ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC vs.
Revision 1.41 by pippijn, Thu Mar 1 12:28:16 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)
345 object *tmp; 377{
346
347 if(op->invisible>1000) { 378 if (op->invisible > 1000)
379 {
348 new_draw_info(NDI_UNIQUE, 0,op,"You can not extend the duration of your invisibility any further"); 380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
349 return 0; 381 return 0;
350 } 382 }
351 383
352 /* Remove the switch with 90% duplicate code - just handle the differences with 384 /* Remove the switch with 90% duplicate code - just handle the differences with
353 * and if statement or two. 385 * and if statement or two.
354 */ 386 */
355 op->invisible += spell_ob->duration + SP_level_duration_adjust(caster, spell_ob); 387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
356 /* max duration */ 388 /* max duration */
357 if(op->invisible>1000) op->invisible = 1000; 389 if (op->invisible > 1000)
390 op->invisible = 1000;
358 391
359 if (op->type == PLAYER) { 392 if (op->type == PLAYER)
360 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 393 {
361 if (spell_ob->race)
362 op->contr->invis_race = add_refcount(spell_ob->race); 394 op->contr->invis_race = spell_ob->race;
395
363 if (QUERY_FLAG(spell_ob, FLAG_MAKE_INVIS)) 396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS))
364 op->contr->tmp_invis=0; 397 op->contr->tmp_invis = 0;
365 else 398 else
366 op->contr->tmp_invis=1; 399 op->contr->tmp_invis = 1;
367 400
368 op->contr->hidden = 0; 401 op->contr->hidden = 0;
369 } 402 }
370 if (makes_invisible_to(op, op)) 403 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 405 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 407
375 update_object(op,UP_OBJ_FACE); 408 update_object (op, UP_OBJ_FACE);
376 409
377 /* Only search the active objects - only these should actually do 410 /* Only search the active objects - only these should actually do
378 * harm to the player. 411 * harm to the player.
379 */ 412 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 413 for_all_actives (tmp)
381 if (tmp->enemy == op) 414 if (tmp->enemy == op)
382 tmp->enemy = NULL; 415 tmp->enemy = 0;
416
383 return 1; 417 return 1;
384} 418}
385 419
386/* earth to dust spell. Basically destroys earthwalls in the area. 420/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 421 */
422int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 423cast_earth_to_dust (object *op, object *caster, object *spell_ob)
424{
389 object *tmp, *next; 425 object *tmp, *next;
390 int range,i,j, mflags; 426 int range, i, j, mflags;
391 sint16 sx, sy; 427 sint16 sx, sy;
392 mapstruct *m; 428 maptile *m;
393 429
394 if(op->type!=PLAYER) 430 if (op->type != PLAYER)
395 return 0; 431 return 0;
396 432
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 433 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 434
399 for(i= -range;i<=range;i++) 435 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 436 for (j = -range; j <= range; j++)
437 {
401 sx = op->x + i; 438 sx = op->x + i;
402 sy = op->y + j; 439 sy = op->y + j;
403 m = op->map; 440 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 441 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 442
406 if (mflags & P_OUT_OF_MAP) continue; 443 if (mflags & P_OUT_OF_MAP)
444 continue;
407 445
408 // earth to dust tears down everything that can be teared down 446 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 447 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 448 {
411 next = tmp->above; 449 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 450 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 451 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 452 }
453 }
454
416 return 1; 455 return 1;
417} 456}
418 457
419 458void
420void execute_word_of_recall(object *op) { 459execute_word_of_recall (object *op)
421 object *wor=op; 460{
422 while(op!=NULL && op->type!=PLAYER) 461 if (object *pl = op->in_player ())
423 op=op->env; 462 {
424 463 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."); 464 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 465 else
466 {
467 // remove first so we do not call update_stats
468 op->remove ();
429 enter_exit(op,wor); 469 pl->enter_exit (op);
470 }
430 } 471 }
431 remove_ob(wor); 472
432 free_object(wor); 473 op->destroy ();
433} 474}
434 475
435/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
437 * time delay effect. 478 * time delay effect.
438 */ 479 */
480int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{
440 object *dummy; 483 object *dummy;
441 int time; 484 int time;
442 485
443 if(op->type!=PLAYER) 486 if (op->type != PLAYER)
444 return 0; 487 return 0;
445 488
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 490 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 492 return 1;
450 } 493 }
451 494
452 dummy=get_archetype(FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 496 if (dummy == NULL)
497 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 500 return 0;
457 } 501 }
502
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 504 if (time < 1)
505 time = 1;
460 506
461 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
464 */ 510 */
465 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
470 515
471 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
473 */ 518 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 519 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
477 522
478 (void) insert_ob_in_ob(dummy,op); 523 op->insert (dummy);
524
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
480 return 1; 527 return 1;
481} 528}
482 529
483/* cast_wonder 530/* cast_wonder
484 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
485 * spell. 532 * spell.
486 */ 533 */
534int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 535cast_wonder (object *op, object *caster, int dir, object *spell_ob)
536{
488 object *newspell; 537 object *newspell;
489 538
490 if(!rndm(0, 3)) 539 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 540 return cast_cone (op, caster, dir, spell_ob);
492 541
493 if (spell_ob->randomitems) { 542 if (spell_ob->randomitems)
543 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 544 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 545 if (!newspell)
546 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 547 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 548 return 0;
498 } 549 }
499 if (newspell->type != SPELL) { 550 if (newspell->type != SPELL)
551 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 552 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; 553 return 0;
503 } 554 }
504 /* Prevent inifinit recursion */ 555 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 556 if (newspell->subtype == SP_WONDER)
557 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 558 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 559 return 0;
508 } 560 }
509 return cast_spell(op,caster,dir,newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
510 } 562 }
511 return 1; 563 return 1;
512} 564}
513 565
514 566int
515int perceive_self(object *op) { 567perceive_self (object *op)
568{
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 569 char *cp = describe_item (op, op), buf[MAX_BUF];
517 archetype *at=find_archetype(ARCH_DEPLETION); 570 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp; 571 object *tmp;
519 int i; 572 int i;
520 573
521 tmp=find_god(determine_god(op)); 574 tmp = find_god (determine_god (op));
522 if (tmp) 575 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 576 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
524 else 577 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 578 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
526 579
527 tmp=present_arch_in_ob(at,op); 580 tmp = present_arch_in_ob (at, op);
528 581
529 if(*cp=='\0' && tmp==NULL) 582 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 583 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
531 else { 584 else
585 {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 586 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 587 new_draw_info (NDI_UNIQUE, 0, op, cp);
534 if (tmp!=NULL) { 588 if (tmp != NULL)
589 {
535 for (i=0; i<NUM_STATS; i++) { 590 for (i = 0; i < NUM_STATS; i++)
591 {
536 if (get_attr_value(&tmp->stats, i)<0) { 592 if (get_attr_value (&tmp->stats, i) < 0)
537 new_draw_info_format(NDI_UNIQUE, 0,op, 593 {
538 "Your %s is depleted by %d", statname[i], 594 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 } 595 }
541 } 596 }
542 } 597 }
543 } 598 }
544 599
545 if (is_dragon_pl(op)) { 600 if (is_dragon_pl (op))
601 {
546 /* now grab the 'dragon_ability'-force from the player's inventory */ 602 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
604 {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) { 605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
606 {
549 if(tmp->stats.exp == 0) { 607 if (tmp->stats.exp == 0)
550 sprintf(buf, "Your metabolism isn't focused on anything."); 608 sprintf (buf, "Your metabolism isn't focused on anything.");
551 } else { 609 else
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
553 } 611
554 new_draw_info(NDI_UNIQUE, 0,op, buf); 612 new_draw_info (NDI_UNIQUE, 0, op, buf);
555 break; 613 break;
556 } 614 }
557 } 615 }
558 } 616 }
617
559 return 1; 618 return 1;
560} 619}
561 620
562/* int cast_create_town_portal (object *op, object *caster, int dir) 621/* int cast_create_town_portal (object *op, object *caster, int dir)
563 * 622 *
564 * This function cast the spell of town portal for op 623 * This function cast the spell of town portal for op
574 * to the town or another public place. So, check if the map is unique and if 633 * to the town or another public place. So, check if the map is unique and if
575 * so return an error 634 * so return an error
576 * 635 *
577 * Code by Tchize (david.delbecq@usa.net) 636 * Code by Tchize (david.delbecq@usa.net)
578 */ 637 */
638int
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{ 640{
581 object *dummy, *force, *old_force, *tmp; 641 object *dummy, *force, *old_force;
582 archetype *perm_portal; 642 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024]; 643 char portal_name[1024], portal_message[1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap; 644 maptile *exitmap;
586 int op_level; 645 int op_level;
587 646
588
589 /* Check to see if the map the player is currently on is a per player unique 647 /* 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 648 * map. This can be determined in that per player unique maps have the
591 * full pathname listed. 649 * full pathname listed.
592 */ 650 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
594 settings.create_home_portals != TRUE )
595 { 652 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
597 return 0; 654 return 0;
598 } 655 }
599 656
600 /* The first thing to do is to check if we have a marked destination 657 /* 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 658 * dummy is used to make a check inventory for the force
602 */ 659 */
603 dummy=arch_to_object(spell->other_arch); 660 dummy = arch_to_object (spell->other_arch);
604 if(dummy == NULL){ 661 if (dummy == NULL)
662 {
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 663 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); 664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
607 return 0; 665 return 0;
608 } 666 }
667
609 force=check_inv_recursive (op,dummy); 668 force = check_inv_recursive (op, dummy);
610 669
611 if (force==NULL) { 670 if (force == NULL)
671 {
612 /* Here we know there is no destination marked up. 672 /* Here we know there is no destination marked up.
613 * We have 2 things to do: 673 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory. 674 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked. 675 * 2. Let the player know it worked.
616 */ 676 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path); 677 dummy->name = op->map->path;
619 EXIT_X(dummy)= op->x; 678 EXIT_X (dummy) = op->x;
620 EXIT_Y(dummy)= op->y; 679 EXIT_Y (dummy) = op->y;
621 insert_ob_in_ob (dummy,op); 680 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."); 681 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; 682 return 1;
624 } 683 }
625 free_object (dummy);
626 684
685 dummy->destroy ();
686
627 /* Here we know where the town portal should go to 687 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player. 688 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals. 689 * Than we should create the 2 portals.
630 * For each of them, we need: 690 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map 691 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal 692 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory 693 * - To mark the position of the portal in the player's inventory
634 * for easier destruction. 694 * for easier destruction.
635 * 695 *
636 * The mark works has follow: 696 * The mark works has follow:
637 * slaying: Existing town portal 697 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal 698 * hp, sp : x & y of the associated portal
639 * name : name of the portal 699 * name : name of the portal
640 * race : map the portal is in 700 * race : map the portal is in
641 */ 701 */
642 702
643 /* First step: killing existing town portals */ 703 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race); 704 dummy = get_archetype (spell->race);
645 if(dummy == NULL){ 705 if (dummy == NULL)
706 {
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 707 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); 708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
648 return 0; 709 return 0;
649 } 710 }
711
650 perm_portal = find_archetype (spell->slaying); 712 perm_portal = archetype::find (spell->slaying);
651 713
652 /* To kill a town portal, we go trough the player's inventory, 714 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory, 715 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed) 716 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location. 717 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it. 718 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal. 719 * -We destruct the force indicating that portal.
658 */ 720 */
659 while ( (old_force=check_inv_recursive (op,dummy))) { 721 while ((old_force = check_inv_recursive (op, dummy)))
660 exitx=EXIT_X(old_force); 722 {
661 exity=EXIT_Y(old_force); 723 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);
663 724
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) { 725 if (exitmap)
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 726 {
670 while (tmp) { 727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 {
671 if (tmp->name == old_force->name) { 734 if (tmp->name == old_force->name)
672 remove_ob (tmp); 735 {
673 free_object (tmp); 736 tmp->destroy ();
674 break; 737 break;
675 } else {
676 tmp = tmp->above;
677 } 738 }
678 } 739 }
679 } 740 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685 741
742 old_force->destroy ();
743 }
744
745 dummy->destroy ();
746
686 /* Creating the portals. 747 /* Creating the portals.
687 * The very first thing to do is to ensure 748 * The very first thing to do is to ensure
688 * access to the destination map. 749 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 750 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 751 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 752 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 753 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 754 * from the players inventory above.
694 */ 755 */
695 756
696 /* Ensure exit map is loaded*/ 757 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 758 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);
701 759
702 /* If we were unable to load (ex. random map deleted), warn player*/ 760 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 761 if (!exitmap)
762 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 763 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
705 remove_ob(force); 764 force->destroy ();
706 free_object(force);
707 return 1; 765 return 1;
708 } 766 }
709 767
768 exitmap->load_sync ();
769
710 op_level = caster_level(caster, spell); 770 op_level = caster_level (caster, spell);
711 if (op_level<15) 771 if (op_level < 15)
772 snprintf (portal_message, 1024,
712 snprintf (portal_message,1024,"\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",op->name); 773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
713 else if (op_level<30) 775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
714 snprintf (portal_message,1024,"\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n",op->name); 777 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
715 else if (op_level<60) 778 else if (op_level < 60)
716 snprintf (portal_message,1024,"\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n"); 779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
717 else snprintf (portal_message,1024,"\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",op->name); 781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
718 783
719 /* Create a portal in front of player 784 /* Create a portal in front of player
720 * dummy contain the portal and 785 * dummy contain the portal and
721 * force contain the track to kill it later 786 * force contain the track to kill it later
722 */ 787 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 789 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 790 if (dummy == NULL)
791 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
728 LOG(llevError,"get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n",op->name); 793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 794 return 0;
730 } 795 }
796
731 EXIT_PATH(dummy) = add_string (force->name); 797 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 798 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 799 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 800 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 801 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 802 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 803 cast_create_obj (op, caster, dummy, 0);
739 804
740 /* Now we need to to create a town portal marker inside the player 805 /* Now we need to to create a town portal marker inside the player
741 * object, so on future castings, we can know that he has an active 806 * object, so on future castings, we can know that he has an active
742 * town portal. 807 * town portal.
743 */ 808 */
744 tmp=get_archetype(spell->race); 809 object *tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 810
811 if (!tmp)
812 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 813 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); 814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 815 return 0;
749 } 816 }
817
750 tmp->race=add_string (op->map->path); 818 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 819 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 820 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 821 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 822 op->insert (tmp);
755 823
756 /* Create a portal in the destination map 824 /* Create a portal in the destination map
757 * dummy contain the portal and 825 * dummy contain the portal and
758 * force the track to kill it later 826 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 827 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 828 * where this portal goes to.
761 */ 829 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 831 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 832 if (dummy == NULL)
833 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 834 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); 835 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 836 return 0;
768 } 837 }
838
769 EXIT_PATH(dummy) = add_string (op->map->path); 839 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 840 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 841 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 842 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 843 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*/ 844 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
779 846
780 /* Now we create another town portal marker that 847 /* Now we create another town portal marker that
781 * points back to the one we just made 848 * points back to the one we just made
782 */ 849 */
783 tmp=get_archetype(spell->race); 850 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 851 if (tmp == NULL)
852 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 853 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); 854 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 855 return 0;
788 } 856 }
857
789 tmp->race=add_string(force->name); 858 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 859 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 860 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 861 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 862 insert_ob_in_ob (tmp, op);
794 863
795 /* Describe the player what happened 864 /* Describe the player what happened
796 */ 865 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 866 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*/ 867 force->destroy ();
799 free_object(force); 868
800 return 1; 869 return 1;
801} 870}
802
803 871
804/* This creates magic walls. Really, it can create most any object, 872/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 873 * within some reason.
806 */ 874 */
807 875int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 876magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 877{
878 object *tmp;
810 int i,posblocked,negblocked, maxrange; 879 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 880 sint16 x, y;
812 mapstruct *m; 881 maptile *m;
813 const char *name; 882 const char *name;
814 archetype *at; 883 archetype *at;
815 884
816 if(!dir) { 885 if (!dir)
886 {
817 dir=op->facing; 887 dir = op->facing;
818 x = op->x; 888 x = op->x;
819 y = op->y; 889 y = op->y;
820 } else { 890 }
891 else
892 {
821 x = op->x+freearr_x[dir]; 893 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 894 y = op->y + freearr_y[dir];
823 } 895 }
896
824 m = op->map; 897 m = op->map;
825 898
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 899 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) || 900 (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))) { 901 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
902 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 903 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 904 return 0;
831 } 905 }
906
832 if (spell_ob->other_arch) { 907 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 908 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 909 else if (spell_ob->race)
910 {
835 char buf1[MAX_BUF]; 911 char buf1[MAX_BUF];
836 912
837 sprintf(buf1,spell_ob->race,dir); 913 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 914 at = archetype::find (buf1);
839 if (!at) { 915 if (!at)
916 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 917 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 918 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 919 return 0;
843 } 920 }
921
844 tmp = arch_to_object(at); 922 tmp = arch_to_object (at);
845 } else { 923 }
924 else
925 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 926 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 927 return 0;
849 } 928 }
850 929
851 if (tmp->type == SPELL_EFFECT) { 930 if (tmp->type == SPELL_EFFECT)
931 {
852 tmp->attacktype = spell_ob->attacktype; 932 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 933 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 934 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; 935 tmp->range = 0;
936 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 937 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 938 {
860 SP_level_duration_adjust(caster, spell_ob); 939 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 940 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 941 }
942
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 943 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 944 {
867 SP_level_duration_adjust(caster, spell_ob); 945 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 946 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 947 }
948
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 949 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
950 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 951 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 952 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 953 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 954 SET_FLAG (tmp, FLAG_ALIVE);
875 } 955 }
876 956
877 /* This can't really hurt - if the object doesn't kill anything, 957 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 958 * these fields just won't be used. Do not set the owner for
959 * earthwalls, though, so they survive restarts.
879 */ 960 */
961 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 962 tmp->set_owner (op);
963
881 set_spell_skill(op, caster, spell_ob, tmp); 964 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; 965 tmp->level = caster_level (caster, spell_ob) / 2;
885 966
886 name = tmp->name; 967 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 968 if (!(tmp = m->insert (tmp, x, y, op)))
969 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 970 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 971 return 0;
890 } 972 }
973
891 /* If this is a spellcasting wall, need to insert the spell object */ 974 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 977
895 /* This code causes the wall to extend some distance in 978 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 979 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 980 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 981 * created wall can extend, it won't go extend through
899 * blocked spaces. 982 * blocked spaces.
900 */ 983 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 984 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 985 posblocked = 0;
903 negblocked=0; 986 negblocked = 0;
904 987
905 for(i=1; i<=maxrange; i++) { 988 for (i = 1; i <= maxrange; i++)
989 {
906 int dir2; 990 int dir2;
907 991
908 dir2 = (dir<4)?(dir+2):dir-2; 992 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 993
910 x = tmp->x+i*freearr_x[dir2]; 994 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 995 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 996 m = tmp->map;
913 997
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 998 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) && 999 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 1000 {
917 tmp2 = get_object(); 1001 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 1002 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 1003
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 */ 1004 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1006 tmp2->insert (arch_to_object (tmp2->other_arch));
925 1007
1008 }
1009 else
926 } else posblocked=1; 1010 posblocked = 1;
927 1011
928 x = tmp->x-i*freearr_x[dir2]; 1012 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1013 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1014 m = tmp->map;
931 1015
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1016 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) && 1017 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1018 {
935 tmp2 = get_object(); 1019 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 1020 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 1021
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1023 tmp2->insert (arch_to_object (tmp2->other_arch));
1024 }
1025 else
942 } else negblocked=1; 1026 negblocked = 1;
943 } 1027 }
944 1028
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1029 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1030 update_all_los (op->map, op->x, op->y);
947 1031
1032 return 1;
1033}
1034
1035int
1036dimension_door (object *op, object *caster, object *spob, int dir)
1037{
1038 uint32 dist, maxdist;
1039 int mflags;
1040 maptile *m;
1041 sint16 sx, sy;
1042
1043 if (op->type != PLAYER)
1044 return 0;
1045
1046 if (!dir)
1047 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1049 return 0;
1050 }
1051
1052 /* Given the new outdoor maps, can't let players dimension door for
1053 * ever, so put limits in.
1054 */
1055 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1056
1057 if (op->contr->count)
1058 {
1059 if (op->contr->count > maxdist)
1060 {
1061 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1062 return 0;
1063 }
1064
1065 for (dist = 0; dist < op->contr->count; dist++)
1066 {
1067 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1068
1069 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1070 break;
1071
1072 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1073 break;
1074 }
1075
1076 if (dist < op->contr->count)
1077 {
1078 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1079 op->contr->count = 0;
1080 return 0;
1081 }
1082
1083 op->contr->count = 0;
1084
1085 /* Remove code that puts player on random space on maps. IMO,
1086 * a lot of maps probably have areas the player should not get to,
1087 * but may not be marked as NO_MAGIC (as they may be bounded
1088 * by such squares). Also, there are probably treasure rooms and
1089 * lots of other maps that protect areas with no magic, but the
1090 * areas themselves don't contain no magic spaces.
1091 */
1092 /* This call here is really just to normalize the coordinates */
1093 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1094 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1095 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1097 return 1; /* Maybe the penalty should be more severe... */
1098 }
1099 }
1100 else
1101 {
1102 /* Player didn't specify a distance, so lets see how far
1103 * we can move the player. Don't know why this stopped on
1104 * spaces that blocked the players view.
1105 */
1106
1107 for (dist = 0; dist < maxdist; dist++)
1108 {
1109 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1110
1111 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1112 break;
1113
1114 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1115 break;
1116
1117 }
1118
1119 /* If the destination is blocked, keep backing up until we
1120 * find a place for the player.
1121 */
1122 for (; dist > 0; dist--)
1123 {
1124 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1125 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1126 continue;
1127
1128
1129 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1130 break;
1131
1132 }
1133 if (!dist)
1134 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1136 return 0;
1137 }
1138 }
1139
1140 /* Actually move the player now */
1141 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 1142 return 1;
949}
950 1143
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 */ 1144 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 1145 return 1;
1054} 1146}
1055 1147
1056 1148
1057/* cast_heal: Heals something. 1149/* cast_heal: Heals something.
1058 * op is the caster. 1150 * op is the caster.
1059 * dir is the direction he is casting it in. 1151 * dir is the direction he is casting it in.
1060 * spell is the spell object. 1152 * spell is the spell object.
1061 */ 1153 */
1154int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 1155cast_heal (object *op, object *caster, object *spell, int dir)
1156{
1063 object *tmp; 1157 object *tmp;
1064 archetype *at; 1158 archetype *at;
1065 object *poison; 1159 object *poison;
1066 int heal = 0, success = 0; 1160 int heal = 0, success = 0;
1067 1161
1068 tmp = find_target_for_friendly_spell(op,dir); 1162 tmp = find_target_for_friendly_spell (op, dir);
1069 1163
1070 if (tmp==NULL) return 0; 1164 if (!tmp)
1165 return 0;
1071 1166
1072 /* Figure out how many hp this spell might cure. 1167 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 1168 * could be zero if this spell heals effects, not damage.
1074 */ 1169 */
1075 heal = spell->stats.dam; 1170 heal = spell->stats.dam;
1076 if (spell->stats.hp) 1171 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1172 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 1173
1080 if (heal) { 1174 if (heal)
1175 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 1176 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1177 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1178 else
1083 } 1179 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1180 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1181 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1182 * on amount of damage healed.
1088 */ 1183 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1185 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1186 tmp->stats.hp += heal;
1092 1187
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1188 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 1190 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 1192 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 1194 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 1196 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 1198
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 1199 success = 1;
1200 }
1201 }
1110 1202
1203 if (spell->attacktype & AT_DISEASE)
1204 if (cure_disease (tmp, op))
1205 success = 1;
1206
1111 if (spell->attacktype & AT_POISON) { 1207 if (spell->attacktype & AT_POISON)
1208 {
1112 at = find_archetype("poisoning"); 1209 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1210 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1211 if (poison)
1212 {
1115 success = 1; 1213 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1214 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1215 poison->stats.food = 1;
1118 } 1216 }
1119 } 1217 }
1218
1120 if (spell->attacktype & AT_CONFUSION) { 1219 if (spell->attacktype & AT_CONFUSION)
1220 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1221 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1222 if (poison)
1223 {
1123 success = 1; 1224 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1225 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1226 poison->duration = 1;
1126 } 1227 }
1127 } 1228 }
1229
1128 if (spell->attacktype & AT_BLIND) { 1230 if (spell->attacktype & AT_BLIND)
1231 {
1129 at=find_archetype("blindness"); 1232 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1233 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1234 if (poison)
1235 {
1132 success = 1; 1236 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1238 poison->stats.food = 1;
1135 } 1239 }
1136 } 1240 }
1241
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1242 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1243 {
1138 tmp->stats.sp += spell->last_sp; 1244 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1245 if (tmp->stats.sp > tmp->stats.maxsp)
1246 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1247 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1248 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1249 }
1250
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1251 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1252 {
1144 tmp->stats.grace += spell->last_grace; 1253 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1254 if (tmp->stats.grace > tmp->stats.maxgrace)
1255 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1256 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1257 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1258 }
1259
1149 if (spell->stats.food && tmp->stats.food < 999) { 1260 if (spell->stats.food && tmp->stats.food < 999)
1261 {
1150 tmp->stats.food += spell->stats.food; 1262 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1263 if (tmp->stats.food > 999)
1264 tmp->stats.food = 999;
1152 success = 1; 1265 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1266 /* 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"); 1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1268 }
1269
1156 return success; 1270 return success;
1157} 1271}
1158 1272
1159 1273
1160/* This is used for the spells that gain stats. There are no spells 1274/* 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 1275 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1276 * good comments for those.
1163 */ 1277 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1278static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1279 "You grow no stronger.",
1166"You grow no more agile.", 1280 "You grow no more agile.",
1167"You don't feel any healthier.", 1281 "You don't feel any healthier.",
1168"no wis", 1282 "no wis",
1169"You are no easier to look at.", 1283 "You are no easier to look at.",
1170"no int", 1284 "no int",
1171"no pow" 1285 "no pow"
1172}; 1286};
1173 1287
1288int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1289cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1290{
1176 object *force=NULL; 1291 object *force = NULL;
1177 int i; 1292 int i;
1178 1293
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1294 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1295 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1296 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1297 : op;
1183 tmp = op;
1184 }
1185 1298
1186 if(tmp==NULL) return 0; 1299 if (!tmp)
1187 1300 return 0;
1301
1188 /* If we've already got a force of this type, don't add a new one. */ 1302 /* 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) { 1303 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1304 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1305 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1306 {
1191 if (tmp2->name == spell_ob->name) { 1307 if (tmp2->name == spell_ob->name)
1308 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1309 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1310 break;
1194 } 1311 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1312 else if (spell_ob->race && spell_ob->race == tmp2->name)
1313 {
1196 if ( !silent ) 1314 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1315 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; 1316 return 0;
1201 } 1317 }
1202 } 1318 }
1203 } 1319 }
1204 if(force==NULL) { 1320 if (force == NULL)
1321 {
1205 force=get_archetype(FORCE_NAME); 1322 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1323 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1324 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1325 force->name = spell_ob->race;
1210 else 1326 else
1211 force->name = add_refcount(spell_ob->name); 1327 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1328 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1329 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1330
1216 } else { 1331 }
1332 else
1333 {
1217 int duration; 1334 int duration;
1218 1335
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1336 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1337 if (duration > force->duration)
1338 {
1221 force->duration = duration; 1339 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1340 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1341 }
1223 } else { 1342 else
1343 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1344 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1345 }
1226 return 1; 1346 return 1;
1227 } 1347 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1348 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1349 force->speed = 1.0;
1230 force->speed_left = -1.0; 1350 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1351 SET_FLAG (force, FLAG_APPLIED);
1232 1352
1233 /* Now start processing the effects. First, protections */ 1353 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1354 for (i = 0; i < NROFATTACKS; i++)
1355 {
1235 if (spell_ob->resist[i]) { 1356 if (spell_ob->resist[i])
1357 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1358 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1359 if (force->resist[i] > 100)
1360 force->resist[i] = 100;
1238 } 1361 }
1239 } 1362 }
1240 if (spell_ob->stats.hp) 1363 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1364 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1365
1243 if (tmp->type == PLAYER) { 1366 if (tmp->type == PLAYER)
1367 {
1244 /* Stat adjustment spells */ 1368 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1369 for (i = 0; i < NUM_STATS; i++)
1370 {
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1371 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm;
1372
1247 if (stat) { 1373 if (stat)
1374 {
1248 sm=0; 1375 sm = 0;
1249 for (k=0; k<stat; k++) 1376 for (k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1377 sm += rndm (1, 3);
1251 1378
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1379 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat))
1380 {
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1381 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i);
1382 if (sm < 0)
1254 if (sm<0) sm = 0; 1383 sm = 0;
1255 } 1384 }
1256 set_attr_value(&force->stats, i, sm); 1385 set_attr_value (&force->stats, i, sm);
1257 if (!sm) 1386 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1387 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1388 }
1260 } 1389 }
1261 } 1390 }
1262 1391
1263 force->move_type = spell_ob->move_type; 1392 force->move_type = spell_ob->move_type;
1264 1393
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1394 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1395 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1396
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1397 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1398 SET_FLAG (force, FLAG_XRAYS);
1270 1399
1271 /* Haste/bonus speed */ 1400 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1401 if (spell_ob->stats.exp)
1402 {
1403 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1404 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1405 else
1275 force->stats.exp = spell_ob->stats.exp; 1406 force->stats.exp = spell_ob->stats.exp;
1276 } 1407 }
1277 1408
1278 force->stats.wc = spell_ob->stats.wc; 1409 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1410 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1411 force->attacktype = spell_ob->attacktype;
1281 1412
1282 insert_ob_in_ob(force,tmp); 1413 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1415 tmp->update_stats ();
1285 return 1; 1416 return 1;
1286} 1417}
1287 1418
1288/* This used to be part of cast_change_ability, but it really didn't make 1419/* 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 1420 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1421 * of the caster.
1291 */ 1422 */
1292 1423
1424int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1425cast_bless (object *op, object *caster, object *spell_ob, int dir)
1426{
1294 int i; 1427 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1428 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1429
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1430 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1431 if (dir != 0)
1432 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1433 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1434 }
1435 else
1436 {
1301 tmp = op; 1437 tmp = op;
1302 } 1438 }
1303 1439
1304 /* If we've already got a force of this type, don't add a new one. */ 1440 /* 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) { 1441 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1442 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1443 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1444 {
1307 if (tmp2->name == spell_ob->name) { 1445 if (tmp2->name == spell_ob->name)
1446 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1447 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1448 break;
1310 } 1449 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1450 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1451 {
1313 "You can not cast %s while %s is in effect", 1452 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; 1453 return 0;
1316 } 1454 }
1317 } 1455 }
1318 } 1456 }
1319 if(force==NULL) { 1457 if (force == NULL)
1458 {
1320 force=get_archetype(FORCE_NAME); 1459 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1460 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1461 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1462 force->name = spell_ob->race;
1325 else 1463 else
1326 force->name = add_refcount(spell_ob->name); 1464 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1465 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1466 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1467 }
1468 else
1469 {
1331 int duration; 1470 int duration;
1332 1471
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1472 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1473 if (duration > force->duration)
1474 {
1335 force->duration = duration; 1475 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1476 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1477 }
1337 } else { 1478 else
1479 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1480 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1481 }
1340 return 0; 1482 return 0;
1341 } 1483 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1484 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1485 force->speed = 1.0;
1344 force->speed_left = -1.0; 1486 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1487 SET_FLAG (force, FLAG_APPLIED);
1346 1488
1347 if(!god) { 1489 if (!god)
1490 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1491 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1492 }
1493 else
1494 {
1350 /* Only give out good benefits, and put a max on it */ 1495 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1496 for (i = 0; i < NROFATTACKS; i++)
1497 {
1352 if (god->resist[i]>0) { 1498 if (god->resist[i] > 0)
1499 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1500 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1501 }
1355 } 1502 }
1356 force->path_attuned|=god->path_attuned; 1503 force->path_attuned |= god->path_attuned;
1504
1357 if (spell_ob->attacktype) { 1505 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1506 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1507
1360 }
1361 if (tmp != op) { 1508 if (tmp != op)
1509 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1510 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); 1511 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1512 }
1364 } else { 1513 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1514 {
1515 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1516 }
1368 1517
1369 } 1518 }
1370 force->stats.wc = spell_ob->stats.wc; 1519 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1520 force->stats.ac = spell_ob->stats.ac;
1372 1521
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1522 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1523 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1524 tmp->update_stats ();
1376 return 1; 1525 return 1;
1377} 1526}
1378
1379
1380 1527
1381/* Alchemy code by Mark Wedel 1528/* Alchemy code by Mark Wedel
1382 * 1529 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1530 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1531 * objects to gold nuggets, the value of the gold nuggets being
1394 * For example, if an item is worth 110 gold, you will get 1541 * For example, if an item is worth 110 gold, you will get
1395 * 4 large nuggets, and from 0-10 small nuggets. 1542 * 4 large nuggets, and from 0-10 small nuggets.
1396 * 1543 *
1397 * There is also a chance (1:30) that you will get nothing at all 1544 * 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 1545 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1546 * alchemised.
1400 */ 1547 */
1401 1548static void
1402/* I didn't feel like passing these as arguements to the 1549alchemy_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{ 1550{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1551 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1552
1414 /* Give third price when we alchemy money (This should hopefully 1553 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1554 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1555 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1556 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1557 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1558 * the stuff back to town.
1420 */ 1559 */
1421
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1560 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1561 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1562 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1563 value /= 3;
1426 else 1564 else
1427 value = (value*9)/10; 1565 value = value * 9 / 10;
1428 1566
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1567 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1568 total_value += value;
1433 1569
1434 count = value / large->value; 1570 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 1571
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1572 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} 1573}
1455 1574
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1575static void
1457 int x, int y) 1576update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1458{ 1577{
1459 object *tmp;
1460 int flag=0; 1578 int flag = 0;
1461 1579
1462 /* Put any nuggets below the player, but we can only pass this 1580 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1581 * flag if we are on the same space as the player
1464 */ 1582 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1583 if (x == op->x && y == op->y && op->map == m)
1584 flag = INS_BELOW_ORIGINATOR;
1466 1585
1467 if (small_nuggets) { 1586 if (small_nuggets)
1468 tmp = get_object(); 1587 {
1469 copy_object(small, tmp); 1588 object *tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1589 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1590 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1591 }
1592
1475 if (large_nuggets) { 1593 if (large_nuggets)
1476 tmp = get_object(); 1594 {
1477 copy_object(large, tmp); 1595 object *tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1596 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1597 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1598 }
1483}
1484 1599
1600 if (object *pl = m->at (x, y).player ())
1601 if (pl->contr->ns)
1602 pl->contr->ns->look_position = 0;
1603}
1604
1605int
1485int alchemy(object *op, object *caster, object *spell_ob) 1606alchemy (object *op, object *caster, object *spell_ob)
1486{ 1607{
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) 1608 if (op->type != PLAYER)
1493 return 0; 1609 return 0;
1494 1610
1611 object *large = get_archetype ("largenugget");
1612 object *small = get_archetype ("smallnugget");
1613
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1614 /* 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 1615 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1616 * in sight
1498 */ 1617 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1618 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1619 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1620 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1621
1622 int weight = 0;
1623
1504 for(y= op->y-1;y<=op->y+1;y++) { 1624 for (int y = op->y - 1; y <= op->y + 1; y++)
1625 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1626 for (int x = op->x - 1; x <= op->x + 1; x++)
1627 {
1628 uint64 value = 0;
1629
1506 nx = x; 1630 sint16 nx = x;
1507 ny = y; 1631 sint16 ny = y;
1508 1632
1509 mp = op->map; 1633 maptile *mp = op->map;
1510 1634
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1635 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1636
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1637 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1638 continue;
1515 1639
1516 /* Treat alchemy a little differently - most spell effects 1640 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1641 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1642 * ground level effect.
1519 */ 1643 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1644 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1645 continue;
1522 1646
1523 small_nuggets=0; 1647 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1648 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1649 next = tmp->above;
1650
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1651 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1652 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1653 {
1531
1532 if (tmp->inv) { 1654 if (tmp->inv)
1655 {
1533 object *next1, *tmp1; 1656 object *next1, *tmp1;
1657
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1658 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1659 {
1535 next1 = tmp1->below; 1660 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1661 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1662 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1663 alchemy_object (tmp1, value, weight);
1540 &weight);
1541 } 1664 }
1542 } 1665 }
1666
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1667 alchemy_object (tmp, value, weight);
1668
1669 if (weight > weight_max)
1670 break;
1671 }
1544 1672 }
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 1673
1674 value = min (value, value_max);
1675
1676 uint64 count = value / large->value;
1677 int large_nuggets = count;
1678 value -= count * large->value;
1679
1680 count = value / small->value;
1681 int small_nuggets = count;
1682
1554 /* Insert all the nuggets at one time. This probably saves time, but 1683 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1684 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1685 * with this spell.
1557 */ 1686 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1687 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1688
1689 if (weight > weight_max)
1690 goto bailout;
1559 } 1691 }
1560 } 1692 }
1561 free_object(large); 1693
1562 free_object(small); 1694bailout:
1563 /* reset this so that if player standing on a big pile of stuff, 1695 large->destroy ();
1564 * it is redrawn properly. 1696 small->destroy ();
1565 */
1566 op->contr->socket.look_position = 0;
1567 return 1; 1697 return 1;
1568} 1698}
1569 1699
1570 1700
1571/* This function removes the cursed/damned status on equipped 1701/* This function removes the cursed/damned status on equipped
1572 * items. 1702 * items.
1573 */ 1703 */
1704int
1574int remove_curse(object *op, object *caster, object *spell) { 1705remove_curse (object *op, object *caster, object *spell)
1706{
1575 object *tmp; 1707 object *tmp;
1576 int success = 0, was_one = 0; 1708 int success = 0, was_one = 0;
1577 1709
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1710 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1711 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1712 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1713 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1714 {
1583 was_one++; 1715 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1716 if (tmp->level <= caster_level (caster, spell))
1717 {
1585 success++; 1718 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1719 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1720 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1721
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1722 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1723 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1724 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1725 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1726 esrv_send_item (op, tmp);
1594 } 1727 }
1595 } 1728 }
1596 1729
1597 if (op->type==PLAYER) { 1730 if (op->type == PLAYER)
1731 {
1598 if (success) { 1732 if (success)
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1600 } else { 1734 else
1735 {
1601 if (was_one) 1736 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1737 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1738 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1739 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1740 }
1606 } 1741 }
1742
1607 return success; 1743 return success;
1608} 1744}
1609 1745
1610/* Identifies objects in the players inventory/on the ground */ 1746/* Identifies objects in the players inventory/on the ground */
1611 1747
1748int
1612int cast_identify(object *op, object *caster, object *spell) { 1749cast_identify (object *op, object *caster, object *spell)
1750{
1613 object *tmp; 1751 object *tmp;
1614 int success = 0, num_ident; 1752 int success = 0, num_ident;
1615 1753
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1754 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1755
1618 if (num_ident < 1) num_ident=1; 1756 if (num_ident < 1)
1757 num_ident = 1;
1619 1758
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1759 for (tmp = op->inv; tmp; tmp = tmp->below)
1760 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1761 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1762 {
1623 identify(tmp); 1763 identify (tmp);
1764
1624 if (op->type==PLAYER) { 1765 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1766 {
1626 "You have %s.", long_desc(tmp, op)); 1767 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1768
1627 if (tmp->msg) { 1769 if (tmp->msg)
1770 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1771 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1772 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1773 }
1631 } 1774 }
1775
1776 num_ident--;
1777 success = 1;
1778 if (!num_ident)
1779 break;
1780 }
1781 }
1782
1783 /* If all the power of the spell has been used up, don't go and identify
1784 * stuff on the floor. Only identify stuff on the floor if the spell
1785 * was not fully used.
1786 */
1787 if (num_ident)
1788 {
1789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 {
1792 identify (tmp);
1793
1794 if (op->type == PLAYER)
1795 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1797
1798 if (tmp->msg)
1799 {
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803
1804 esrv_send_item (op, tmp);
1805 }
1806
1632 num_ident--; 1807 num_ident--;
1633 success=1; 1808 success = 1;
1634 if (!num_ident) break; 1809 if (!num_ident)
1810 break;
1635 } 1811 }
1636 } 1812 }
1637 /* If all the power of the spell has been used up, don't go and identify 1813
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1814 if (!success)
1639 * was not fully used. 1815 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1816 else
1817 spell_effect (spell, op->x, op->y, op->map, op);
1818
1819 return success;
1820}
1821
1822int
1823cast_detection (object *op, object *caster, object *spell, object *skill)
1824{
1825 object *tmp, *last, *god, *detect;
1826 int done_one, range, mflags, floor, level;
1827 sint16 x, y, nx, ny;
1828 maptile *m;
1829
1830 /* We precompute some values here so that we don't have to keep
1831 * doing it over and over again.
1640 */ 1832 */
1641 if (num_ident) { 1833 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1834 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1835 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1836
1646 identify(tmp); 1837 if (!skill)
1838 skill = caster;
1839
1840 for (x = op->x - range; x <= op->x + range; x++)
1841 for (y = op->y - range; y <= op->y + range; y++)
1842 {
1843 m = op->map;
1844 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1845 if (mflags & P_OUT_OF_MAP)
1846 continue;
1847
1848 /* For most of the detections, we only detect objects above the
1849 * floor. But this is not true for show invisible.
1850 * Basically, we just go and find the top object and work
1851 * down - that is easier than working up.
1852 */
1853
1854 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1855 last = tmp;
1856
1857 /* Shouldn't happen, but if there are no objects on a space, this
1858 * would happen.
1859 */
1860 if (!last)
1861 continue;
1862
1863 done_one = 0;
1864 floor = 0;
1865 detect = NULL;
1866 for (tmp = last; tmp; tmp = tmp->below)
1867 {
1868 /* show invisible */
1869 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1870 /* Might there be other objects that we can make visible? */
1871 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1872 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1873 tmp->type == CF_HANDLE ||
1874 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1875 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1876 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1877 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1878 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1879 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1880 {
1881 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1882 {
1883 tmp->invisible = 0;
1884 done_one = 1;
1885 }
1886 }
1887
1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1889 floor = 1;
1890
1891 /* All detections below this point don't descend beneath the floor,
1892 * so just continue on. We could be clever and look at the type of
1893 * detection to completely break out if we don't care about objects beneath
1894 * the floor, but once we get to the floor, not likely a very big issue anyways.
1895 */
1896 if (floor)
1897 continue;
1898
1899 /* I had thought about making detect magic and detect curse
1900 * show the flash the magic item like it does for detect monster.
1901 * however, if the object is within sight, this would then make it
1902 * difficult to see what object is magical/cursed, so the
1903 * effect wouldn't be as apparant.
1904 */
1905
1906 /* detect magic */
1907 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1908 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1909 {
1910 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1911 /* make runes more visibile */
1912 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1913 tmp->stats.Cha /= 4;
1914 done_one = 1;
1915 }
1916 /* detect monster */
1917 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1918 {
1919 done_one = 2;
1920 if (!detect)
1921 detect = tmp;
1922 }
1923 /* Basically, if race is set in the spell, then the creatures race must
1924 * match that. if the spell race is set to GOD, then the gods opposing
1925 * race must match.
1926 */
1927 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1928 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1929 (strstr (spell->race, tmp->race))))
1930 {
1931 done_one = 2;
1932 if (!detect)
1933 detect = tmp;
1934 }
1935 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1936 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1937 {
1938 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1939 done_one = 1;
1940 }
1941 } /* for stack of objects on this space */
1942
1943 /* Code here puts an effect of the spell on the space, so you can see
1944 * where the magic is.
1945 */
1946 if (done_one)
1947 {
1948 object *detect_ob = arch_to_object (spell->other_arch);
1949
1950 /* if this is set, we want to copy the face */
1951 if (done_one == 2 && detect)
1952 {
1953 detect_ob->face = detect->face;
1954 detect_ob->animation_id = detect->animation_id;
1955 detect_ob->anim_speed = detect->anim_speed;
1956 detect_ob->last_anim = 0;
1957 /* by default, the detect_ob is already animated */
1958 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1959 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1960 }
1961
1962 m->insert (detect_ob, nx, ny, op);
1963 }
1964 } /* for processing the surrounding spaces */
1965
1966
1967 /* Now process objects in the players inventory if detect curse or magic */
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1969 {
1970 done_one = 0;
1971 for (tmp = op->inv; tmp; tmp = tmp->below)
1972 {
1973 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1974 {
1975 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1976 {
1977 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 1978 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1979 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 } 1980 }
1981 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1982 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1983 {
1984 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1985 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 1986 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 } 1987 }
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 */ 1988 } /* if item is not identified */
1816 } /* for the players inventory */ 1989 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1990 } /* if detect magic/curse and object is a player */
1818 return 1; 1991 return 1;
1819} 1992}
1820 1993
1821 1994
1822/** 1995/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1996 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1997 * level whos spell did cause the overcharge.
1825 */ 1998 */
1999static void
1826static void charge_mana_effect(object *victim, int caster_level) 2000charge_mana_effect (object *victim, int caster_level)
1827{ 2001{
1828 2002
1829 /* Prevent explosions for objects without mana. Without this check, doors 2003 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 2004 * will explode, too.
1831 */ 2005 */
1832 if (victim->stats.maxsp <= 0) 2006 if (victim->stats.maxsp <= 0)
1833 return; 2007 return;
1834 2008
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2009 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2010
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2011 if (victim->stats.sp >= victim->stats.maxsp * 2)
2012 {
1838 object *tmp; 2013 object *tmp;
1839 2014
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2015 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2016
1842 /* Explodes a fireball centered at player */ 2017 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2018 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2019 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; 2020 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2021
1847 tmp->y = victim->y; 2022 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2023 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2024 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2025 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."); 2026 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) { 2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2028 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2030 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2031 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2032 confuse_player (victim, victim, 99);
1860 } 2033 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2034 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2035 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 2036}
1865 2037
1866/* cast_transfer 2038/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2039 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2040 * We let the target go above their normal maximum SP.
1869 */ 2041 */
1870 2042
2043int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2044cast_transfer (object *op, object *caster, object *spell, int dir)
2045{
1872 object *plyr=NULL; 2046 object *plyr = NULL;
1873 sint16 x, y; 2047 sint16 x, y;
1874 mapstruct *m; 2048 maptile *m;
1875 int mflags; 2049 int mflags;
1876 2050
1877 m = op->map; 2051 m = op->map;
1878 x = op->x+freearr_x[dir]; 2052 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2053 y = op->y + freearr_y[dir];
1880 2054
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2055 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2056
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2057 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2058 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2059 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2060 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2061 break;
1887 } 2062 }
1888 2063
1889 2064
1890 /* If we did not find a player in the specified direction, transfer 2065 /* 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. 2066 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2067 */
1893 if(plyr==NULL) 2068 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2069 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)) 2070 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2071 break;
1897 2072
1898 if (!plyr) { 2073 if (!plyr)
2074 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2075 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2076 return 0;
1901 } 2077 }
1902 /* give sp */ 2078 /* give sp */
1903 if(spell->stats.dam > 0) { 2079 if (spell->stats.dam > 0)
2080 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2081 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2082 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2083 return 1;
1907 } 2084 }
1908 /* suck sp away. Can't suck sp from yourself */ 2085 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2086 else if (op != plyr)
2087 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2088 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2089
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2090 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2091
1914 if (rate > 95) rate=95; 2092 if (rate > 95)
2093 rate = 95;
1915 2094
1916 sucked = (plyr->stats.sp * rate) / 100; 2095 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2096 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2097 if (QUERY_FLAG (op, FLAG_ALIVE))
2098 {
1919 /* Player doesn't get full credit */ 2099 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2100 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2101 op->stats.sp += sucked;
1922 if (sucked > 0) { 2102 if (sucked > 0)
2103 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2104 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2105 }
1925 } 2106 }
1926 return 1; 2107 return 1;
1927 } 2108 }
1928 return 0; 2109 return 0;
1929} 2110}
1930 2111
1931 2112
1932/* counterspell: nullifies spell effects. 2113/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2114 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2115 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2116 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2117 * this may nullify it.
1937 */ 2118 */
2119void
1938void counterspell(object *op,int dir) 2120counterspell (object *op, int dir)
1939{ 2121{
1940 object *tmp, *head, *next; 2122 object *tmp, *head, *next;
1941 int mflags; 2123 int mflags;
1942 mapstruct *m; 2124 maptile *m;
1943 sint16 sx,sy; 2125 sint16 sx, sy;
1944 2126
1945 sx = op->x + freearr_x[dir]; 2127 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2128 sy = op->y + freearr_y[dir];
1947 m = op->map; 2129 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2130 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2131 if (mflags & P_OUT_OF_MAP)
2132 return;
2133
2134 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 2135 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2136 next = tmp->above;
1953 2137
1954 /* Need to look at the head object - otherwise, if tmp 2138 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2139 * points to a monster, we don't have all the necessary
1956 * info for it. 2140 * info for it.
1957 */ 2141 */
2142 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2143 head = tmp->head;
2144 else
1959 else head = tmp; 2145 head = tmp;
1960 2146
1961 /* don't attack our own spells */ 2147 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2148 if (tmp->owner && tmp->owner == op->owner)
2149 continue;
1963 2150
1964 /* Basically, if the object is magical and not counterspell, 2151 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2152 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2153 * monsters either.
1967 */ 2154 */
1968 2155
1969 if (head->attacktype & AT_MAGIC && 2156 if (head->attacktype & AT_MAGIC &&
1970 !(head->attacktype & AT_COUNTERSPELL) && 2157 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2158 head->destroy ();
1972 (op->level > head->level)) { 2159 else
1973 remove_ob(head);
1974 free_object(head);
1975 } else switch(head->type) { 2160 switch (head->type)
2161 {
1976 case SPELL_EFFECT: 2162 case SPELL_EFFECT:
1977 if(op->level > head->level) { 2163 if (op->level > head->level)
1978 remove_ob(head); 2164 head->destroy ();
1979 free_object(head); 2165
1980 }
1981 break; 2166 break;
1982 2167
1983 /* I really don't get this rune code that much - that 2168 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2169 * random chance seems really low.
1985 */ 2170 */
1986 case RUNE: 2171 case RUNE:
1987 if(rndm(0, 149) == 0) { 2172 if (rndm (0, 149) == 0)
2173 {
1988 head->stats.hp--; /* weaken the rune */ 2174 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2175 if (!head->stats.hp)
1990 remove_ob(head); 2176 head->destroy ();
1991 free_object(head);
1992 } 2177 }
1993 }
1994 break; 2178 break;
1995 } 2179 }
1996 } 2180 }
1997} 2181}
1998 2182
1999 2183
2000 2184
2001/* cast_consecrate() - a spell to make an altar your god's */ 2185/* cast_consecrate() - a spell to make an altar your god's */
2186int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2187cast_consecrate (object *op, object *caster, object *spell)
2188{
2003 char buf[MAX_BUF]; 2189 char buf[MAX_BUF];
2004 2190
2005 object *tmp, *god=find_god(determine_god(op)); 2191 object *tmp, *god = find_god (determine_god (op));
2006 2192
2007 if(!god) { 2193 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2194 {
2009 "You can't consecrate anything if you don't worship a god!"); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2196 return 0;
2011 } 2197 }
2012 2198
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2199 for (tmp = op->below; tmp; tmp = tmp->below)
2200 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2201 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2202 break;
2015 if(tmp->type==HOLY_ALTAR) { 2203 if (tmp->type == HOLY_ALTAR)
2204 {
2016 2205
2017 if(tmp->level > caster_level(caster, spell)) { 2206 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2207 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2209 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 } 2210 }
2211 else
2212 {
2213 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell);
2217 tmp->other_arch = god->arch;
2218 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp);
2220 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2221 return 1;
2033 } 2222 }
2223 }
2034 } 2224 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2225 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2226 return 0;
2037} 2227}
2038 2228
2039/* animate_weapon - 2229/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2230 * 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 2231 * 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 2235 * 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 2236 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2237 * player checks. MSW 2003-01-06
2048 */ 2238 */
2049 2239
2240int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2241animate_weapon (object *op, object *caster, object *spell, int dir)
2242{
2051 object *weapon, *tmp; 2243 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2244 char buf[MAX_BUF];
2053 int a, i; 2245 int a, i;
2054 sint16 x, y; 2246 sint16 x, y;
2055 mapstruct *m; 2247 maptile *m;
2056 materialtype_t *mt; 2248 materialtype_t *mt;
2057 2249
2058 if(!spell->other_arch){ 2250 if (!spell->other_arch)
2251 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2252 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2253 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2254 return 0;
2062 } 2255 }
2063 /* exit if it's not a player using this spell. */ 2256 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2257 if (op->type != PLAYER)
2258 return 0;
2065 2259
2066 /* if player already has a golem, abort */ 2260 /* 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) { 2261 if (op->contr->ranges[range_golem])
2262 {
2068 control_golem(op->contr->ranges[range_golem],dir); 2263 control_golem (op->contr->ranges[range_golem], dir);
2069 return 0; 2264 return 0;
2070 } 2265 }
2071 2266
2072 /* if no direction specified, pick one */ 2267 /* if no direction specified, pick one */
2073 if(!dir) 2268 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2269 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2270
2076 m = op->map; 2271 m = op->map;
2077 x = op->x+freearr_x[dir]; 2272 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2273 y = op->y + freearr_y[dir];
2079 2274
2080 /* if there's no place to put the golem, abort */ 2275 /* 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) || 2276 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)) { 2277 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2278 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2279 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2280 return 0;
2085 } 2281 }
2086 2282
2087 /* Use the weapon marked by the player. */ 2283 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2284 weapon = find_marked_object (op);
2089 2285
2090 if (!weapon) { 2286 if (!weapon)
2287 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2288 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2289 return 0;
2093 } 2290 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2291 if (spell->race && strcmp (weapon->arch->name, spell->race))
2292 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2293 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2294 return 0;
2097 } 2295 }
2098 if (weapon->type != WEAPON) { 2296 if (weapon->type != WEAPON)
2297 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2298 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2299 return 0;
2101 } 2300 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2301 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2302 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2303 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; 2304 return 0;
2106 } 2305 }
2107 2306
2108 if (weapon->nrof > 1) { 2307 if (weapon->nrof > 1)
2308 {
2109 tmp = get_split_ob(weapon, 1); 2309 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2310 esrv_send_item (op, weapon);
2111 weapon = tmp; 2311 weapon = tmp;
2112 } 2312 }
2113 2313
2114 /* create the golem object */ 2314 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2315 tmp = arch_to_object (spell->other_arch);
2116 2316
2117 /* if animated by a player, give the player control of the golem */ 2317 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2318 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2319 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2320 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2321 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2322 tmp->set_owner (op);
2124 set_spell_skill(op, caster, spell, tmp); 2323 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp; 2324 op->contr->ranges[range_golem] = tmp;
2126 op->contr->shoottype=range_golem; 2325 op->contr->shoottype = range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2326
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2327 /* 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 2328 * removed flag - it should only be set if get_split_object was
2131 * used above. 2329 * used above.
2132 */ 2330 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2331 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2332 weapon->remove ();
2135 insert_ob_in_ob (weapon, tmp); 2333 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2334 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2335 /* 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 2336 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2337 * body_info, skills, etc)
2140 */ 2338 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2339 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2340 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2341 tmp->update_stats ();
2144 2342
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2343 /* 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 - 2344 * 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. 2345 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2346 */
2149 2347
2150 /* modify weapon's animated wc */ 2348 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2349 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; 2350 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2351 tmp->stats.wc = -127;
2154 2352
2155 /* Modify hit points for weapon */ 2353 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2354 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2355 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2356 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2357 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2358 tmp->stats.hp = tmp->stats.maxhp;
2161 2359
2162 /* Modify weapon's damage */ 2360 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2361 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 2362 if (tmp->stats.dam < 0)
2165 + weapon->magic 2363 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2364
2169 2365
2170 /* attacktype */ 2366 /* attacktype */
2171 if ( ! tmp->attacktype) 2367 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2368 tmp->attacktype = AT_PHYSICAL;
2173 2369
2174 mt = NULL; 2370 mt = NULL;
2175 if (op->materialname != NULL) 2371 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2372 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2373 if (mt != NULL)
2374 {
2178 for (i=0; i < NROFATTACKS; i++) 2375 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2376 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2377 a = mt->save[0];
2181 } else { 2378 }
2379 else
2380 {
2182 for (i=0; i < NROFATTACKS; i++) 2381 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2382 tmp->resist[i] = 5;
2184 a = 10; 2383 a = 10;
2185 } 2384 }
2186 /* Set weapon's immunity */ 2385 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2386 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2387 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2388 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2389 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2390 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2391 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2392 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2393 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2394 tmp->resist[ATNR_BLIND] = 100;
2196 2395
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2396 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2397
2199 if (a > 14) a = 14; 2398 if (a > 14)
2399 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2400 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2401
2202 /* Determine golem's speed */ 2402 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2403 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2404
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2405 if (!spell->race)
2406 {
2208 sprintf(buf, "animated %s", weapon->name); 2407 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2408 tmp->name = buf;
2211 2409
2212 tmp->face = weapon->face; 2410 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2411 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2412 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2413 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2414 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2415 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 } 2416 }
2224 2417
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2418 /* 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)); 2419 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2420
2228 tmp->speed_left= -1; 2421 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2422 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2423
2424 m->insert (tmp, x, y, op);
2233 return 1; 2425 return 1;
2234} 2426}
2235 2427
2236/* cast_daylight() - changes the map darkness level *lower* */ 2428/* cast_daylight() - changes the map darkness level *lower* */
2237 2429
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2430/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2431 * This changes the light level for the entire map.
2240 */ 2432 */
2241 2433
2434int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2435cast_change_map_lightlevel (object *op, object *caster, object *spell)
2436{
2243 int success; 2437 int success;
2244 2438
2245 if(!op->map) return 0; /* shouldnt happen */ 2439 if (!op->map)
2440 return 0; /* shouldnt happen */
2246 2441
2247 success=change_map_light(op->map,spell->stats.dam); 2442 success = op->map->change_map_light (spell->stats.dam);
2443
2248 if(!success) { 2444 if (!success)
2445 {
2249 if (spell->stats.dam < 0) 2446 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2447 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2448 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2449 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2450 }
2254 return success; 2451 return success;
2255} 2452}
2256 2453
2257 2454
2258 2455
2259 2456
2260 2457
2261/* create an aura spell object and put it in the player's inventory. 2458/* 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, 2459 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2460 * spell is the spell object itself.
2264 */ 2461 */
2462int
2265int create_aura(object *op, object *caster, object *spell) 2463create_aura (object *op, object *caster, object *spell)
2266{ 2464{
2267 int refresh=0; 2465 int refresh = 0;
2268 object *new_aura; 2466 object *new_aura;
2269 2467
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2468 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2469 if (new_aura)
2470 refresh = 1;
2471 else
2272 else new_aura = arch_to_object(spell->other_arch); 2472 new_aura = arch_to_object (spell->other_arch);
2273 2473
2274 new_aura->duration = spell->duration + 2474 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2475
2277 new_aura->stats.dam = spell->stats.dam 2476 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2477
2280 set_owner(new_aura,op); 2478 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2479 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2480 new_aura->attacktype = spell->attacktype;
2283 2481
2284 new_aura->level = caster_level(caster, spell); 2482 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2483 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2484 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2485 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2486 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2487 insert_ob_in_ob (new_aura, op);
2290 return 1; 2488 return 1;
2291} 2489}
2292 2490
2293 2491
2294/* move aura function. An aura is a part of someone's inventory, 2492/* 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 2493 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2496 * duration: duration counter.
2299 * attacktype: aura's attacktype 2497 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2498 * other_arch: archetype to drop where we attack
2301 */ 2499 */
2302 2500
2501void
2303void move_aura(object *aura) { 2502move_aura (object *aura)
2503{
2304 int i, mflags; 2504 int i, mflags;
2305 object *env; 2505 object *env;
2306 mapstruct *m; 2506 maptile *m;
2307 2507
2308 /* auras belong in inventories */ 2508 /* auras belong in inventories */
2309 env = aura->env; 2509 env = aura->env;
2310 2510
2311 /* no matter what we've gotta remove the aura... 2511 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2512 * we'll put it back if its time isn't up.
2313 */ 2513 */
2314 remove_ob(aura); 2514 aura->remove ();
2315 2515
2316 /* exit if we're out of gas */ 2516 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2517 if (aura->duration-- < 0)
2318 free_object(aura); 2518 {
2519 aura->destroy ();
2319 return; 2520 return;
2320 } 2521 }
2321 2522
2322 /* auras only exist in inventories */ 2523 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2524 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2525 {
2526 aura->destroy ();
2325 return; 2527 return;
2326 } 2528 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2529
2330 /* we need to jump out of the inventory for a bit 2530 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2531 * in order to hit the map conveniently.
2332 */ 2532 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2533 aura->insert_at (env, aura);
2334 2534
2335 for(i=1;i<9;i++) { 2535 for (i = 1; i < 9; i++)
2536 {
2336 sint16 nx, ny; 2537 sint16 nx, ny;
2538
2337 nx = aura->x + freearr_x[i]; 2539 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2540 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2541 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2542
2341 /* Consider the movement tyep of the person with the aura as 2543 /* 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 2544 * 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. 2545 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2546 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2547 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2548 {
2348 hit_map(aura,i,aura->attacktype,0); 2549 hit_map (aura, i, aura->attacktype, 0);
2349 2550
2350 if(aura->other_arch) { 2551 if (aura->other_arch)
2351 object *new_ob; 2552 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 } 2553 }
2358 }
2359 } 2554 }
2555
2360 /* put the aura back in the player's inventory */ 2556 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2557 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2558 insert_ob_in_ob (aura, env);
2363} 2559}
2364 2560
2365/* moves the peacemaker spell. 2561/* moves the peacemaker spell.
2366 * op is the piece object. 2562 * op is the piece object.
2367 */ 2563 */
2368 2564
2565void
2369void move_peacemaker(object *op) { 2566move_peacemaker (object *op)
2567{
2370 object *tmp; 2568 object *tmp;
2371 2569
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2570 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2571 {
2373 int atk_lev, def_lev; 2572 int atk_lev, def_lev;
2374 object *victim=tmp; 2573 object *victim = tmp;
2375 2574
2376 if (tmp->head) victim=tmp->head; 2575 if (tmp->head)
2576 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2577 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2578 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2579 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2580 continue;
2379 if (victim->stats.exp == 0) continue; 2581 if (victim->stats.exp == 0)
2582 continue;
2380 2583
2381 def_lev = MAX(1,victim->level); 2584 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2585 atk_lev = MAX (1, op->level);
2383 2586
2384 if (rndm(0, atk_lev-1) > def_lev) { 2587 if (rndm (0, atk_lev - 1) > def_lev)
2588 {
2385 /* make this sucker peaceful. */ 2589 /* make this sucker peaceful. */
2386 2590
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2591 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2592 victim->stats.exp = 0;
2389#if 0 2593#if 0
2390 /* No idea why these were all set to zero - if something 2594 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2595 * makes this creature agressive, he should still do damage.
2392 */ 2596 */
2393 victim->stats.dam = 0; 2597 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2598 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2599 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2600 victim->stats.Pow = 0;
2397#endif 2601#endif
2398 victim->attack_movement = RANDO2; 2602 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2603 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2604 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2605 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2606 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2607 if (victim->name)
2608 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2609 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2610 }
2406 } 2611 }
2407 } 2612 }
2408} 2613}
2409 2614
2410 2615
2411/* This writes a rune that contains the appropriate message. 2616/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2617 * There really isn't any adjustments we make.
2413 */ 2618 */
2414 2619
2620int
2415int write_mark(object *op, object *spell, const char *msg) { 2621write_mark (object *op, object *spell, const char *msg)
2622{
2416 char rune[HUGE_BUF]; 2623 char rune[HUGE_BUF];
2417 object *tmp; 2624 object *tmp;
2418 2625
2419 if (!msg || msg[0] == 0) { 2626 if (!msg || msg[0] == 0)
2627 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2628 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2629 return 0;
2422 } 2630 }
2423 2631
2424 if (strcasestr_local(msg, "endmsg")) { 2632 if (strcasestr_local (msg, "endmsg"))
2633 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2634 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); 2635 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2636 return 0;
2428 } 2637 }
2429 if (!spell->other_arch) return 0; 2638 if (!spell->other_arch)
2639 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2640 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2641
2432 rune[HUGE_BUF-2] = 0; 2642 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2643
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2644 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2645 tmp->msg = rune;
2436 tmp->x = op->x; 2646
2437 tmp->y = op->y; 2647 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2648 return 1;
2440} 2649}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines