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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.6 by elmex, Tue Aug 29 11:58:02 2006 UTC vs.
Revision 1.51 by root, Sat May 12 18:14:48 2007 UTC

1/* 1/*
2 * static char *rcsid_spell_effect_c = 2 * CrossFire, A Multiplayer game
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; 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 }
403
370 if (makes_invisible_to(op, op)) 404 if (makes_invisible_to (op, op))
371 new_draw_info(NDI_UNIQUE, 0,op,"You can't see your hands!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
372 else 406 else
373 new_draw_info(NDI_UNIQUE, 0,op,"You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
374 408
375 update_object(op,UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
376 410
377 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
378 * harm to the player. 412 * harm to the player.
379 */ 413 */
380 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
381 if (tmp->enemy == op) 415 if (tmp->enemy == op)
382 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
383 return 1; 418 return 1;
384} 419}
385 420
386/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
387 */ 422 */
423int
388int cast_earth_to_dust(object *op,object *caster, object *spell_ob) { 424cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{
389 object *tmp, *next; 426 object *tmp, *next;
390 int range,i,j, mflags; 427 int range, i, j, mflags;
391 sint16 sx, sy; 428 sint16 sx, sy;
392 mapstruct *m; 429 maptile *m;
393 430
394 if(op->type!=PLAYER) 431 if (op->type != PLAYER)
395 return 0; 432 return 0;
396 433
397 range=spell_ob->range + SP_level_range_adjust(caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
398 435
399 for(i= -range;i<=range;i++) 436 for (i = -range; i <= range; i++)
400 for(j= -range;j<=range;j++) { 437 for (j = -range; j <= range; j++)
438 {
401 sx = op->x + i; 439 sx = op->x + i;
402 sy = op->y + j; 440 sy = op->y + j;
403 m = op->map; 441 m = op->map;
404 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
405 443
406 if (mflags & P_OUT_OF_MAP) continue; 444 if (mflags & P_OUT_OF_MAP)
445 continue;
407 446
408 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be teared down
409 for (tmp = get_map_ob(m, sx, sy); tmp != NULL; tmp = next) 448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
410 { 449 {
411 next = tmp->above; 450 next = tmp->above;
412 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
413 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
414 }
415 } 453 }
454 }
455
416 return 1; 456 return 1;
417} 457}
418 458
419 459void
420void execute_word_of_recall(object *op) { 460execute_word_of_recall (object *op)
421 object *wor=op; 461{
422 while(op!=NULL && op->type!=PLAYER) 462 if (object *pl = op->in_player ())
423 op=op->env; 463 {
424 464 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."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
428 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
429 enter_exit(op,wor); 470 pl->enter_exit (op);
471 }
430 } 472 }
431 remove_ob(wor); 473
432 free_object(wor); 474 op->destroy ();
433} 475}
434 476
435/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
436 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
437 * time delay effect. 479 * time delay effect.
438 */ 480 */
481int
439int cast_word_of_recall(object *op, object *caster, object *spell_ob) { 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{
440 object *dummy; 484 object *dummy;
441 int time; 485 int time;
442 486
443 if(op->type!=PLAYER) 487 if (op->type != PLAYER)
444 return 0; 488 return 0;
445 489
446 if (find_obj_by_type_subtype(op,SPELL_EFFECT, SP_WORD_OF_RECALL)) 490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
447 { 491 {
448 new_draw_info(NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you." ); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
449 return 1; 493 return 1;
450 } 494 }
451 495
452 dummy=get_archetype(FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
453 if(dummy == NULL){ 497 if (dummy == NULL)
498 {
454 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
455 LOG(llevError,"cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
456 return 0; 501 return 0;
457 } 502 }
503
458 time = spell_ob->duration - SP_level_duration_adjust(caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
459 if (time <1 ) time=1; 505 if (time < 1)
506 time = 1;
460 507
461 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
462 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
463 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
464 */ 511 */
465 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
466 update_ob_speed(dummy);
467 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
468 dummy->type=SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
469 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
470 516
471 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
472 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
473 */ 519 */
474 EXIT_PATH(dummy) = add_string(op->contr->savebed_map); 520 EXIT_PATH (dummy) = op->contr->savebed_map;
475 EXIT_X(dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
476 EXIT_Y(dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
477 523
478 (void) insert_ob_in_ob(dummy,op); 524 op->insert (dummy);
525
479 new_draw_info(NDI_UNIQUE, 0,op,"You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
480 return 1; 528 return 1;
481} 529}
482 530
483/* cast_wonder 531/* cast_wonder
484 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
485 * spell. 533 * spell.
486 */ 534 */
535int
487int cast_wonder(object *op, object *caster, int dir, object *spell_ob) { 536cast_wonder (object *op, object *caster, int dir, object *spell_ob)
537{
488 object *newspell; 538 object *newspell;
489 539
490 if(!rndm(0, 3)) 540 if (!rndm (0, 3))
491 return cast_cone(op,caster,dir, spell_ob); 541 return cast_cone (op, caster, dir, spell_ob);
492 542
493 if (spell_ob->randomitems) { 543 if (spell_ob->randomitems)
544 {
494 newspell = generate_treasure(spell_ob->randomitems, caster->level); 545 newspell = generate_treasure (spell_ob->randomitems, caster->level);
495 if (!newspell) { 546 if (!newspell)
547 {
496 LOG(llevError,"cast_wonder: Unable to get a spell!\n"); 548 LOG (llevError, "cast_wonder: Unable to get a spell!\n");
497 return 0; 549 return 0;
498 } 550 }
499 if (newspell->type != SPELL) { 551 if (newspell->type != SPELL)
552 {
500 LOG(llevError,"cast_wonder: spell returned is not a spell (%d, %s)!\n", 553 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; 554 return 0;
503 } 555 }
504 /* Prevent inifinit recursion */ 556 /* Prevent inifinit recursion */
505 if (newspell->subtype == SP_WONDER) { 557 if (newspell->subtype == SP_WONDER)
558 {
506 LOG(llevError,"cast_wonder: spell returned is another wonder spell!\n"); 559 LOG (llevError, "cast_wonder: spell returned is another wonder spell!\n");
507 return 0; 560 return 0;
508 } 561 }
509 return cast_spell(op,caster,dir,newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
510 } 563 }
511 return 1; 564 return 1;
512} 565}
513 566
514 567int
515int perceive_self(object *op) { 568perceive_self (object *op)
516 char *cp=describe_item(op, op), buf[MAX_BUF]; 569{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op);
517 archetype *at=find_archetype(ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
518 object *tmp; 573 object *tmp;
519 int i; 574 int i;
520 575
521 tmp=find_god(determine_god(op)); 576 tmp = find_god (determine_god (op));
522 if (tmp) 577 if (tmp)
523 new_draw_info_format(NDI_UNIQUE, 0, op, "You worship %s", tmp->name); 578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
524 else 579 else
525 new_draw_info(NDI_UNIQUE, 0,op,"You worship no god"); 580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god");
526 581
527 tmp=present_arch_in_ob(at,op); 582 tmp = present_arch_in_ob (at, op);
528 583
529 if(*cp=='\0' && tmp==NULL) 584 if (*cp == '\0' && tmp == NULL)
530 new_draw_info(NDI_UNIQUE, 0,op,"You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
531 else { 586 else
587 {
532 new_draw_info(NDI_UNIQUE, 0,op,"You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
533 new_draw_info(NDI_UNIQUE, 0,op,cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
534 if (tmp!=NULL) { 590
591 if (tmp)
535 for (i=0; i<NUM_STATS; i++) { 592 for (i = 0; i < NUM_STATS; i++)
536 if (get_attr_value(&tmp->stats, i)<0) { 593 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
595 }
596
597 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
601 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
603 {
604 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything.");
606 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
608
537 new_draw_info_format(NDI_UNIQUE, 0,op, 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
538 "Your %s is depleted by %d", statname[i],
539 -(get_attr_value(&tmp->stats,i)));
540 } 610 break;
541 } 611 }
542 } 612 }
543 } 613 }
544 614
545 if (is_dragon_pl(op)) {
546 /* now grab the 'dragon_ability'-force from the player's inventory */
547 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
548 if (tmp->type == FORCE && !strcmp(tmp->arch->name, "dragon_ability_force")) {
549 if(tmp->stats.exp == 0) {
550 sprintf(buf, "Your metabolism isn't focused on anything.");
551 } else {
552 sprintf(buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
553 }
554 new_draw_info(NDI_UNIQUE, 0,op, buf);
555 break;
556 }
557 }
558 }
559 return 1; 615 return 1;
560} 616}
561 617
562/* int cast_create_town_portal (object *op, object *caster, int dir) 618/* int cast_create_town_portal (object *op, object *caster, int dir)
563 * 619 *
564 * This function cast the spell of town portal for op 620 * 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 630 * to the town or another public place. So, check if the map is unique and if
575 * so return an error 631 * so return an error
576 * 632 *
577 * Code by Tchize (david.delbecq@usa.net) 633 * Code by Tchize (david.delbecq@usa.net)
578 */ 634 */
635int
579int cast_create_town_portal (object *op, object *caster, object *spell, int dir) 636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
580{ 637{
581 object *dummy, *force, *old_force, *tmp; 638 object *dummy, *force, *old_force;
582 archetype *perm_portal; 639 archetype *perm_portal;
583 char portal_name [1024], portal_message [1024]; 640 char portal_name[1024], portal_message[1024];
584 sint16 exitx, exity;
585 mapstruct *exitmap; 641 maptile *exitmap;
586 int op_level; 642 int op_level;
587 643
588
589 /* Check to see if the map the player is currently on is a per player unique 644 /* 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 645 * map. This can be determined in that per player unique maps have the
591 * full pathname listed. 646 * full pathname listed.
592 */ 647 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) && 648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
594 settings.create_home_portals != TRUE )
595 { 649 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n"); 650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
597 return 0; 651 return 0;
598 } 652 }
599 653
600 /* The first thing to do is to check if we have a marked destination 654 /* 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 655 * dummy is used to make a check inventory for the force
602 */ 656 */
603 dummy=arch_to_object(spell->other_arch); 657 dummy = arch_to_object (spell->other_arch);
604 if(dummy == NULL){ 658 if (dummy == NULL)
659 {
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 660 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); 661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
607 return 0; 662 return 0;
608 } 663 }
664
609 force=check_inv_recursive (op,dummy); 665 force = check_inv_recursive (op, dummy);
610 666
611 if (force==NULL) { 667 if (force == NULL)
668 {
612 /* Here we know there is no destination marked up. 669 /* Here we know there is no destination marked up.
613 * We have 2 things to do: 670 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory. 671 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked. 672 * 2. Let the player know it worked.
616 */ 673 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path); 674 dummy->name = op->map->path;
619 EXIT_X(dummy)= op->x; 675 EXIT_X (dummy) = op->x;
620 EXIT_Y(dummy)= op->y; 676 EXIT_Y (dummy) = op->y;
621 insert_ob_in_ob (dummy,op); 677 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."); 678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
623 return 1; 679 return 1;
624 } 680 }
625 free_object (dummy);
626 681
682 dummy->destroy ();
683
627 /* Here we know where the town portal should go to 684 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player. 685 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals. 686 * Than we should create the 2 portals.
630 * For each of them, we need: 687 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map 688 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal 689 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory 690 * - To mark the position of the portal in the player's inventory
634 * for easier destruction. 691 * for easier destruction.
635 * 692 *
636 * The mark works has follow: 693 * The mark works has follow:
637 * slaying: Existing town portal 694 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal 695 * hp, sp : x & y of the associated portal
639 * name : name of the portal 696 * name : name of the portal
640 * race : map the portal is in 697 * race : map the portal is in
641 */ 698 */
642 699
643 /* First step: killing existing town portals */ 700 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race); 701 dummy = get_archetype (spell->race);
645 if(dummy == NULL){ 702 if (dummy == NULL)
703 {
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 704 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); 705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
648 return 0; 706 return 0;
649 } 707 }
708
650 perm_portal = find_archetype (spell->slaying); 709 perm_portal = archetype::find (spell->slaying);
651 710
652 /* To kill a town portal, we go trough the player's inventory, 711 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory, 712 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed) 713 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location. 714 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it. 715 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal. 716 * -We destruct the force indicating that portal.
658 */ 717 */
659 while ( (old_force=check_inv_recursive (op,dummy))) { 718 while ((old_force = check_inv_recursive (op, dummy)))
660 exitx=EXIT_X(old_force); 719 {
661 exity=EXIT_Y(old_force); 720 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);
663 721
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) { 722 if (exitmap)
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 723 {
670 while (tmp) { 724 exitmap->load_sync ();
725
726 int exitx = EXIT_X (old_force);
727 int exity = EXIT_Y (old_force);
728
729 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
730 {
671 if (tmp->name == old_force->name) { 731 if (tmp->name == old_force->name)
672 remove_ob (tmp); 732 {
673 free_object (tmp); 733 tmp->destroy ();
674 break; 734 break;
675 } else {
676 tmp = tmp->above;
677 } 735 }
678 } 736 }
679 } 737 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685 738
739 old_force->destroy ();
740 }
741
742 dummy->destroy ();
743
686 /* Creating the portals. 744 /* Creating the portals.
687 * The very first thing to do is to ensure 745 * The very first thing to do is to ensure
688 * access to the destination map. 746 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 747 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 748 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 749 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 750 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 751 * from the players inventory above.
694 */ 752 */
695 753
696 /* Ensure exit map is loaded*/ 754 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 755 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);
701 756
702 /* If we were unable to load (ex. random map deleted), warn player*/ 757 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 758 if (!exitmap)
759 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 760 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
705 remove_ob(force); 761 force->destroy ();
706 free_object(force);
707 return 1; 762 return 1;
708 } 763 }
709 764
765 exitmap->load_sync ();
766
710 op_level = caster_level(caster, spell); 767 op_level = caster_level (caster, spell);
711 if (op_level<15) 768 if (op_level < 15)
769 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); 770 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
771 &op->name);
713 else if (op_level<30) 772 else if (op_level < 30)
773 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); 774 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
715 else if (op_level<60) 775 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"); 776 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
777 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); 778 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
779 &op->name);
718 780
719 /* Create a portal in front of player 781 /* Create a portal in front of player
720 * dummy contain the portal and 782 * dummy contain the portal and
721 * force contain the track to kill it later 783 * force contain the track to kill it later
722 */ 784 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 785 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 786 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 787 if (dummy == NULL)
788 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 789 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); 790 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 791 return 0;
730 } 792 }
793
731 EXIT_PATH(dummy) = add_string (force->name); 794 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 795 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 796 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 797 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 798 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 799 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 800 cast_create_obj (op, caster, dummy, 0);
739 801
740 /* Now we need to to create a town portal marker inside the player 802 /* 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 803 * object, so on future castings, we can know that he has an active
742 * town portal. 804 * town portal.
743 */ 805 */
744 tmp=get_archetype(spell->race); 806 object *tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 807
808 if (!tmp)
809 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 810 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); 811 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 812 return 0;
749 } 813 }
814
750 tmp->race=add_string (op->map->path); 815 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 816 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 817 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 818 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 819 op->insert (tmp);
755 820
756 /* Create a portal in the destination map 821 /* Create a portal in the destination map
757 * dummy contain the portal and 822 * dummy contain the portal and
758 * force the track to kill it later 823 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 824 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 825 * where this portal goes to.
761 */ 826 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 827 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 828 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 829 if (dummy == NULL)
830 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 831 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); 832 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 833 return 0;
768 } 834 }
835
769 EXIT_PATH(dummy) = add_string (op->map->path); 836 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 837 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 838 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 839 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 840 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*/ 841 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 842 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
779 843
780 /* Now we create another town portal marker that 844 /* Now we create another town portal marker that
781 * points back to the one we just made 845 * points back to the one we just made
782 */ 846 */
783 tmp=get_archetype(spell->race); 847 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 848 if (tmp == NULL)
849 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 850 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); 851 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 852 return 0;
788 } 853 }
854
789 tmp->race=add_string(force->name); 855 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 856 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 857 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 858 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 859 insert_ob_in_ob (tmp, op);
794 860
795 /* Describe the player what happened 861 /* Describe the player what happened
796 */ 862 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 863 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*/ 864 force->destroy ();
799 free_object(force); 865
800 return 1; 866 return 1;
801} 867}
802
803 868
804/* This creates magic walls. Really, it can create most any object, 869/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 870 * within some reason.
806 */ 871 */
807 872int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 873magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 874{
875 object *tmp;
810 int i,posblocked,negblocked, maxrange; 876 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 877 sint16 x, y;
812 mapstruct *m; 878 maptile *m;
813 const char *name; 879 const char *name;
814 archetype *at; 880 archetype *at;
815 881
816 if(!dir) { 882 if (!dir)
883 {
817 dir=op->facing; 884 dir = op->facing;
818 x = op->x; 885 x = op->x;
819 y = op->y; 886 y = op->y;
820 } else { 887 }
888 else
889 {
821 x = op->x+freearr_x[dir]; 890 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 891 y = op->y + freearr_y[dir];
823 } 892 }
893
824 m = op->map; 894 m = op->map;
825 895
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 896 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) || 897 (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))) { 898 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
899 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 900 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 901 return 0;
831 } 902 }
903
832 if (spell_ob->other_arch) { 904 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 905 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 906 else if (spell_ob->race)
907 {
835 char buf1[MAX_BUF]; 908 char buf1[MAX_BUF];
836 909
837 sprintf(buf1,spell_ob->race,dir); 910 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 911 at = archetype::find (buf1);
839 if (!at) { 912 if (!at)
913 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 914 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 915 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 916 return 0;
843 } 917 }
918
844 tmp = arch_to_object(at); 919 tmp = arch_to_object (at);
845 } else { 920 }
921 else
922 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 923 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 924 return 0;
849 } 925 }
850 926
851 if (tmp->type == SPELL_EFFECT) { 927 if (tmp->type == SPELL_EFFECT)
928 {
852 tmp->attacktype = spell_ob->attacktype; 929 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 930 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 931 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; 932 tmp->range = 0;
933 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 934 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 935 {
860 SP_level_duration_adjust(caster, spell_ob); 936 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 937 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 938 }
939
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 940 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 941 {
867 SP_level_duration_adjust(caster, spell_ob); 942 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 943 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 944 }
945
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 946 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
947 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 948 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 949 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 950 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 951 SET_FLAG (tmp, FLAG_ALIVE);
875 } 952 }
876 953
877 /* This can't really hurt - if the object doesn't kill anything, 954 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 955 * these fields just won't be used. Do not set the owner for
956 * earthwalls, though, so they survive restarts.
879 */ 957 */
958 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 959 tmp->set_owner (op);
960
881 set_spell_skill(op, caster, spell_ob, tmp); 961 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; 962 tmp->level = caster_level (caster, spell_ob) / 2;
885 963
886 name = tmp->name; 964 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 965 if (!(tmp = m->insert (tmp, x, y, op)))
966 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 967 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 968 return 0;
890 } 969 }
970
891 /* If this is a spellcasting wall, need to insert the spell object */ 971 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 972 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 973 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 974
895 /* This code causes the wall to extend some distance in 975 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 976 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 977 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 978 * created wall can extend, it won't go extend through
899 * blocked spaces. 979 * blocked spaces.
900 */ 980 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 981 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 982 posblocked = 0;
903 negblocked=0; 983 negblocked = 0;
904 984
905 for(i=1; i<=maxrange; i++) { 985 for (i = 1; i <= maxrange; i++)
986 {
906 int dir2; 987 int dir2;
907 988
908 dir2 = (dir<4)?(dir+2):dir-2; 989 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 990
910 x = tmp->x+i*freearr_x[dir2]; 991 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 992 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 993 m = tmp->map;
913 994
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 995 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) && 996 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 997 {
917 tmp2 = get_object(); 998 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 999 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 1000
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 */ 1001 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1002 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1003 tmp2->insert (arch_to_object (tmp2->other_arch));
925 1004
1005 }
1006 else
926 } else posblocked=1; 1007 posblocked = 1;
927 1008
928 x = tmp->x-i*freearr_x[dir2]; 1009 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1010 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1011 m = tmp->map;
931 1012
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1013 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) && 1014 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1015 {
935 tmp2 = get_object(); 1016 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 1017 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 1018
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1019 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1020 tmp2->insert (arch_to_object (tmp2->other_arch));
1021 }
1022 else
942 } else negblocked=1; 1023 negblocked = 1;
943 } 1024 }
944 1025
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1026 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1027 update_all_los (op->map, op->x, op->y);
947 1028
1029 return 1;
1030}
1031
1032int
1033dimension_door (object *op, object *caster, object *spob, int dir)
1034{
1035 uint32 dist, maxdist;
1036 int mflags;
1037 maptile *m;
1038 sint16 sx, sy;
1039
1040 if (op->type != PLAYER)
1041 return 0;
1042
1043 if (!dir)
1044 {
1045 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1046 return 0;
1047 }
1048
1049 /* Given the new outdoor maps, can't let players dimension door for
1050 * ever, so put limits in.
1051 */
1052 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1053
1054 if (op->contr->count)
1055 {
1056 if (op->contr->count > maxdist)
1057 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1059 return 0;
1060 }
1061
1062 for (dist = 0; dist < op->contr->count; dist++)
1063 {
1064 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1065
1066 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1067 break;
1068
1069 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1070 break;
1071 }
1072
1073 if (dist < op->contr->count)
1074 {
1075 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1076 op->contr->count = 0;
1077 return 0;
1078 }
1079
1080 op->contr->count = 0;
1081
1082 /* Remove code that puts player on random space on maps. IMO,
1083 * a lot of maps probably have areas the player should not get to,
1084 * but may not be marked as NO_MAGIC (as they may be bounded
1085 * by such squares). Also, there are probably treasure rooms and
1086 * lots of other maps that protect areas with no magic, but the
1087 * areas themselves don't contain no magic spaces.
1088 */
1089 /* This call here is really just to normalize the coordinates */
1090 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1091 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1092 {
1093 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1094 return 1; /* Maybe the penalty should be more severe... */
1095 }
1096 }
1097 else
1098 {
1099 /* Player didn't specify a distance, so lets see how far
1100 * we can move the player. Don't know why this stopped on
1101 * spaces that blocked the players view.
1102 */
1103
1104 for (dist = 0; dist < maxdist; dist++)
1105 {
1106 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1107
1108 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1109 break;
1110
1111 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1112 break;
1113
1114 }
1115
1116 /* If the destination is blocked, keep backing up until we
1117 * find a place for the player.
1118 */
1119 for (; dist > 0; dist--)
1120 {
1121 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1122 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1123 continue;
1124
1125
1126 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1127 break;
1128
1129 }
1130 if (!dist)
1131 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1133 return 0;
1134 }
1135 }
1136
1137 /* Actually move the player now */
1138 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 1139 return 1;
949}
950 1140
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 */ 1141 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 1142 return 1;
1054} 1143}
1055 1144
1056 1145
1057/* cast_heal: Heals something. 1146/* cast_heal: Heals something.
1058 * op is the caster. 1147 * op is the caster.
1059 * dir is the direction he is casting it in. 1148 * dir is the direction he is casting it in.
1060 * spell is the spell object. 1149 * spell is the spell object.
1061 */ 1150 */
1151int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 1152cast_heal (object *op, object *caster, object *spell, int dir)
1153{
1063 object *tmp; 1154 object *tmp;
1064 archetype *at; 1155 archetype *at;
1065 object *poison; 1156 object *poison;
1066 int heal = 0, success = 0; 1157 int heal = 0, success = 0;
1067 1158
1068 tmp = find_target_for_friendly_spell(op,dir); 1159 tmp = find_target_for_friendly_spell (op, dir);
1069 1160
1070 if (tmp==NULL) return 0; 1161 if (!tmp)
1162 return 0;
1071 1163
1072 /* Figure out how many hp this spell might cure. 1164 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 1165 * could be zero if this spell heals effects, not damage.
1074 */ 1166 */
1075 heal = spell->stats.dam; 1167 heal = spell->stats.dam;
1076 if (spell->stats.hp) 1168 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1169 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 1170
1080 if (heal) { 1171 if (heal)
1172 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 1173 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1174 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1175 else
1083 } 1176 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1177 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1178 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1179 * on amount of damage healed.
1088 */ 1180 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1181 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1182 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1183 tmp->stats.hp += heal;
1092 1184
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1185 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 1187 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 1188 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 1189 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 1190 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 1191 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 1192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 1193 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 1195
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 1196 success = 1;
1197 }
1198 }
1110 1199
1200 if (spell->attacktype & AT_DISEASE)
1201 if (cure_disease (tmp, op))
1202 success = 1;
1203
1111 if (spell->attacktype & AT_POISON) { 1204 if (spell->attacktype & AT_POISON)
1205 {
1112 at = find_archetype("poisoning"); 1206 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1207 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1208 if (poison)
1209 {
1115 success = 1; 1210 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1212 poison->stats.food = 1;
1118 } 1213 }
1119 } 1214 }
1215
1120 if (spell->attacktype & AT_CONFUSION) { 1216 if (spell->attacktype & AT_CONFUSION)
1217 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1218 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1219 if (poison)
1220 {
1123 success = 1; 1221 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1223 poison->duration = 1;
1126 } 1224 }
1127 } 1225 }
1226
1128 if (spell->attacktype & AT_BLIND) { 1227 if (spell->attacktype & AT_BLIND)
1228 {
1129 at=find_archetype("blindness"); 1229 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1230 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1231 if (poison)
1232 {
1132 success = 1; 1233 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1235 poison->stats.food = 1;
1135 } 1236 }
1136 } 1237 }
1238
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1239 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1240 {
1138 tmp->stats.sp += spell->last_sp; 1241 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1242 if (tmp->stats.sp > tmp->stats.maxsp)
1243 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1244 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1246 }
1247
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1248 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1249 {
1144 tmp->stats.grace += spell->last_grace; 1250 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1251 if (tmp->stats.grace > tmp->stats.maxgrace)
1252 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1253 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1254 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1255 }
1256
1149 if (spell->stats.food && tmp->stats.food < 999) { 1257 if (spell->stats.food && tmp->stats.food < 999)
1258 {
1150 tmp->stats.food += spell->stats.food; 1259 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1260 if (tmp->stats.food > 999)
1261 tmp->stats.food = 999;
1152 success = 1; 1262 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1263 /* 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"); 1264 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1265 }
1266
1156 return success; 1267 return success;
1157} 1268}
1158 1269
1159 1270
1160/* This is used for the spells that gain stats. There are no spells 1271/* 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 1272 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1273 * good comments for those.
1163 */ 1274 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1275static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1276 "You grow no stronger.",
1166"You grow no more agile.", 1277 "You grow no more agile.",
1167"You don't feel any healthier.", 1278 "You don't feel any healthier.",
1168"no wis", 1279 "no wis",
1169"You are no easier to look at.", 1280 "You are no easier to look at.",
1170"no int", 1281 "no int",
1171"no pow" 1282 "no pow"
1172}; 1283};
1173 1284
1285int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1286cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1287{
1176 object *force=NULL; 1288 object *force = NULL;
1177 int i; 1289 int i;
1178 1290
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1291 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1292 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1293 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1294 : op;
1183 tmp = op;
1184 }
1185 1295
1186 if(tmp==NULL) return 0; 1296 if (!tmp)
1187 1297 return 0;
1298
1188 /* If we've already got a force of this type, don't add a new one. */ 1299 /* 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) { 1300 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1301 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1302 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1303 {
1191 if (tmp2->name == spell_ob->name) { 1304 if (tmp2->name == spell_ob->name)
1305 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1306 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1307 break;
1194 } 1308 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1309 else if (spell_ob->race && spell_ob->race == tmp2->name)
1310 {
1196 if ( !silent ) 1311 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1312 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; 1313 return 0;
1201 } 1314 }
1202 } 1315 }
1203 } 1316 }
1204 if(force==NULL) { 1317 if (force == NULL)
1318 {
1205 force=get_archetype(FORCE_NAME); 1319 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1320 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1321 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1322 force->name = spell_ob->race;
1210 else 1323 else
1211 force->name = add_refcount(spell_ob->name); 1324 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1325 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1326 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1327
1216 } else { 1328 }
1329 else
1330 {
1217 int duration; 1331 int duration;
1218 1332
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1333 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1334 if (duration > force->duration)
1335 {
1221 force->duration = duration; 1336 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1337 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1338 }
1223 } else { 1339 else
1340 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1341 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1342 }
1226 return 1; 1343 return 1;
1227 } 1344 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1345 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1346 force->speed = 1.0;
1230 force->speed_left = -1.0; 1347 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1348 SET_FLAG (force, FLAG_APPLIED);
1232 1349
1233 /* Now start processing the effects. First, protections */ 1350 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1351 for (i = 0; i < NROFATTACKS; i++)
1352 {
1235 if (spell_ob->resist[i]) { 1353 if (spell_ob->resist[i])
1354 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1355 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1356 if (force->resist[i] > 100)
1357 force->resist[i] = 100;
1238 } 1358 }
1239 } 1359 }
1240 if (spell_ob->stats.hp) 1360 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1361 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1362
1243 if (tmp->type == PLAYER) { 1363 if (tmp->type == PLAYER)
1364 {
1244 /* Stat adjustment spells */ 1365 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1366 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1367 {
1247 if (stat) { 1368 if (sint8 stat = spell_ob->stats.stat (i))
1369 {
1248 sm=0; 1370 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1371 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1372 sm += rndm (1, 3);
1251 1373
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1374 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1375 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1376
1255 } 1377 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1378
1257 if (!sm) 1379 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1380 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1381 }
1260 } 1382 }
1261 } 1383 }
1262 1384
1263 force->move_type = spell_ob->move_type; 1385 force->move_type = spell_ob->move_type;
1264 1386
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1387 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1388 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1389
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1390 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1391 SET_FLAG (force, FLAG_XRAYS);
1270 1392
1271 /* Haste/bonus speed */ 1393 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1394 if (spell_ob->stats.exp)
1395 {
1396 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1397 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1398 else
1275 force->stats.exp = spell_ob->stats.exp; 1399 force->stats.exp = spell_ob->stats.exp;
1276 } 1400 }
1277 1401
1278 force->stats.wc = spell_ob->stats.wc; 1402 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1403 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1404 force->attacktype = spell_ob->attacktype;
1281 1405
1282 insert_ob_in_ob(force,tmp); 1406 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1407 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1408 tmp->update_stats ();
1285 return 1; 1409 return 1;
1286} 1410}
1287 1411
1288/* This used to be part of cast_change_ability, but it really didn't make 1412/* 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 1413 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1414 * of the caster.
1291 */ 1415 */
1292 1416
1417int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1418cast_bless (object *op, object *caster, object *spell_ob, int dir)
1419{
1294 int i; 1420 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1421 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1422
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1423 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1424 if (dir != 0)
1425 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1426 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1427 }
1428 else
1429 {
1301 tmp = op; 1430 tmp = op;
1302 } 1431 }
1303 1432
1304 /* If we've already got a force of this type, don't add a new one. */ 1433 /* 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) { 1434 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1435 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1436 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1437 {
1307 if (tmp2->name == spell_ob->name) { 1438 if (tmp2->name == spell_ob->name)
1439 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1440 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1441 break;
1310 } 1442 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1443 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1444 {
1313 "You can not cast %s while %s is in effect", 1445 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; 1446 return 0;
1316 } 1447 }
1317 } 1448 }
1318 } 1449 }
1319 if(force==NULL) { 1450 if (force == NULL)
1451 {
1320 force=get_archetype(FORCE_NAME); 1452 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1453 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1454 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1455 force->name = spell_ob->race;
1325 else 1456 else
1326 force->name = add_refcount(spell_ob->name); 1457 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1458 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1459 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1460 }
1461 else
1462 {
1331 int duration; 1463 int duration;
1332 1464
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1465 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1466 if (duration > force->duration)
1467 {
1335 force->duration = duration; 1468 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1469 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1470 }
1337 } else { 1471 else
1472 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1473 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1474 }
1340 return 0; 1475 return 0;
1341 } 1476 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1477 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1478 force->speed = 1.0;
1344 force->speed_left = -1.0; 1479 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1480 SET_FLAG (force, FLAG_APPLIED);
1346 1481
1347 if(!god) { 1482 if (!god)
1483 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1484 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1485 }
1486 else
1487 {
1350 /* Only give out good benefits, and put a max on it */ 1488 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1489 for (i = 0; i < NROFATTACKS; i++)
1490 {
1352 if (god->resist[i]>0) { 1491 if (god->resist[i] > 0)
1492 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1493 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1494 }
1355 } 1495 }
1356 force->path_attuned|=god->path_attuned; 1496 force->path_attuned |= god->path_attuned;
1497
1357 if (spell_ob->attacktype) { 1498 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1499 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1500
1360 }
1361 if (tmp != op) { 1501 if (tmp != op)
1502 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1503 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); 1504 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1505 }
1364 } else { 1506 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1507 {
1508 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1509 }
1368 1510
1369 } 1511 }
1370 force->stats.wc = spell_ob->stats.wc; 1512 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1513 force->stats.ac = spell_ob->stats.ac;
1372 1514
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1515 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1516 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1517 tmp->update_stats ();
1376 return 1; 1518 return 1;
1377} 1519}
1378
1379
1380 1520
1381/* Alchemy code by Mark Wedel 1521/* Alchemy code by Mark Wedel
1382 * 1522 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1523 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1524 * objects to gold nuggets, the value of the gold nuggets being
1394 * For example, if an item is worth 110 gold, you will get 1534 * For example, if an item is worth 110 gold, you will get
1395 * 4 large nuggets, and from 0-10 small nuggets. 1535 * 4 large nuggets, and from 0-10 small nuggets.
1396 * 1536 *
1397 * There is also a chance (1:30) that you will get nothing at all 1537 * 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 1538 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1539 * alchemised.
1400 */ 1540 */
1401 1541static void
1402/* I didn't feel like passing these as arguements to the 1542alchemy_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{ 1543{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1544 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1545
1414 /* Give third price when we alchemy money (This should hopefully 1546 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1547 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1548 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1549 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1550 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1551 * the stuff back to town.
1420 */ 1552 */
1421
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1553 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1554 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1555 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1556 value /= 3;
1426 else 1557 else
1427 value = (value*9)/10; 1558 value = value * 9 / 10;
1428 1559
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1560 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1561 total_value += value;
1433 1562
1434 count = value / large->value; 1563 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 1564
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1565 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} 1566}
1455 1567
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1568static void
1457 int x, int y) 1569update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1458{ 1570{
1459 object *tmp;
1460 int flag=0; 1571 int flag = 0;
1461 1572
1462 /* Put any nuggets below the player, but we can only pass this 1573 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1574 * flag if we are on the same space as the player
1464 */ 1575 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1576 if (x == op->x && y == op->y && op->map == m)
1577 flag = INS_BELOW_ORIGINATOR;
1466 1578
1467 if (small_nuggets) { 1579 if (small_nuggets)
1468 tmp = get_object(); 1580 {
1469 copy_object(small, tmp); 1581 object *tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1582 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1583 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1584 }
1585
1475 if (large_nuggets) { 1586 if (large_nuggets)
1476 tmp = get_object(); 1587 {
1477 copy_object(large, tmp); 1588 object *tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1589 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1590 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1591 }
1483}
1484 1592
1593 if (object *pl = m->at (x, y).player ())
1594 if (pl->contr->ns)
1595 pl->contr->ns->look_position = 0;
1596}
1597
1598int
1485int alchemy(object *op, object *caster, object *spell_ob) 1599alchemy (object *op, object *caster, object *spell_ob)
1486{ 1600{
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) 1601 if (op->type != PLAYER)
1493 return 0; 1602 return 0;
1494 1603
1604 object *large = get_archetype ("largenugget");
1605 object *small = get_archetype ("smallnugget");
1606
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1607 /* 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 1608 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1609 * in sight
1498 */ 1610 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1611 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1612 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1613 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1614
1615 int weight = 0;
1616
1504 for(y= op->y-1;y<=op->y+1;y++) { 1617 for (int y = op->y - 1; y <= op->y + 1; y++)
1618 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1619 for (int x = op->x - 1; x <= op->x + 1; x++)
1620 {
1621 uint64 value = 0;
1622
1506 nx = x; 1623 sint16 nx = x;
1507 ny = y; 1624 sint16 ny = y;
1508 1625
1509 mp = op->map; 1626 maptile *mp = op->map;
1510 1627
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1628 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1629
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1630 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1631 continue;
1515 1632
1516 /* Treat alchemy a little differently - most spell effects 1633 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1634 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1635 * ground level effect.
1519 */ 1636 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1637 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1638 continue;
1522 1639
1523 small_nuggets=0; 1640 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1641 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1642 next = tmp->above;
1643
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1644 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1645 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1646 {
1531
1532 if (tmp->inv) { 1647 if (tmp->inv)
1648 {
1533 object *next1, *tmp1; 1649 object *next1, *tmp1;
1650
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1651 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1652 {
1535 next1 = tmp1->below; 1653 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1654 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1655 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1656 alchemy_object (tmp1, value, weight);
1540 &weight);
1541 } 1657 }
1542 } 1658 }
1659
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1660 alchemy_object (tmp, value, weight);
1661
1662 if (weight > weight_max)
1663 break;
1664 }
1544 1665 }
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 1666
1667 value = min (value, value_max);
1668
1669 uint64 count = value / large->value;
1670 int large_nuggets = count;
1671 value -= count * large->value;
1672
1673 count = value / small->value;
1674 int small_nuggets = count;
1675
1554 /* Insert all the nuggets at one time. This probably saves time, but 1676 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1677 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1678 * with this spell.
1557 */ 1679 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1680 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1681
1682 if (weight > weight_max)
1683 goto bailout;
1559 } 1684 }
1560 } 1685 }
1561 free_object(large); 1686
1562 free_object(small); 1687bailout:
1563 /* reset this so that if player standing on a big pile of stuff, 1688 large->destroy ();
1564 * it is redrawn properly. 1689 small->destroy ();
1565 */
1566 op->contr->socket.look_position = 0;
1567 return 1; 1690 return 1;
1568} 1691}
1569 1692
1570 1693
1571/* This function removes the cursed/damned status on equipped 1694/* This function removes the cursed/damned status on equipped
1572 * items. 1695 * items.
1573 */ 1696 */
1697int
1574int remove_curse(object *op, object *caster, object *spell) { 1698remove_curse (object *op, object *caster, object *spell)
1699{
1575 object *tmp; 1700 object *tmp;
1576 int success = 0, was_one = 0; 1701 int success = 0, was_one = 0;
1577 1702
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1703 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1704 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1705 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1706 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1707 {
1583 was_one++; 1708 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1709 if (tmp->level <= caster_level (caster, spell))
1710 {
1585 success++; 1711 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1712 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1713 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1714
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1715 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1716 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1717 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1718 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1719 esrv_send_item (op, tmp);
1594 } 1720 }
1595 } 1721 }
1596 1722
1597 if (op->type==PLAYER) { 1723 if (op->type == PLAYER)
1724 {
1598 if (success) { 1725 if (success)
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1726 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1600 } else { 1727 else
1728 {
1601 if (was_one) 1729 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1730 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1731 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1732 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1733 }
1606 } 1734 }
1735
1607 return success; 1736 return success;
1608} 1737}
1609 1738
1610/* Identifies objects in the players inventory/on the ground */ 1739/* Identifies objects in the players inventory/on the ground */
1611 1740
1741int
1612int cast_identify(object *op, object *caster, object *spell) { 1742cast_identify (object *op, object *caster, object *spell)
1743{
1613 object *tmp; 1744 object *tmp;
1614 int success = 0, num_ident; 1745 int success = 0, num_ident;
1615 1746
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1747 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1748
1618 if (num_ident < 1) num_ident=1; 1749 if (num_ident < 1)
1750 num_ident = 1;
1619 1751
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1752 for (tmp = op->inv; tmp; tmp = tmp->below)
1753 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1754 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1755 {
1623 identify(tmp); 1756 identify (tmp);
1757
1624 if (op->type==PLAYER) { 1758 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1759 {
1626 "You have %s.", long_desc(tmp, op)); 1760 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1761
1627 if (tmp->msg) { 1762 if (tmp->msg)
1763 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1764 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1765 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1766 }
1631 } 1767 }
1768
1769 num_ident--;
1770 success = 1;
1771 if (!num_ident)
1772 break;
1773 }
1774 }
1775
1776 /* If all the power of the spell has been used up, don't go and identify
1777 * stuff on the floor. Only identify stuff on the floor if the spell
1778 * was not fully used.
1779 */
1780 if (num_ident)
1781 {
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1784 {
1785 identify (tmp);
1786
1787 if (op->type == PLAYER)
1788 {
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1790
1791 if (tmp->msg)
1792 {
1793 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1794 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1795 }
1796
1797 esrv_send_item (op, tmp);
1798 }
1799
1632 num_ident--; 1800 num_ident--;
1633 success=1; 1801 success = 1;
1634 if (!num_ident) break; 1802 if (!num_ident)
1803 break;
1635 } 1804 }
1636 } 1805 }
1637 /* If all the power of the spell has been used up, don't go and identify 1806
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1807 if (!success)
1639 * was not fully used. 1808 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1809 else
1810 spell_effect (spell, op->x, op->y, op->map, op);
1811
1812 return success;
1813}
1814
1815int
1816cast_detection (object *op, object *caster, object *spell, object *skill)
1817{
1818 object *tmp, *last, *god, *detect;
1819 int done_one, range, mflags, floor, level;
1820 sint16 x, y, nx, ny;
1821 maptile *m;
1822
1823 /* We precompute some values here so that we don't have to keep
1824 * doing it over and over again.
1640 */ 1825 */
1641 if (num_ident) { 1826 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1827 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1828 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1829
1646 identify(tmp); 1830 if (!skill)
1831 skill = caster;
1832
1833 for (x = op->x - range; x <= op->x + range; x++)
1834 for (y = op->y - range; y <= op->y + range; y++)
1835 {
1836 m = op->map;
1837 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1838 if (mflags & P_OUT_OF_MAP)
1839 continue;
1840
1841 /* For most of the detections, we only detect objects above the
1842 * floor. But this is not true for show invisible.
1843 * Basically, we just go and find the top object and work
1844 * down - that is easier than working up.
1845 */
1846
1847 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1848 last = tmp;
1849
1850 /* Shouldn't happen, but if there are no objects on a space, this
1851 * would happen.
1852 */
1853 if (!last)
1854 continue;
1855
1856 done_one = 0;
1857 floor = 0;
1858 detect = NULL;
1859 for (tmp = last; tmp; tmp = tmp->below)
1860 {
1861 /* show invisible */
1862 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1863 /* Might there be other objects that we can make visible? */
1864 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1865 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1866 tmp->type == CF_HANDLE ||
1867 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1868 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1869 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1870 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1871 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1872 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1873 {
1874 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1875 {
1876 tmp->invisible = 0;
1877 done_one = 1;
1878 }
1879 }
1880
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 floor = 1;
1883
1884 /* All detections below this point don't descend beneath the floor,
1885 * so just continue on. We could be clever and look at the type of
1886 * detection to completely break out if we don't care about objects beneath
1887 * the floor, but once we get to the floor, not likely a very big issue anyways.
1888 */
1889 if (floor)
1890 continue;
1891
1892 /* I had thought about making detect magic and detect curse
1893 * show the flash the magic item like it does for detect monster.
1894 * however, if the object is within sight, this would then make it
1895 * difficult to see what object is magical/cursed, so the
1896 * effect wouldn't be as apparant.
1897 */
1898
1899 /* detect magic */
1900 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1901 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1902 {
1903 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1904 /* make runes more visibile */
1905 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1906 tmp->stats.Cha /= 4;
1907 done_one = 1;
1908 }
1909 /* detect monster */
1910 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1911 {
1912 done_one = 2;
1913 if (!detect)
1914 detect = tmp;
1915 }
1916 /* Basically, if race is set in the spell, then the creatures race must
1917 * match that. if the spell race is set to GOD, then the gods opposing
1918 * race must match.
1919 */
1920 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1921 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1922 (strstr (spell->race, tmp->race))))
1923 {
1924 done_one = 2;
1925 if (!detect)
1926 detect = tmp;
1927 }
1928 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1929 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1930 {
1931 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1932 done_one = 1;
1933 }
1934 } /* for stack of objects on this space */
1935
1936 /* Code here puts an effect of the spell on the space, so you can see
1937 * where the magic is.
1938 */
1939 if (done_one)
1940 {
1941 object *detect_ob = arch_to_object (spell->other_arch);
1942
1943 /* if this is set, we want to copy the face */
1944 if (done_one == 2 && detect)
1945 {
1946 detect_ob->face = detect->face;
1947 detect_ob->animation_id = detect->animation_id;
1948 detect_ob->anim_speed = detect->anim_speed;
1949 detect_ob->last_anim = 0;
1950 /* by default, the detect_ob is already animated */
1951 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1952 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1953 }
1954
1955 m->insert (detect_ob, nx, ny, op);
1956 }
1957 } /* for processing the surrounding spaces */
1958
1959
1960 /* Now process objects in the players inventory if detect curse or magic */
1961 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1962 {
1963 done_one = 0;
1964 for (tmp = op->inv; tmp; tmp = tmp->below)
1965 {
1966 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1967 {
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1969 {
1970 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 1971 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1972 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 } 1973 }
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1975 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1976 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1978 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 1979 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 } 1980 }
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 */ 1981 } /* if item is not identified */
1816 } /* for the players inventory */ 1982 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1983 } /* if detect magic/curse and object is a player */
1818 return 1; 1984 return 1;
1819} 1985}
1820 1986
1821 1987
1822/** 1988/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1989 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1990 * level whos spell did cause the overcharge.
1825 */ 1991 */
1992static void
1826static void charge_mana_effect(object *victim, int caster_level) 1993charge_mana_effect (object *victim, int caster_level)
1827{ 1994{
1828 1995
1829 /* Prevent explosions for objects without mana. Without this check, doors 1996 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1997 * will explode, too.
1831 */ 1998 */
1832 if (victim->stats.maxsp <= 0) 1999 if (victim->stats.maxsp <= 0)
1833 return; 2000 return;
1834 2001
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 2002 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 2003
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 2004 if (victim->stats.sp >= victim->stats.maxsp * 2)
2005 {
1838 object *tmp; 2006 object *tmp;
1839 2007
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 2008 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 2009
1842 /* Explodes a fireball centered at player */ 2010 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2011 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2012 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; 2013 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2014
1847 tmp->y = victim->y; 2015 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2016 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2017 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2018 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."); 2019 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) { 2020 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2021 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2022 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2023 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2024 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2025 confuse_player (victim, victim, 99);
1860 } 2026 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2028 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 2029}
1865 2030
1866/* cast_transfer 2031/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2032 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2033 * We let the target go above their normal maximum SP.
1869 */ 2034 */
1870 2035
2036int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2037cast_transfer (object *op, object *caster, object *spell, int dir)
2038{
1872 object *plyr=NULL; 2039 object *plyr = NULL;
1873 sint16 x, y; 2040 sint16 x, y;
1874 mapstruct *m; 2041 maptile *m;
1875 int mflags; 2042 int mflags;
1876 2043
1877 m = op->map; 2044 m = op->map;
1878 x = op->x+freearr_x[dir]; 2045 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2046 y = op->y + freearr_y[dir];
1880 2047
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2048 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2049
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2050 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2051 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2052 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2053 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2054 break;
1887 } 2055 }
1888 2056
1889 2057
1890 /* If we did not find a player in the specified direction, transfer 2058 /* 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. 2059 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2060 */
1893 if(plyr==NULL) 2061 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2062 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)) 2063 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2064 break;
1897 2065
1898 if (!plyr) { 2066 if (!plyr)
2067 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2068 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2069 return 0;
1901 } 2070 }
1902 /* give sp */ 2071 /* give sp */
1903 if(spell->stats.dam > 0) { 2072 if (spell->stats.dam > 0)
2073 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2074 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2075 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2076 return 1;
1907 } 2077 }
1908 /* suck sp away. Can't suck sp from yourself */ 2078 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2079 else if (op != plyr)
2080 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2081 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2082
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2083 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2084
1914 if (rate > 95) rate=95; 2085 if (rate > 95)
2086 rate = 95;
1915 2087
1916 sucked = (plyr->stats.sp * rate) / 100; 2088 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2089 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2090 if (QUERY_FLAG (op, FLAG_ALIVE))
2091 {
1919 /* Player doesn't get full credit */ 2092 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2093 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2094 op->stats.sp += sucked;
1922 if (sucked > 0) { 2095 if (sucked > 0)
2096 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2097 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2098 }
1925 } 2099 }
1926 return 1; 2100 return 1;
1927 } 2101 }
1928 return 0; 2102 return 0;
1929} 2103}
1930 2104
1931 2105
1932/* counterspell: nullifies spell effects. 2106/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2107 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2108 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2109 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2110 * this may nullify it.
1937 */ 2111 */
2112void
1938void counterspell(object *op,int dir) 2113counterspell (object *op, int dir)
1939{ 2114{
1940 object *tmp, *head, *next; 2115 object *tmp, *head, *next;
1941 int mflags; 2116 int mflags;
1942 mapstruct *m; 2117 maptile *m;
1943 sint16 sx,sy; 2118 sint16 sx, sy;
1944 2119
1945 sx = op->x + freearr_x[dir]; 2120 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2121 sy = op->y + freearr_y[dir];
1947 m = op->map; 2122 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2123 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2124 if (mflags & P_OUT_OF_MAP)
2125 return;
2126
2127 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 2128 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2129 next = tmp->above;
1953 2130
1954 /* Need to look at the head object - otherwise, if tmp 2131 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2132 * points to a monster, we don't have all the necessary
1956 * info for it. 2133 * info for it.
1957 */ 2134 */
2135 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2136 head = tmp->head;
2137 else
1959 else head = tmp; 2138 head = tmp;
1960 2139
1961 /* don't attack our own spells */ 2140 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2141 if (tmp->owner && tmp->owner == op->owner)
2142 continue;
1963 2143
1964 /* Basically, if the object is magical and not counterspell, 2144 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2145 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2146 * monsters either.
1967 */ 2147 */
1968 2148
1969 if (head->attacktype & AT_MAGIC && 2149 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 2150 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2151 && !QUERY_FLAG (head, FLAG_MONSTER)
1972 (op->level > head->level)) { 2152 && (op->level > head->level))
1973 remove_ob(head); 2153 head->destroy ();
1974 free_object(head); 2154 else
1975 } else switch(head->type) { 2155 switch (head->type)
2156 {
1976 case SPELL_EFFECT: 2157 case SPELL_EFFECT:
2158 // XXX: Don't affect floor spelleffects. See also XXX comment
2159 // about sanctuary in spell_util.C
2160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2161 continue;
2162
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
2044 * This code was very odd - code early on would only let players use the spell, 2234 * This code was very odd - code early on would only let players use the spell,
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 2239int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2240animate_weapon (object *op, object *caster, object *spell, int dir)
2241{
2051 object *weapon, *tmp; 2242 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2243 char buf[MAX_BUF];
2053 int a, i; 2244 int a, i;
2054 sint16 x, y; 2245 sint16 x, y;
2055 mapstruct *m; 2246 maptile *m;
2056 materialtype_t *mt; 2247 materialtype_t *mt;
2057 2248
2058 if(!spell->other_arch){ 2249 if (!spell->other_arch)
2250 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2251 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2252 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2253 return 0;
2062 } 2254 }
2063 /* exit if it's not a player using this spell. */ 2255 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2256 if (op->type != PLAYER)
2257 return 0;
2065 2258
2066 /* if player already has a golem, abort */ 2259 /* 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) { 2260 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 2261 {
2262 control_golem (golem, dir);
2069 return 0; 2263 return 0;
2070 } 2264 }
2071 2265
2072 /* if no direction specified, pick one */ 2266 /* if no direction specified, pick one */
2073 if(!dir) 2267 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2268 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2269
2076 m = op->map; 2270 m = op->map;
2077 x = op->x+freearr_x[dir]; 2271 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2272 y = op->y + freearr_y[dir];
2079 2273
2080 /* if there's no place to put the golem, abort */ 2274 /* 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) || 2275 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)) { 2276 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2277 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2278 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2279 return 0;
2085 } 2280 }
2086 2281
2087 /* Use the weapon marked by the player. */ 2282 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2283 weapon = find_marked_object (op);
2089 2284
2090 if (!weapon) { 2285 if (!weapon)
2286 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2287 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2288 return 0;
2093 } 2289 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2290 if (spell->race && strcmp (weapon->arch->name, spell->race))
2291 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2292 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2293 return 0;
2097 } 2294 }
2098 if (weapon->type != WEAPON) { 2295 if (weapon->type != WEAPON)
2296 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2297 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2298 return 0;
2101 } 2299 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2300 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2301 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2302 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; 2303 return 0;
2106 } 2304 }
2107 2305
2108 if (weapon->nrof > 1) { 2306 if (weapon->nrof > 1)
2307 {
2109 tmp = get_split_ob(weapon, 1); 2308 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2309 esrv_send_item (op, weapon);
2111 weapon = tmp; 2310 weapon = tmp;
2112 } 2311 }
2113 2312
2114 /* create the golem object */ 2313 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2314 tmp = arch_to_object (spell->other_arch);
2116 2315
2117 /* if animated by a player, give the player control of the golem */ 2316 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2317 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2318 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2319 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2320 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2321 tmp->set_owner (op);
2322 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2323 set_spell_skill (op, caster, spell, tmp);
2125 op->contr->ranges[range_golem]=tmp;
2126 op->contr->shoottype=range_golem;
2127 op->contr->golem_count = tmp->count;
2128 2324
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2325 /* 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 2326 * removed flag - it should only be set if get_split_object was
2131 * used above. 2327 * used above.
2132 */ 2328 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2329 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2330 weapon->remove ();
2331
2135 insert_ob_in_ob (weapon, tmp); 2332 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2333 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2334 /* 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 2335 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2336 * body_info, skills, etc)
2140 */ 2337 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2338 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2339 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2340 tmp->update_stats ();
2144 2341
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2342 /* 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 - 2343 * 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. 2344 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2345 */
2149 2346
2150 /* modify weapon's animated wc */ 2347 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2348 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; 2349 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2350 tmp->stats.wc = -127;
2154 2351
2155 /* Modify hit points for weapon */ 2352 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2353 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2354 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2355 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2356 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2357 tmp->stats.hp = tmp->stats.maxhp;
2161 2358
2162 /* Modify weapon's damage */ 2359 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2360 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 2361 if (tmp->stats.dam < 0)
2165 + weapon->magic 2362 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2363
2169 2364
2170 /* attacktype */ 2365 /* attacktype */
2171 if ( ! tmp->attacktype) 2366 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2367 tmp->attacktype = AT_PHYSICAL;
2173 2368
2174 mt = NULL; 2369 mt = NULL;
2175 if (op->materialname != NULL) 2370 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2371 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2372 if (mt != NULL)
2373 {
2178 for (i=0; i < NROFATTACKS; i++) 2374 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2375 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2376 a = mt->save[0];
2181 } else { 2377 }
2378 else
2379 {
2182 for (i=0; i < NROFATTACKS; i++) 2380 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2381 tmp->resist[i] = 5;
2184 a = 10; 2382 a = 10;
2185 } 2383 }
2186 /* Set weapon's immunity */ 2384 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2385 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2386 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2387 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2388 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2389 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2390 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2391 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2392 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2393 tmp->resist[ATNR_BLIND] = 100;
2196 2394
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2395 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2396
2199 if (a > 14) a = 14; 2397 if (a > 14)
2398 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2399 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2400
2202 /* Determine golem's speed */ 2401 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2402 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2403
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2404 if (!spell->race)
2405 {
2208 sprintf(buf, "animated %s", weapon->name); 2406 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2407 tmp->name = buf;
2211 2408
2212 tmp->face = weapon->face; 2409 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2410 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2411 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2412 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2413 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2414 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 } 2415 }
2224 2416
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2417 /* 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)); 2418 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2419
2228 tmp->speed_left= -1; 2420 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2421 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2422
2423 m->insert (tmp, x, y, op);
2233 return 1; 2424 return 1;
2234} 2425}
2235 2426
2236/* cast_daylight() - changes the map darkness level *lower* */ 2427/* cast_daylight() - changes the map darkness level *lower* */
2237 2428
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2429/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2430 * This changes the light level for the entire map.
2240 */ 2431 */
2241 2432
2433int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2434cast_change_map_lightlevel (object *op, object *caster, object *spell)
2435{
2243 int success; 2436 int success;
2244 2437
2245 if(!op->map) return 0; /* shouldnt happen */ 2438 if (!op->map)
2439 return 0; /* shouldnt happen */
2246 2440
2247 success=change_map_light(op->map,spell->stats.dam); 2441 success = op->map->change_map_light (spell->stats.dam);
2442
2248 if(!success) { 2443 if (!success)
2444 {
2249 if (spell->stats.dam < 0) 2445 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2446 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2447 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2448 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2449 }
2254 return success; 2450 return success;
2255} 2451}
2256 2452
2257 2453
2258 2454
2259 2455
2260 2456
2261/* create an aura spell object and put it in the player's inventory. 2457/* 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, 2458 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2459 * spell is the spell object itself.
2264 */ 2460 */
2461int
2265int create_aura(object *op, object *caster, object *spell) 2462create_aura (object *op, object *caster, object *spell)
2266{ 2463{
2267 int refresh=0; 2464 int refresh = 0;
2268 object *new_aura; 2465 object *new_aura;
2269 2466
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2467 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2468 if (new_aura)
2469 refresh = 1;
2470 else
2272 else new_aura = arch_to_object(spell->other_arch); 2471 new_aura = arch_to_object (spell->other_arch);
2273 2472
2274 new_aura->duration = spell->duration + 2473 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2474
2277 new_aura->stats.dam = spell->stats.dam 2475 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2476
2280 set_owner(new_aura,op); 2477 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2478 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2479 new_aura->attacktype = spell->attacktype;
2283 2480
2284 new_aura->level = caster_level(caster, spell); 2481 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2482 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2483 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2484 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2485 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2486 insert_ob_in_ob (new_aura, op);
2290 return 1; 2487 return 1;
2291} 2488}
2292 2489
2293 2490
2294/* move aura function. An aura is a part of someone's inventory, 2491/* 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 2492 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2495 * duration: duration counter.
2299 * attacktype: aura's attacktype 2496 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2497 * other_arch: archetype to drop where we attack
2301 */ 2498 */
2302 2499
2500void
2303void move_aura(object *aura) { 2501move_aura (object *aura)
2502{
2304 int i, mflags; 2503 int i, mflags;
2305 object *env; 2504 object *env;
2306 mapstruct *m; 2505 maptile *m;
2307 2506
2308 /* auras belong in inventories */ 2507 /* auras belong in inventories */
2309 env = aura->env; 2508 env = aura->env;
2310 2509
2311 /* no matter what we've gotta remove the aura... 2510 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2511 * we'll put it back if its time isn't up.
2313 */ 2512 */
2314 remove_ob(aura); 2513 aura->remove ();
2315 2514
2316 /* exit if we're out of gas */ 2515 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2516 if (aura->duration-- < 0)
2318 free_object(aura); 2517 {
2518 aura->destroy ();
2319 return; 2519 return;
2320 } 2520 }
2321 2521
2322 /* auras only exist in inventories */ 2522 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2523 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2524 {
2525 aura->destroy ();
2325 return; 2526 return;
2326 } 2527 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2528
2330 /* we need to jump out of the inventory for a bit 2529 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2530 * in order to hit the map conveniently.
2332 */ 2531 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2532 aura->insert_at (env, aura);
2334 2533
2335 for(i=1;i<9;i++) { 2534 for (i = 1; i < 9; i++)
2535 {
2336 sint16 nx, ny; 2536 sint16 nx, ny;
2537
2337 nx = aura->x + freearr_x[i]; 2538 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2539 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2540 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2541
2341 /* Consider the movement tyep of the person with the aura as 2542 /* 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 2543 * 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. 2544 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2545 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2546 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2547 {
2348 hit_map(aura,i,aura->attacktype,0); 2548 hit_map (aura, i, aura->attacktype, 0);
2349 2549
2350 if(aura->other_arch) { 2550 if (aura->other_arch)
2351 object *new_ob; 2551 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 } 2552 }
2358 }
2359 } 2553 }
2554
2360 /* put the aura back in the player's inventory */ 2555 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2556 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2557 insert_ob_in_ob (aura, env);
2363} 2558}
2364 2559
2365/* moves the peacemaker spell. 2560/* moves the peacemaker spell.
2366 * op is the piece object. 2561 * op is the piece object.
2367 */ 2562 */
2368 2563
2564void
2369void move_peacemaker(object *op) { 2565move_peacemaker (object *op)
2566{
2370 object *tmp; 2567 object *tmp;
2371 2568
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2569 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2570 {
2373 int atk_lev, def_lev; 2571 int atk_lev, def_lev;
2374 object *victim=tmp; 2572 object *victim = tmp;
2375 2573
2376 if (tmp->head) victim=tmp->head; 2574 if (tmp->head)
2575 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2576 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2577 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2578 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2579 continue;
2379 if (victim->stats.exp == 0) continue; 2580 if (victim->stats.exp == 0)
2581 continue;
2380 2582
2381 def_lev = MAX(1,victim->level); 2583 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2584 atk_lev = MAX (1, op->level);
2383 2585
2384 if (rndm(0, atk_lev-1) > def_lev) { 2586 if (rndm (0, atk_lev - 1) > def_lev)
2587 {
2385 /* make this sucker peaceful. */ 2588 /* make this sucker peaceful. */
2386 2589
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2590 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2591 victim->stats.exp = 0;
2389#if 0 2592#if 0
2390 /* No idea why these were all set to zero - if something 2593 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2594 * makes this creature agressive, he should still do damage.
2392 */ 2595 */
2393 victim->stats.dam = 0; 2596 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2597 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2598 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2599 victim->stats.Pow = 0;
2397#endif 2600#endif
2398 victim->attack_movement = RANDO2; 2601 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2602 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2603 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2604 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2605 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2606 if (victim->name)
2607 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2608 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2609 }
2406 } 2610 }
2407 } 2611 }
2408} 2612}
2409 2613
2410 2614
2411/* This writes a rune that contains the appropriate message. 2615/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2616 * There really isn't any adjustments we make.
2413 */ 2617 */
2414 2618
2619int
2415int write_mark(object *op, object *spell, const char *msg) { 2620write_mark (object *op, object *spell, const char *msg)
2621{
2416 char rune[HUGE_BUF]; 2622 char rune[HUGE_BUF];
2417 object *tmp; 2623 object *tmp;
2418 2624
2419 if (!msg || msg[0] == 0) { 2625 if (!msg || msg[0] == 0)
2626 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2627 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2628 return 0;
2422 } 2629 }
2423 2630
2424 if (strcasestr_local(msg, "endmsg")) { 2631 if (strcasestr_local (msg, "endmsg"))
2632 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2633 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); 2634 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2635 return 0;
2428 } 2636 }
2429 if (!spell->other_arch) return 0; 2637 if (!spell->other_arch)
2638 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2639 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2640
2432 rune[HUGE_BUF-2] = 0; 2641 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2642
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2643 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2644 tmp->msg = rune;
2436 tmp->x = op->x; 2645
2437 tmp->y = op->y; 2646 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2647 return 1;
2440} 2648}

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