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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 1.40 by root, Tue Feb 13 21:28:11 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)
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)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1179 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1180 else
1083 } 1181 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1182 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1183 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1184 * on amount of damage healed.
1088 */ 1185 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1187 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1188 tmp->stats.hp += heal;
1092 1189
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1190 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 1192 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 1194 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 1196 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 1198 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 1200
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 1201 success = 1;
1202 }
1203 }
1110 1204
1205 if (spell->attacktype & AT_DISEASE)
1206 if (cure_disease (tmp, op))
1207 success = 1;
1208
1111 if (spell->attacktype & AT_POISON) { 1209 if (spell->attacktype & AT_POISON)
1210 {
1112 at = find_archetype("poisoning"); 1211 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1212 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1213 if (poison)
1214 {
1115 success = 1; 1215 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1217 poison->stats.food = 1;
1118 } 1218 }
1119 } 1219 }
1220
1120 if (spell->attacktype & AT_CONFUSION) { 1221 if (spell->attacktype & AT_CONFUSION)
1222 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1224 if (poison)
1225 {
1123 success = 1; 1226 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1228 poison->duration = 1;
1126 } 1229 }
1127 } 1230 }
1231
1128 if (spell->attacktype & AT_BLIND) { 1232 if (spell->attacktype & AT_BLIND)
1233 {
1129 at=find_archetype("blindness"); 1234 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1235 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1236 if (poison)
1237 {
1132 success = 1; 1238 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1240 poison->stats.food = 1;
1135 } 1241 }
1136 } 1242 }
1243
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1244 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1245 {
1138 tmp->stats.sp += spell->last_sp; 1246 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1247 if (tmp->stats.sp > tmp->stats.maxsp)
1248 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1249 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1251 }
1252
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1253 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1254 {
1144 tmp->stats.grace += spell->last_grace; 1255 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1256 if (tmp->stats.grace > tmp->stats.maxgrace)
1257 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1258 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1259 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1260 }
1261
1149 if (spell->stats.food && tmp->stats.food < 999) { 1262 if (spell->stats.food && tmp->stats.food < 999)
1263 {
1150 tmp->stats.food += spell->stats.food; 1264 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1265 if (tmp->stats.food > 999)
1266 tmp->stats.food = 999;
1152 success = 1; 1267 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1268 /* 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"); 1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1270 }
1271
1156 return success; 1272 return success;
1157} 1273}
1158 1274
1159 1275
1160/* This is used for the spells that gain stats. There are no spells 1276/* 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 1277 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1278 * good comments for those.
1163 */ 1279 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1280static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1281 "You grow no stronger.",
1166"You grow no more agile.", 1282 "You grow no more agile.",
1167"You don't feel any healthier.", 1283 "You don't feel any healthier.",
1168"no wis", 1284 "no wis",
1169"You are no easier to look at.", 1285 "You are no easier to look at.",
1170"no int", 1286 "no int",
1171"no pow" 1287 "no pow"
1172}; 1288};
1173 1289
1290int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1292{
1176 object *force=NULL; 1293 object *force = NULL;
1177 int i; 1294 int i;
1178 1295
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1297 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1298 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1299 : op;
1183 tmp = op;
1184 }
1185 1300
1186 if(tmp==NULL) return 0; 1301 if (!tmp)
1187 1302 return 0;
1303
1188 /* If we've already got a force of this type, don't add a new one. */ 1304 /* 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) { 1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1306 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1308 {
1191 if (tmp2->name == spell_ob->name) { 1309 if (tmp2->name == spell_ob->name)
1310 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1311 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1312 break;
1194 } 1313 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1314 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 {
1196 if ( !silent ) 1316 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1317 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; 1318 return 0;
1201 } 1319 }
1202 } 1320 }
1203 } 1321 }
1204 if(force==NULL) { 1322 if (force == NULL)
1323 {
1205 force=get_archetype(FORCE_NAME); 1324 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1325 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1326 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1327 force->name = spell_ob->race;
1210 else 1328 else
1211 force->name = add_refcount(spell_ob->name); 1329 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1330 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1332
1216 } else { 1333 }
1334 else
1335 {
1217 int duration; 1336 int duration;
1218 1337
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1339 if (duration > force->duration)
1340 {
1221 force->duration = duration; 1341 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 }
1223 } else { 1344 else
1345 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1347 }
1226 return 1; 1348 return 1;
1227 } 1349 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1351 force->speed = 1.0;
1230 force->speed_left = -1.0; 1352 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1353 SET_FLAG (force, FLAG_APPLIED);
1232 1354
1233 /* Now start processing the effects. First, protections */ 1355 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1356 for (i = 0; i < NROFATTACKS; i++)
1357 {
1235 if (spell_ob->resist[i]) { 1358 if (spell_ob->resist[i])
1359 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1361 if (force->resist[i] > 100)
1362 force->resist[i] = 100;
1238 } 1363 }
1239 } 1364 }
1240 if (spell_ob->stats.hp) 1365 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1367
1243 if (tmp->type == PLAYER) { 1368 if (tmp->type == PLAYER)
1369 {
1244 /* Stat adjustment spells */ 1370 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1371 for (i = 0; i < NUM_STATS; i++)
1372 {
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1374
1247 if (stat) { 1375 if (stat)
1376 {
1248 sm=0; 1377 sm = 0;
1249 for (k=0; k<stat; k++) 1378 for (k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1379 sm += rndm (1, 3);
1251 1380
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1382 {
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1384 if (sm < 0)
1254 if (sm<0) sm = 0; 1385 sm = 0;
1255 } 1386 }
1256 set_attr_value(&force->stats, i, sm); 1387 set_attr_value (&force->stats, i, sm);
1257 if (!sm) 1388 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1390 }
1260 } 1391 }
1261 } 1392 }
1262 1393
1263 force->move_type = spell_ob->move_type; 1394 force->move_type = spell_ob->move_type;
1264 1395
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1397 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1398
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1400 SET_FLAG (force, FLAG_XRAYS);
1270 1401
1271 /* Haste/bonus speed */ 1402 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1403 if (spell_ob->stats.exp)
1404 {
1405 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1406 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1407 else
1275 force->stats.exp = spell_ob->stats.exp; 1408 force->stats.exp = spell_ob->stats.exp;
1276 } 1409 }
1277 1410
1278 force->stats.wc = spell_ob->stats.wc; 1411 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1413 force->attacktype = spell_ob->attacktype;
1281 1414
1282 insert_ob_in_ob(force,tmp); 1415 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1417 tmp->update_stats ();
1285 return 1; 1418 return 1;
1286} 1419}
1287 1420
1288/* This used to be part of cast_change_ability, but it really didn't make 1421/* 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 1422 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1423 * of the caster.
1291 */ 1424 */
1292 1425
1426int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1427cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{
1294 int i; 1429 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1431
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1433 if (dir != 0)
1434 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1435 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1436 }
1437 else
1438 {
1301 tmp = op; 1439 tmp = op;
1302 } 1440 }
1303 1441
1304 /* If we've already got a force of this type, don't add a new one. */ 1442 /* 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) { 1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1444 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 {
1307 if (tmp2->name == spell_ob->name) { 1447 if (tmp2->name == spell_ob->name)
1448 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1449 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1450 break;
1310 } 1451 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1452 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1453 {
1313 "You can not cast %s while %s is in effect", 1454 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; 1455 return 0;
1316 } 1456 }
1317 } 1457 }
1318 } 1458 }
1319 if(force==NULL) { 1459 if (force == NULL)
1460 {
1320 force=get_archetype(FORCE_NAME); 1461 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1462 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1463 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1464 force->name = spell_ob->race;
1325 else 1465 else
1326 force->name = add_refcount(spell_ob->name); 1466 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1467 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1468 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1469 }
1470 else
1471 {
1331 int duration; 1472 int duration;
1332 1473
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1474 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1475 if (duration > force->duration)
1476 {
1335 force->duration = duration; 1477 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1478 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1479 }
1337 } else { 1480 else
1481 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1482 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1483 }
1340 return 0; 1484 return 0;
1341 } 1485 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1486 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1487 force->speed = 1.0;
1344 force->speed_left = -1.0; 1488 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1489 SET_FLAG (force, FLAG_APPLIED);
1346 1490
1347 if(!god) { 1491 if (!god)
1492 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1494 }
1495 else
1496 {
1350 /* Only give out good benefits, and put a max on it */ 1497 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1498 for (i = 0; i < NROFATTACKS; i++)
1499 {
1352 if (god->resist[i]>0) { 1500 if (god->resist[i] > 0)
1501 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1502 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1503 }
1355 } 1504 }
1356 force->path_attuned|=god->path_attuned; 1505 force->path_attuned |= god->path_attuned;
1506
1357 if (spell_ob->attacktype) { 1507 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1508 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1509
1360 }
1361 if (tmp != op) { 1510 if (tmp != op)
1511 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1512 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); 1513 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1514 }
1364 } else { 1515 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1516 {
1517 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1518 }
1368 1519
1369 } 1520 }
1370 force->stats.wc = spell_ob->stats.wc; 1521 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1522 force->stats.ac = spell_ob->stats.ac;
1372 1523
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1525 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1526 tmp->update_stats ();
1376 return 1; 1527 return 1;
1377} 1528}
1378
1379
1380 1529
1381/* Alchemy code by Mark Wedel 1530/* Alchemy code by Mark Wedel
1382 * 1531 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1532 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1533 * objects to gold nuggets, the value of the gold nuggets being
1394 * For example, if an item is worth 110 gold, you will get 1543 * For example, if an item is worth 110 gold, you will get
1395 * 4 large nuggets, and from 0-10 small nuggets. 1544 * 4 large nuggets, and from 0-10 small nuggets.
1396 * 1545 *
1397 * There is also a chance (1:30) that you will get nothing at all 1546 * 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 1547 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1548 * alchemised.
1400 */ 1549 */
1401 1550static void
1402/* I didn't feel like passing these as arguements to the 1551alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1403 * two functions that need them. Real values are put in them
1404 * when the spell is cast, and these are freed when the spell
1405 * is finished.
1406 */
1407static object *small, *large;
1408
1409static void alchemy_object(object *obj, int *small_nuggets,
1410 int *large_nuggets, int *weight)
1411{ 1552{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1553 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1554
1414 /* Give third price when we alchemy money (This should hopefully 1555 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1556 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1557 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1558 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1559 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1560 * the stuff back to town.
1420 */ 1561 */
1421
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1562 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1563 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1564 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1565 value /= 3;
1426 else 1566 else
1427 value = (value*9)/10; 1567 value = value * 9 / 10;
1428 1568
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1569 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1570 total_value += value;
1433 1571
1434 count = value / large->value; 1572 total_weight += obj->total_weight ();
1435 *large_nuggets += count;
1436 value -= (uint64)count * (uint64)large->value;
1437 count = value / small->value;
1438 *small_nuggets += count;
1439 }
1440 1573
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1574 obj->destroy ();
1442 * of large nuggets is not evenly divisable by the small nugget
1443 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1444 */
1445 if (*small_nuggets * small->value >= large->value) {
1446 (*large_nuggets)++;
1447 *small_nuggets -= large->value / small->value;
1448 if (*small_nuggets && large->value % small->value)
1449 (*small_nuggets)--;
1450 }
1451 weight += obj->weight;
1452 remove_ob(obj);
1453 free_object(obj);
1454} 1575}
1455 1576
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1577static void
1457 int x, int y) 1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1458{ 1579{
1459 object *tmp;
1460 int flag=0; 1580 int flag = 0;
1461 1581
1462 /* Put any nuggets below the player, but we can only pass this 1582 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1583 * flag if we are on the same space as the player
1464 */ 1584 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1585 if (x == op->x && y == op->y && op->map == m)
1586 flag = INS_BELOW_ORIGINATOR;
1466 1587
1467 if (small_nuggets) { 1588 if (small_nuggets)
1468 tmp = get_object(); 1589 {
1469 copy_object(small, tmp); 1590 object *tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1591 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1592 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1593 }
1594
1475 if (large_nuggets) { 1595 if (large_nuggets)
1476 tmp = get_object(); 1596 {
1477 copy_object(large, tmp); 1597 object *tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1598 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1599 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1600 }
1483}
1484 1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1605}
1606
1607int
1485int alchemy(object *op, object *caster, object *spell_ob) 1608alchemy (object *op, object *caster, object *spell_ob)
1486{ 1609{
1487 int x,y,weight=0,weight_max,large_nuggets,small_nuggets, mflags;
1488 sint16 nx, ny;
1489 object *next,*tmp;
1490 mapstruct *mp;
1491
1492 if(op->type!=PLAYER) 1610 if (op->type != PLAYER)
1493 return 0; 1611 return 0;
1494 1612
1613 object *large = get_archetype ("largenugget");
1614 object *small = get_archetype ("smallnugget");
1615
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1616 /* Put a maximum weight of items that can be alchemised. Limits the power
1496 * some, and also prevents people from alcheming every table/chair/clock 1617 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1618 * in sight
1498 */ 1619 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1620 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1621 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1622 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1623
1624 int weight = 0;
1625
1504 for(y= op->y-1;y<=op->y+1;y++) { 1626 for (int y = op->y - 1; y <= op->y + 1; y++)
1627 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1628 for (int x = op->x - 1; x <= op->x + 1; x++)
1629 {
1630 uint64 value = 0;
1631
1506 nx = x; 1632 sint16 nx = x;
1507 ny = y; 1633 sint16 ny = y;
1508 1634
1509 mp = op->map; 1635 maptile *mp = op->map;
1510 1636
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1637 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1638
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1639 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1640 continue;
1515 1641
1516 /* Treat alchemy a little differently - most spell effects 1642 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1643 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1644 * ground level effect.
1519 */ 1645 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1646 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1647 continue;
1522 1648
1523 small_nuggets=0; 1649 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1650 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1651 next = tmp->above;
1652
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1655 {
1531
1532 if (tmp->inv) { 1656 if (tmp->inv)
1657 {
1533 object *next1, *tmp1; 1658 object *next1, *tmp1;
1659
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1661 {
1535 next1 = tmp1->below; 1662 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1665 alchemy_object (tmp1, value, weight);
1540 &weight);
1541 } 1666 }
1542 } 1667 }
1668
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1669 alchemy_object (tmp, value, weight);
1670
1671 if (weight > weight_max)
1672 break;
1673 }
1544 1674 }
1545 if (weight>weight_max) {
1546 update_map(op, mp, small_nuggets, large_nuggets, nx, ny);
1547 free_object(large);
1548 free_object(small);
1549 return 1;
1550 }
1551 } /* is alchemable object */
1552 } /* process all objects on this space */
1553 1675
1676 value = min (value, value_max);
1677
1678 uint64 count = value / large->value;
1679 int large_nuggets = count;
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1684
1554 /* Insert all the nuggets at one time. This probably saves time, but 1685 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1686 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1687 * with this spell.
1557 */ 1688 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1690
1691 if (weight > weight_max)
1692 goto bailout;
1559 } 1693 }
1560 } 1694 }
1561 free_object(large); 1695
1562 free_object(small); 1696bailout:
1563 /* reset this so that if player standing on a big pile of stuff, 1697 large->destroy ();
1564 * it is redrawn properly. 1698 small->destroy ();
1565 */
1566 op->contr->socket.look_position = 0;
1567 return 1; 1699 return 1;
1568} 1700}
1569 1701
1570 1702
1571/* This function removes the cursed/damned status on equipped 1703/* This function removes the cursed/damned status on equipped
1572 * items. 1704 * items.
1573 */ 1705 */
1706int
1574int remove_curse(object *op, object *caster, object *spell) { 1707remove_curse (object *op, object *caster, object *spell)
1708{
1575 object *tmp; 1709 object *tmp;
1576 int success = 0, was_one = 0; 1710 int success = 0, was_one = 0;
1577 1711
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1712 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1716 {
1583 was_one++; 1717 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1718 if (tmp->level <= caster_level (caster, spell))
1719 {
1585 success++; 1720 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1721 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1722 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1723
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1724 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1725 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1726 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1727 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1728 esrv_send_item (op, tmp);
1594 } 1729 }
1595 } 1730 }
1596 1731
1597 if (op->type==PLAYER) { 1732 if (op->type == PLAYER)
1733 {
1598 if (success) { 1734 if (success)
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1735 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1600 } else { 1736 else
1737 {
1601 if (was_one) 1738 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1739 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1740 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1741 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1742 }
1606 } 1743 }
1744
1607 return success; 1745 return success;
1608} 1746}
1609 1747
1610/* Identifies objects in the players inventory/on the ground */ 1748/* Identifies objects in the players inventory/on the ground */
1611 1749
1750int
1612int cast_identify(object *op, object *caster, object *spell) { 1751cast_identify (object *op, object *caster, object *spell)
1752{
1613 object *tmp; 1753 object *tmp;
1614 int success = 0, num_ident; 1754 int success = 0, num_ident;
1615 1755
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1757
1618 if (num_ident < 1) num_ident=1; 1758 if (num_ident < 1)
1759 num_ident = 1;
1619 1760
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1764 {
1623 identify(tmp); 1765 identify (tmp);
1766
1624 if (op->type==PLAYER) { 1767 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1768 {
1626 "You have %s.", long_desc(tmp, op)); 1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1770
1627 if (tmp->msg) { 1771 if (tmp->msg)
1772 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1775 }
1631 } 1776 }
1777
1778 num_ident--;
1779 success = 1;
1780 if (!num_ident)
1781 break;
1782 }
1783 }
1784
1785 /* If all the power of the spell has been used up, don't go and identify
1786 * stuff on the floor. Only identify stuff on the floor if the spell
1787 * was not fully used.
1788 */
1789 if (num_ident)
1790 {
1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1793 {
1794 identify (tmp);
1795
1796 if (op->type == PLAYER)
1797 {
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1799
1800 if (tmp->msg)
1801 {
1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1804 }
1805
1806 esrv_send_item (op, tmp);
1807 }
1808
1632 num_ident--; 1809 num_ident--;
1633 success=1; 1810 success = 1;
1634 if (!num_ident) break; 1811 if (!num_ident)
1812 break;
1635 } 1813 }
1636 } 1814 }
1637 /* If all the power of the spell has been used up, don't go and identify 1815
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1816 if (!success)
1639 * was not fully used. 1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1818 else
1819 spell_effect (spell, op->x, op->y, op->map, op);
1820
1821 return success;
1822}
1823
1824int
1825cast_detection (object *op, object *caster, object *spell, object *skill)
1826{
1827 object *tmp, *last, *god, *detect;
1828 int done_one, range, mflags, floor, level;
1829 sint16 x, y, nx, ny;
1830 maptile *m;
1831
1832 /* We precompute some values here so that we don't have to keep
1833 * doing it over and over again.
1640 */ 1834 */
1641 if (num_ident) { 1835 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1836 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1837 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1838
1646 identify(tmp); 1839 if (!skill)
1840 skill = caster;
1841
1842 for (x = op->x - range; x <= op->x + range; x++)
1843 for (y = op->y - range; y <= op->y + range; y++)
1844 {
1845 m = op->map;
1846 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1847 if (mflags & P_OUT_OF_MAP)
1848 continue;
1849
1850 /* For most of the detections, we only detect objects above the
1851 * floor. But this is not true for show invisible.
1852 * Basically, we just go and find the top object and work
1853 * down - that is easier than working up.
1854 */
1855
1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1857 last = tmp;
1858
1859 /* Shouldn't happen, but if there are no objects on a space, this
1860 * would happen.
1861 */
1862 if (!last)
1863 continue;
1864
1865 done_one = 0;
1866 floor = 0;
1867 detect = NULL;
1868 for (tmp = last; tmp; tmp = tmp->below)
1869 {
1870 /* show invisible */
1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1872 /* Might there be other objects that we can make visible? */
1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1875 tmp->type == CF_HANDLE ||
1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1877 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1878 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1879 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1880 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1881 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1882 {
1883 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1884 {
1885 tmp->invisible = 0;
1886 done_one = 1;
1887 }
1888 }
1889
1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1891 floor = 1;
1892
1893 /* All detections below this point don't descend beneath the floor,
1894 * so just continue on. We could be clever and look at the type of
1895 * detection to completely break out if we don't care about objects beneath
1896 * the floor, but once we get to the floor, not likely a very big issue anyways.
1897 */
1898 if (floor)
1899 continue;
1900
1901 /* I had thought about making detect magic and detect curse
1902 * show the flash the magic item like it does for detect monster.
1903 * however, if the object is within sight, this would then make it
1904 * difficult to see what object is magical/cursed, so the
1905 * effect wouldn't be as apparant.
1906 */
1907
1908 /* detect magic */
1909 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1910 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1911 {
1912 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1913 /* make runes more visibile */
1914 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1915 tmp->stats.Cha /= 4;
1916 done_one = 1;
1917 }
1918 /* detect monster */
1919 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1920 {
1921 done_one = 2;
1922 if (!detect)
1923 detect = tmp;
1924 }
1925 /* Basically, if race is set in the spell, then the creatures race must
1926 * match that. if the spell race is set to GOD, then the gods opposing
1927 * race must match.
1928 */
1929 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1930 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1931 (strstr (spell->race, tmp->race))))
1932 {
1933 done_one = 2;
1934 if (!detect)
1935 detect = tmp;
1936 }
1937 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1938 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1939 {
1940 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1941 done_one = 1;
1942 }
1943 } /* for stack of objects on this space */
1944
1945 /* Code here puts an effect of the spell on the space, so you can see
1946 * where the magic is.
1947 */
1948 if (done_one)
1949 {
1950 object *detect_ob = arch_to_object (spell->other_arch);
1951
1952 /* if this is set, we want to copy the face */
1953 if (done_one == 2 && detect)
1954 {
1955 detect_ob->face = detect->face;
1956 detect_ob->animation_id = detect->animation_id;
1957 detect_ob->anim_speed = detect->anim_speed;
1958 detect_ob->last_anim = 0;
1959 /* by default, the detect_ob is already animated */
1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1962 }
1963
1964 m->insert (detect_ob, nx, ny, op);
1965 }
1966 } /* for processing the surrounding spaces */
1967
1968
1969 /* Now process objects in the players inventory if detect curse or magic */
1970 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1971 {
1972 done_one = 0;
1973 for (tmp = op->inv; tmp; tmp = tmp->below)
1974 {
1975 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1976 {
1977 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1978 {
1979 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 1980 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1981 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 } 1982 }
1983 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1984 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1985 {
1986 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1987 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 1988 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 } 1989 }
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 */ 1990 } /* if item is not identified */
1816 } /* for the players inventory */ 1991 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1992 } /* if detect magic/curse and object is a player */
1818 return 1; 1993 return 1;
1819} 1994}
1820 1995
1821 1996
1822/** 1997/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1998 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1999 * level whos spell did cause the overcharge.
1825 */ 2000 */
2001static void
1826static void charge_mana_effect(object *victim, int caster_level) 2002charge_mana_effect (object *victim, int caster_level)
1827{ 2003{
1828 2004
1829 /* Prevent explosions for objects without mana. Without this check, doors 2005 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 2006 * will explode, too.
1831 */ 2007 */
1832 if (victim->stats.maxsp <= 0) 2008 if (victim->stats.maxsp <= 0)
1833 return; 2009 return;
1834 2010
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2011 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2012
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2013 if (victim->stats.sp >= victim->stats.maxsp * 2)
2014 {
1838 object *tmp; 2015 object *tmp;
1839 2016
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2017 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2018
1842 /* Explodes a fireball centered at player */ 2019 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2020 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2021 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; 2022 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2023
1847 tmp->y = victim->y; 2024 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2025 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2026 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2027 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."); 2028 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) { 2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2032 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2034 confuse_player (victim, victim, 99);
1860 } 2035 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2037 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 2038}
1865 2039
1866/* cast_transfer 2040/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2041 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2042 * We let the target go above their normal maximum SP.
1869 */ 2043 */
1870 2044
2045int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2046cast_transfer (object *op, object *caster, object *spell, int dir)
2047{
1872 object *plyr=NULL; 2048 object *plyr = NULL;
1873 sint16 x, y; 2049 sint16 x, y;
1874 mapstruct *m; 2050 maptile *m;
1875 int mflags; 2051 int mflags;
1876 2052
1877 m = op->map; 2053 m = op->map;
1878 x = op->x+freearr_x[dir]; 2054 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2055 y = op->y + freearr_y[dir];
1880 2056
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2057 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2058
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2059 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2060 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2061 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2062 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2063 break;
1887 } 2064 }
1888 2065
1889 2066
1890 /* If we did not find a player in the specified direction, transfer 2067 /* 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. 2068 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2069 */
1893 if(plyr==NULL) 2070 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2071 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)) 2072 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2073 break;
1897 2074
1898 if (!plyr) { 2075 if (!plyr)
2076 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2077 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2078 return 0;
1901 } 2079 }
1902 /* give sp */ 2080 /* give sp */
1903 if(spell->stats.dam > 0) { 2081 if (spell->stats.dam > 0)
2082 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2083 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2084 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2085 return 1;
1907 } 2086 }
1908 /* suck sp away. Can't suck sp from yourself */ 2087 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2088 else if (op != plyr)
2089 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2090 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2091
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2092 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2093
1914 if (rate > 95) rate=95; 2094 if (rate > 95)
2095 rate = 95;
1915 2096
1916 sucked = (plyr->stats.sp * rate) / 100; 2097 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2098 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2099 if (QUERY_FLAG (op, FLAG_ALIVE))
2100 {
1919 /* Player doesn't get full credit */ 2101 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2102 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2103 op->stats.sp += sucked;
1922 if (sucked > 0) { 2104 if (sucked > 0)
2105 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2106 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2107 }
1925 } 2108 }
1926 return 1; 2109 return 1;
1927 } 2110 }
1928 return 0; 2111 return 0;
1929} 2112}
1930 2113
1931 2114
1932/* counterspell: nullifies spell effects. 2115/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2116 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2117 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2118 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2119 * this may nullify it.
1937 */ 2120 */
2121void
1938void counterspell(object *op,int dir) 2122counterspell (object *op, int dir)
1939{ 2123{
1940 object *tmp, *head, *next; 2124 object *tmp, *head, *next;
1941 int mflags; 2125 int mflags;
1942 mapstruct *m; 2126 maptile *m;
1943 sint16 sx,sy; 2127 sint16 sx, sy;
1944 2128
1945 sx = op->x + freearr_x[dir]; 2129 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2130 sy = op->y + freearr_y[dir];
1947 m = op->map; 2131 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2132 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2133 if (mflags & P_OUT_OF_MAP)
2134 return;
2135
2136 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 2137 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2138 next = tmp->above;
1953 2139
1954 /* Need to look at the head object - otherwise, if tmp 2140 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2141 * points to a monster, we don't have all the necessary
1956 * info for it. 2142 * info for it.
1957 */ 2143 */
2144 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2145 head = tmp->head;
2146 else
1959 else head = tmp; 2147 head = tmp;
1960 2148
1961 /* don't attack our own spells */ 2149 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2150 if (tmp->owner && tmp->owner == op->owner)
2151 continue;
1963 2152
1964 /* Basically, if the object is magical and not counterspell, 2153 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2154 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2155 * monsters either.
1967 */ 2156 */
1968 2157
1969 if (head->attacktype & AT_MAGIC && 2158 if (head->attacktype & AT_MAGIC &&
1970 !(head->attacktype & AT_COUNTERSPELL) && 2159 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2160 head->destroy ();
1972 (op->level > head->level)) { 2161 else
1973 remove_ob(head);
1974 free_object(head);
1975 } else switch(head->type) { 2162 switch (head->type)
2163 {
1976 case SPELL_EFFECT: 2164 case SPELL_EFFECT:
1977 if(op->level > head->level) { 2165 if (op->level > head->level)
1978 remove_ob(head); 2166 head->destroy ();
1979 free_object(head); 2167
1980 }
1981 break; 2168 break;
1982 2169
1983 /* I really don't get this rune code that much - that 2170 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2171 * random chance seems really low.
1985 */ 2172 */
1986 case RUNE: 2173 case RUNE:
1987 if(rndm(0, 149) == 0) { 2174 if (rndm (0, 149) == 0)
2175 {
1988 head->stats.hp--; /* weaken the rune */ 2176 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2177 if (!head->stats.hp)
1990 remove_ob(head); 2178 head->destroy ();
1991 free_object(head);
1992 } 2179 }
1993 }
1994 break; 2180 break;
1995 } 2181 }
1996 } 2182 }
1997} 2183}
1998 2184
1999 2185
2000 2186
2001/* cast_consecrate() - a spell to make an altar your god's */ 2187/* cast_consecrate() - a spell to make an altar your god's */
2188int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2189cast_consecrate (object *op, object *caster, object *spell)
2190{
2003 char buf[MAX_BUF]; 2191 char buf[MAX_BUF];
2004 2192
2005 object *tmp, *god=find_god(determine_god(op)); 2193 object *tmp, *god = find_god (determine_god (op));
2006 2194
2007 if(!god) { 2195 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2196 {
2009 "You can't consecrate anything if you don't worship a god!"); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2198 return 0;
2011 } 2199 }
2012 2200
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2201 for (tmp = op->below; tmp; tmp = tmp->below)
2202 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2203 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2204 break;
2015 if(tmp->type==HOLY_ALTAR) { 2205 if (tmp->type == HOLY_ALTAR)
2206 {
2016 2207
2017 if(tmp->level > caster_level(caster, spell)) { 2208 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2209 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2210 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2211 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 } 2212 }
2213 else
2214 {
2215 /* If we got here, we are consecrating an altar */
2216 sprintf (buf, "Altar of %s", &god->name);
2217 tmp->name = buf;
2218 tmp->level = caster_level (caster, spell);
2219 tmp->other_arch = god->arch;
2220 if (op->type == PLAYER)
2221 esrv_update_item (UPD_NAME, op, tmp);
2222 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2223 return 1;
2033 } 2224 }
2225 }
2034 } 2226 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2227 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2228 return 0;
2037} 2229}
2038 2230
2039/* animate_weapon - 2231/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2232 * 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 2233 * 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 2237 * 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 2238 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2239 * player checks. MSW 2003-01-06
2048 */ 2240 */
2049 2241
2242int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2243animate_weapon (object *op, object *caster, object *spell, int dir)
2244{
2051 object *weapon, *tmp; 2245 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2246 char buf[MAX_BUF];
2053 int a, i; 2247 int a, i;
2054 sint16 x, y; 2248 sint16 x, y;
2055 mapstruct *m; 2249 maptile *m;
2056 materialtype_t *mt; 2250 materialtype_t *mt;
2057 2251
2058 if(!spell->other_arch){ 2252 if (!spell->other_arch)
2253 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2254 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2255 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2256 return 0;
2062 } 2257 }
2063 /* exit if it's not a player using this spell. */ 2258 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2259 if (op->type != PLAYER)
2260 return 0;
2065 2261
2066 /* if player already has a golem, abort */ 2262 /* 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) { 2263 if (op->contr->ranges[range_golem])
2264 {
2068 control_golem(op->contr->ranges[range_golem],dir); 2265 control_golem (op->contr->ranges[range_golem], dir);
2069 return 0; 2266 return 0;
2070 } 2267 }
2071 2268
2072 /* if no direction specified, pick one */ 2269 /* if no direction specified, pick one */
2073 if(!dir) 2270 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2271 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2272
2076 m = op->map; 2273 m = op->map;
2077 x = op->x+freearr_x[dir]; 2274 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2275 y = op->y + freearr_y[dir];
2079 2276
2080 /* if there's no place to put the golem, abort */ 2277 /* 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) || 2278 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)) { 2279 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2280 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2281 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2282 return 0;
2085 } 2283 }
2086 2284
2087 /* Use the weapon marked by the player. */ 2285 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2286 weapon = find_marked_object (op);
2089 2287
2090 if (!weapon) { 2288 if (!weapon)
2289 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2290 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2291 return 0;
2093 } 2292 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2293 if (spell->race && strcmp (weapon->arch->name, spell->race))
2294 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2295 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2296 return 0;
2097 } 2297 }
2098 if (weapon->type != WEAPON) { 2298 if (weapon->type != WEAPON)
2299 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2300 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2301 return 0;
2101 } 2302 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2303 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2304 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2305 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; 2306 return 0;
2106 } 2307 }
2107 2308
2108 if (weapon->nrof > 1) { 2309 if (weapon->nrof > 1)
2310 {
2109 tmp = get_split_ob(weapon, 1); 2311 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2312 esrv_send_item (op, weapon);
2111 weapon = tmp; 2313 weapon = tmp;
2112 } 2314 }
2113 2315
2114 /* create the golem object */ 2316 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2317 tmp = arch_to_object (spell->other_arch);
2116 2318
2117 /* if animated by a player, give the player control of the golem */ 2319 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2320 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2321 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2322 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2323 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2324 tmp->set_owner (op);
2124 set_spell_skill(op, caster, spell, tmp); 2325 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp; 2326 op->contr->ranges[range_golem] = tmp;
2126 op->contr->shoottype=range_golem; 2327 op->contr->shoottype = range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2328
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2329 /* 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 2330 * removed flag - it should only be set if get_split_object was
2131 * used above. 2331 * used above.
2132 */ 2332 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2333 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2334 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2335 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2336 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2337 /* 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 2338 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2339 * body_info, skills, etc)
2140 */ 2340 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2341 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2342 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2343 tmp->update_stats ();
2144 2344
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2345 /* 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 - 2346 * 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. 2347 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2348 */
2149 2349
2150 /* modify weapon's animated wc */ 2350 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2351 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; 2352 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2353 tmp->stats.wc = -127;
2154 2354
2155 /* Modify hit points for weapon */ 2355 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2356 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2357 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2358 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2359 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2360 tmp->stats.hp = tmp->stats.maxhp;
2161 2361
2162 /* Modify weapon's damage */ 2362 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2363 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 2364 if (tmp->stats.dam < 0)
2165 + weapon->magic 2365 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2366
2169 2367
2170 /* attacktype */ 2368 /* attacktype */
2171 if ( ! tmp->attacktype) 2369 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2370 tmp->attacktype = AT_PHYSICAL;
2173 2371
2174 mt = NULL; 2372 mt = NULL;
2175 if (op->materialname != NULL) 2373 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2374 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2375 if (mt != NULL)
2376 {
2178 for (i=0; i < NROFATTACKS; i++) 2377 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2378 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2379 a = mt->save[0];
2181 } else { 2380 }
2381 else
2382 {
2182 for (i=0; i < NROFATTACKS; i++) 2383 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2384 tmp->resist[i] = 5;
2184 a = 10; 2385 a = 10;
2185 } 2386 }
2186 /* Set weapon's immunity */ 2387 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2388 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2389 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2390 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2391 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2392 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2393 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2394 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2395 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2396 tmp->resist[ATNR_BLIND] = 100;
2196 2397
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2398 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2399
2199 if (a > 14) a = 14; 2400 if (a > 14)
2401 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2402 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2403
2202 /* Determine golem's speed */ 2404 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2405 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2406
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2407 if (!spell->race)
2408 {
2208 sprintf(buf, "animated %s", weapon->name); 2409 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2410 tmp->name = buf;
2211 2411
2212 tmp->face = weapon->face; 2412 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2413 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2414 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2415 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2416 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2417 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 } 2418 }
2224 2419
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2420 /* 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)); 2421 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2422
2228 tmp->speed_left= -1; 2423 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2424 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2425
2426 m->insert (tmp, x, y, op);
2233 return 1; 2427 return 1;
2234} 2428}
2235 2429
2236/* cast_daylight() - changes the map darkness level *lower* */ 2430/* cast_daylight() - changes the map darkness level *lower* */
2237 2431
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2432/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2433 * This changes the light level for the entire map.
2240 */ 2434 */
2241 2435
2436int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2437cast_change_map_lightlevel (object *op, object *caster, object *spell)
2438{
2243 int success; 2439 int success;
2244 2440
2245 if(!op->map) return 0; /* shouldnt happen */ 2441 if (!op->map)
2442 return 0; /* shouldnt happen */
2246 2443
2247 success=change_map_light(op->map,spell->stats.dam); 2444 success = op->map->change_map_light (spell->stats.dam);
2445
2248 if(!success) { 2446 if (!success)
2447 {
2249 if (spell->stats.dam < 0) 2448 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2449 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2450 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2451 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2452 }
2254 return success; 2453 return success;
2255} 2454}
2256 2455
2257 2456
2258 2457
2259 2458
2260 2459
2261/* create an aura spell object and put it in the player's inventory. 2460/* 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, 2461 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2462 * spell is the spell object itself.
2264 */ 2463 */
2464int
2265int create_aura(object *op, object *caster, object *spell) 2465create_aura (object *op, object *caster, object *spell)
2266{ 2466{
2267 int refresh=0; 2467 int refresh = 0;
2268 object *new_aura; 2468 object *new_aura;
2269 2469
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2470 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2471 if (new_aura)
2472 refresh = 1;
2473 else
2272 else new_aura = arch_to_object(spell->other_arch); 2474 new_aura = arch_to_object (spell->other_arch);
2273 2475
2274 new_aura->duration = spell->duration + 2476 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2477
2277 new_aura->stats.dam = spell->stats.dam 2478 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2479
2280 set_owner(new_aura,op); 2480 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2481 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2482 new_aura->attacktype = spell->attacktype;
2283 2483
2284 new_aura->level = caster_level(caster, spell); 2484 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2485 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2486 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2487 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2488 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2489 insert_ob_in_ob (new_aura, op);
2290 return 1; 2490 return 1;
2291} 2491}
2292 2492
2293 2493
2294/* move aura function. An aura is a part of someone's inventory, 2494/* 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 2495 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2498 * duration: duration counter.
2299 * attacktype: aura's attacktype 2499 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2500 * other_arch: archetype to drop where we attack
2301 */ 2501 */
2302 2502
2503void
2303void move_aura(object *aura) { 2504move_aura (object *aura)
2505{
2304 int i, mflags; 2506 int i, mflags;
2305 object *env; 2507 object *env;
2306 mapstruct *m; 2508 maptile *m;
2307 2509
2308 /* auras belong in inventories */ 2510 /* auras belong in inventories */
2309 env = aura->env; 2511 env = aura->env;
2310 2512
2311 /* no matter what we've gotta remove the aura... 2513 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2514 * we'll put it back if its time isn't up.
2313 */ 2515 */
2314 remove_ob(aura); 2516 aura->remove ();
2315 2517
2316 /* exit if we're out of gas */ 2518 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2519 if (aura->duration-- < 0)
2318 free_object(aura); 2520 {
2521 aura->destroy ();
2319 return; 2522 return;
2320 } 2523 }
2321 2524
2322 /* auras only exist in inventories */ 2525 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2526 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2527 {
2528 aura->destroy ();
2325 return; 2529 return;
2326 } 2530 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2531
2330 /* we need to jump out of the inventory for a bit 2532 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2533 * in order to hit the map conveniently.
2332 */ 2534 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2535 aura->insert_at (env, aura);
2334 2536
2335 for(i=1;i<9;i++) { 2537 for (i = 1; i < 9; i++)
2538 {
2336 sint16 nx, ny; 2539 sint16 nx, ny;
2540
2337 nx = aura->x + freearr_x[i]; 2541 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2542 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2543 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2544
2341 /* Consider the movement tyep of the person with the aura as 2545 /* 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 2546 * 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. 2547 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2548 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2549 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2550 {
2348 hit_map(aura,i,aura->attacktype,0); 2551 hit_map (aura, i, aura->attacktype, 0);
2349 2552
2350 if(aura->other_arch) { 2553 if (aura->other_arch)
2351 object *new_ob; 2554 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 } 2555 }
2358 }
2359 } 2556 }
2557
2360 /* put the aura back in the player's inventory */ 2558 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2559 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2560 insert_ob_in_ob (aura, env);
2363} 2561}
2364 2562
2365/* moves the peacemaker spell. 2563/* moves the peacemaker spell.
2366 * op is the piece object. 2564 * op is the piece object.
2367 */ 2565 */
2368 2566
2567void
2369void move_peacemaker(object *op) { 2568move_peacemaker (object *op)
2569{
2370 object *tmp; 2570 object *tmp;
2371 2571
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2572 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2573 {
2373 int atk_lev, def_lev; 2574 int atk_lev, def_lev;
2374 object *victim=tmp; 2575 object *victim = tmp;
2375 2576
2376 if (tmp->head) victim=tmp->head; 2577 if (tmp->head)
2578 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2579 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2580 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2581 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2582 continue;
2379 if (victim->stats.exp == 0) continue; 2583 if (victim->stats.exp == 0)
2584 continue;
2380 2585
2381 def_lev = MAX(1,victim->level); 2586 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2587 atk_lev = MAX (1, op->level);
2383 2588
2384 if (rndm(0, atk_lev-1) > def_lev) { 2589 if (rndm (0, atk_lev - 1) > def_lev)
2590 {
2385 /* make this sucker peaceful. */ 2591 /* make this sucker peaceful. */
2386 2592
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2593 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2594 victim->stats.exp = 0;
2389#if 0 2595#if 0
2390 /* No idea why these were all set to zero - if something 2596 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2597 * makes this creature agressive, he should still do damage.
2392 */ 2598 */
2393 victim->stats.dam = 0; 2599 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2600 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2601 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2602 victim->stats.Pow = 0;
2397#endif 2603#endif
2398 victim->attack_movement = RANDO2; 2604 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2605 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2606 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2607 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2608 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2609 if (victim->name)
2610 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2611 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2612 }
2406 } 2613 }
2407 } 2614 }
2408} 2615}
2409 2616
2410 2617
2411/* This writes a rune that contains the appropriate message. 2618/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2619 * There really isn't any adjustments we make.
2413 */ 2620 */
2414 2621
2622int
2415int write_mark(object *op, object *spell, const char *msg) { 2623write_mark (object *op, object *spell, const char *msg)
2624{
2416 char rune[HUGE_BUF]; 2625 char rune[HUGE_BUF];
2417 object *tmp; 2626 object *tmp;
2418 2627
2419 if (!msg || msg[0] == 0) { 2628 if (!msg || msg[0] == 0)
2629 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2630 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2631 return 0;
2422 } 2632 }
2423 2633
2424 if (strcasestr_local(msg, "endmsg")) { 2634 if (strcasestr_local (msg, "endmsg"))
2635 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2636 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); 2637 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2638 return 0;
2428 } 2639 }
2429 if (!spell->other_arch) return 0; 2640 if (!spell->other_arch)
2641 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2642 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2643
2432 rune[HUGE_BUF-2] = 0; 2644 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2645
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2646 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2647 tmp->msg = rune;
2436 tmp->x = op->x; 2648
2437 tmp->y = op->y; 2649 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2650 return 1;
2440} 2651}

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