { 2340 if (weapon->nrof > 1)
2341 {
2109 tmp = get_split_ob(weapon, 1); 2342 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2343 esrv_send_item (op, weapon);
2111 weapon = tmp; 2344 weapon = tmp;
2112 } 2345 }
2113 2346
2114 /* create the golem object */ 2347 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2348 tmp = arch_to_object (spell->other_arch);
2116 2349
2117 /* if animated by a player, give the player control of the golem */ 2350 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2351 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2352 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2353 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2354 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2355 tmp->set_owner (op);
2124 set_spell_skill(op, caster, spell, tmp); 2356 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp; 2357 op->contr->ranges[range_golem] = tmp;
2126 op->contr->shoottype=range_golem; 2358 op->contr->shoottype = range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2359
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2360 /* 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 2361 * removed flag - it should only be set if get_split_object was
2131 * used above. 2362 * used above.
2132 */ 2363 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2364 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2365 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2366 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2367 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2368 /* 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 2369 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2370 * body_info, skills, etc)
2140 */ 2371 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2372 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2373 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2374 tmp->update_stats ();
2144 2375
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2376 /* 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 - 2377 * 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. 2378 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2379 */
2149 2380
2150 /* modify weapon's animated wc */ 2381 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2382 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; 2383 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2384 tmp->stats.wc = -127;
2154 2385
2155 /* Modify hit points for weapon */ 2386 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2387 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2388 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2389 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2390 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2391 tmp->stats.hp = tmp->stats.maxhp;
2161 2392
2162 /* Modify weapon's damage */ 2393 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2394 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 2395 if (tmp->stats.dam < 0)
2165 + weapon->magic 2396 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2397
2169 2398
2170 /* attacktype */ 2399 /* attacktype */
2171 if ( ! tmp->attacktype) 2400 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2401 tmp->attacktype = AT_PHYSICAL;
2173 2402
2174 mt = NULL; 2403 mt = NULL;
2175 if (op->materialname != NULL) 2404 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2405 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2406 if (mt != NULL)
2407 {
2178 for (i=0; i < NROFATTACKS; i++) 2408 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2409 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2410 a = mt->save[0];
2181 } else { 2411 }
2412 else
2413 {
2182 for (i=0; i < NROFATTACKS; i++) 2414 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2415 tmp->resist[i] = 5;
2184 a = 10; 2416 a = 10;
2185 } 2417 }
2186 /* Set weapon's immunity */ 2418 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2419 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2420 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2421 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2422 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2423 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2424 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2425 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2426 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2427 tmp->resist[ATNR_BLIND] = 100;
2196 2428
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2429 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2430
2199 if (a > 14) a = 14; 2431 if (a > 14)
2432 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2433 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2434
2202 /* Determine golem's speed */ 2435 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2436 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2437
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2438 if (!spell->race)
2439 {
2208 sprintf(buf, "animated %s", weapon->name); 2440 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2441 tmp->name = buf;
2211 2442
2212 tmp->face = weapon->face; 2443 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2444 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2445 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2446 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2447 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2448 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 } 2449 }
2224 2450
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2451 /* 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)); 2452 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2453
2228 tmp->speed_left= -1; 2454 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2455 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2456
2457 m->insert (tmp, x, y, op);
2233 return 1; 2458 return 1;
2234} 2459}
2235 2460
2236/* cast_daylight() - changes the map darkness level *lower* */ 2461/* cast_daylight() - changes the map darkness level *lower* */
2237 2462
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2463/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2464 * This changes the light level for the entire map.
2240 */ 2465 */
2241 2466
2467int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2468cast_change_map_lightlevel (object *op, object *caster, object *spell)
2469{
2243 int success; 2470 int success;
2244 2471
2245 if(!op->map) return 0; /* shouldnt happen */ 2472 if (!op->map)
2473 return 0; /* shouldnt happen */
2246 2474
2247 success=change_map_light(op->map,spell->stats.dam); 2475 success = op->map->change_map_light (spell->stats.dam);
2476
2248 if(!success) { 2477 if (!success)
2478 {
2249 if (spell->stats.dam < 0) 2479 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2480 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2481 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2482 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2483 }
2254 return success; 2484 return success;
2255} 2485}
2256 2486
2257 2487
2258 2488
2259 2489
2260 2490
2261/* create an aura spell object and put it in the player's inventory. 2491/* 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, 2492 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2493 * spell is the spell object itself.
2264 */ 2494 */
2495int
2265int create_aura(object *op, object *caster, object *spell) 2496create_aura (object *op, object *caster, object *spell)
2266{ 2497{
2267 int refresh=0; 2498 int refresh = 0;
2268 object *new_aura; 2499 object *new_aura;
2269 2500
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2501 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2502 if (new_aura)
2503 refresh = 1;
2504 else
2272 else new_aura = arch_to_object(spell->other_arch); 2505 new_aura = arch_to_object (spell->other_arch);
2273 2506
2274 new_aura->duration = spell->duration + 2507 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2508
2277 new_aura->stats.dam = spell->stats.dam 2509 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2510
2280 set_owner(new_aura,op); 2511 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2512 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2513 new_aura->attacktype = spell->attacktype;
2283 2514
2284 new_aura->level = caster_level(caster, spell); 2515 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2516 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2517 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2518 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2519 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2520 insert_ob_in_ob (new_aura, op);
2290 return 1; 2521 return 1;
2291} 2522}
2292 2523
2293 2524
2294/* move aura function. An aura is a part of someone's inventory, 2525/* 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 2526 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2529 * duration: duration counter.
2299 * attacktype: aura's attacktype 2530 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2531 * other_arch: archetype to drop where we attack
2301 */ 2532 */
2302 2533
2534void
2303void move_aura(object *aura) { 2535move_aura (object *aura)
2536{
2304 int i, mflags; 2537 int i, mflags;
2305 object *env; 2538 object *env;
2306 mapstruct *m; 2539 maptile *m;
2307 2540
2308 /* auras belong in inventories */ 2541 /* auras belong in inventories */
2309 env = aura->env; 2542 env = aura->env;
2310 2543
2311 /* no matter what we've gotta remove the aura... 2544 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2545 * we'll put it back if its time isn't up.
2313 */ 2546 */
2314 remove_ob(aura); 2547 aura->remove ();
2315 2548
2316 /* exit if we're out of gas */ 2549 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2550 if (aura->duration-- < 0)
2318 free_object(aura); 2551 {
2552 aura->destroy ();
2319 return; 2553 return;
2320 } 2554 }
2321 2555
2322 /* auras only exist in inventories */ 2556 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2557 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2558 {
2559 aura->destroy ();
2325 return; 2560 return;
2326 } 2561 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2562
2330 /* we need to jump out of the inventory for a bit 2563 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2564 * in order to hit the map conveniently.
2332 */ 2565 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2566 aura->insert_at (env, aura);
2334 2567
2335 for(i=1;i<9;i++) { 2568 for (i = 1; i < 9; i++)
2569 {
2336 sint16 nx, ny; 2570 sint16 nx, ny;
2571
2337 nx = aura->x + freearr_x[i]; 2572 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2573 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2574 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2575
2341 /* Consider the movement tyep of the person with the aura as 2576 /* 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 2577 * 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. 2578 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2579 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2580 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2581 {
2348 hit_map(aura,i,aura->attacktype,0); 2582 hit_map (aura, i, aura->attacktype, 0);
2349 2583
2350 if(aura->other_arch) { 2584 if (aura->other_arch)
2351 object *new_ob; 2585 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 } 2586 }
2358 }
2359 } 2587 }
2588
2360 /* put the aura back in the player's inventory */ 2589 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2590 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2591 insert_ob_in_ob (aura, env);
2363} 2592}
2364 2593
2365/* moves the peacemaker spell. 2594/* moves the peacemaker spell.
2366 * op is the piece object. 2595 * op is the piece object.
2367 */ 2596 */
2368 2597
2598void
2369void move_peacemaker(object *op) { 2599move_peacemaker (object *op)
2600{
2370 object *tmp; 2601 object *tmp;
2371 2602
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2603 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2604 {
2373 int atk_lev, def_lev; 2605 int atk_lev, def_lev;
2374 object *victim=tmp; 2606 object *victim = tmp;
2375 2607
2376 if (tmp->head) victim=tmp->head; 2608 if (tmp->head)
2609 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2610 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2611 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2612 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2613 continue;
2379 if (victim->stats.exp == 0) continue; 2614 if (victim->stats.exp == 0)
2615 continue;
2380 2616
2381 def_lev = MAX(1,victim->level); 2617 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2618 atk_lev = MAX (1, op->level);
2383 2619
2384 if (rndm(0, atk_lev-1) > def_lev) { 2620 if (rndm (0, atk_lev - 1) > def_lev)
2621 {
2385 /* make this sucker peaceful. */ 2622 /* make this sucker peaceful. */
2386 2623
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2624 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2625 victim->stats.exp = 0;
2389#if 0 2626#if 0
2390 /* No idea why these were all set to zero - if something 2627 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2628 * makes this creature agressive, he should still do damage.
2392 */ 2629 */
2393 victim->stats.dam = 0; 2630 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2631 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2632 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2633 victim->stats.Pow = 0;
2397#endif 2634#endif
2398 victim->attack_movement = RANDO2; 2635 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2636 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2637 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2638 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2639 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2640 if (victim->name)
2641 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2642 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2643 }
2406 } 2644 }
2407 } 2645 }
2408} 2646}
2409 2647
2410 2648
2411/* This writes a rune that contains the appropriate message. 2649/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2650 * There really isn't any adjustments we make.
2413 */ 2651 */
2414 2652
2653int
2415int write_mark(object *op, object *spell, const char *msg) { 2654write_mark (object *op, object *spell, const char *msg)
2655{
2416 char rune[HUGE_BUF]; 2656 char rune[HUGE_BUF];
2417 object *tmp; 2657 object *tmp;
2418 2658
2419 if (!msg || msg[0] == 0) { 2659 if (!msg || msg[0] == 0)
2660 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2661 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2662 return 0;
2422 } 2663 }
2423 2664
2424 if (strcasestr_local(msg, "endmsg")) { 2665 if (strcasestr_local (msg, "endmsg"))
2666 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2667 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); 2668 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2669 return 0;
2428 } 2670 }
2429 if (!spell->other_arch) return 0; 2671 if (!spell->other_arch)
2672 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2673 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2674
2432 rune[HUGE_BUF-2] = 0; 2675 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2676
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2677 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2678 tmp->msg = rune;
2436 tmp->x = op->x; 2679
2437 tmp->y = op->y; 2680 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2681 return 1;
2440} 2682}

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