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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 1.52 by root, Thu May 17 14:14:55 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
590 * map. This can be determined in that per player unique maps have the
591 * full pathname listed.
592 */
593 if (!strncmp(op->map->path, settings.localdir, strlen(settings.localdir)) &&
594 settings.create_home_portals != TRUE )
595 {
596 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You can't cast that here.\n");
597 return 0;
598 }
599
600 /* The first thing to do is to check if we have a marked destination 644 /* 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 645 * dummy is used to make a check inventory for the force
602 */ 646 */
603 dummy=arch_to_object(spell->other_arch); 647 dummy = arch_to_object (spell->other_arch);
604 if(dummy == NULL){ 648 if (dummy == NULL)
649 {
605 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 650 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); 651 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
607 return 0; 652 return 0;
608 } 653 }
654
609 force=check_inv_recursive (op,dummy); 655 force = check_inv_recursive (op, dummy);
610 656
611 if (force==NULL) { 657 if (force == NULL)
658 {
612 /* Here we know there is no destination marked up. 659 /* Here we know there is no destination marked up.
613 * We have 2 things to do: 660 * We have 2 things to do:
614 * 1. Mark the destination in the player inventory. 661 * 1. Mark the destination in the player inventory.
615 * 2. Let the player know it worked. 662 * 2. Let the player know it worked.
616 */ 663 */
617 free_string (dummy->name);
618 dummy->name = add_string (op->map->path); 664 dummy->name = op->map->path;
619 EXIT_X(dummy)= op->x; 665 EXIT_X (dummy) = op->x;
620 EXIT_Y(dummy)= op->y; 666 EXIT_Y (dummy) = op->y;
621 insert_ob_in_ob (dummy,op); 667 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."); 668 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; 669 return 1;
624 } 670 }
625 free_object (dummy);
626 671
672 dummy->destroy ();
673
627 /* Here we know where the town portal should go to 674 /* Here we know where the town portal should go to
628 * We should kill any existing portal associated with the player. 675 * We should kill any existing portal associated with the player.
629 * Than we should create the 2 portals. 676 * Than we should create the 2 portals.
630 * For each of them, we need: 677 * For each of them, we need:
631 * - To create the portal with the name of the player+destination map 678 * - To create the portal with the name of the player+destination map
632 * - set the owner of the town portal 679 * - set the owner of the town portal
633 * - To mark the position of the portal in the player's inventory 680 * - To mark the position of the portal in the player's inventory
634 * for easier destruction. 681 * for easier destruction.
635 * 682 *
636 * The mark works has follow: 683 * The mark works has follow:
637 * slaying: Existing town portal 684 * slaying: Existing town portal
638 * hp, sp : x & y of the associated portal 685 * hp, sp : x & y of the associated portal
639 * name : name of the portal 686 * name : name of the portal
640 * race : map the portal is in 687 * race : map the portal is in
641 */ 688 */
642 689
643 /* First step: killing existing town portals */ 690 /* First step: killing existing town portals */
644 dummy=get_archetype(spell->race); 691 dummy = get_archetype (spell->race);
645 if(dummy == NULL){ 692 if (dummy == NULL)
693 {
646 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 694 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); 695 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
648 return 0; 696 return 0;
649 } 697 }
698
650 perm_portal = find_archetype (spell->slaying); 699 perm_portal = archetype::find (spell->slaying);
651 700
652 /* To kill a town portal, we go trough the player's inventory, 701 /* To kill a town portal, we go trough the player's inventory,
653 * for each marked portal in player's inventory, 702 * for each marked portal in player's inventory,
654 * -We try load the associated map (if impossible, consider the portal destructed) 703 * -We try load the associated map (if impossible, consider the portal destructed)
655 * -We find any portal in the specified location. 704 * -We find any portal in the specified location.
656 * If it has the good name, we destruct it. 705 * If it has the good name, we destruct it.
657 * -We destruct the force indicating that portal. 706 * -We destruct the force indicating that portal.
658 */ 707 */
659 while ( (old_force=check_inv_recursive (op,dummy))) { 708 while ((old_force = check_inv_recursive (op, dummy)))
660 exitx=EXIT_X(old_force); 709 {
661 exity=EXIT_Y(old_force); 710 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);
663 711
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) { 712 if (exitmap)
669 tmp=present_arch (perm_portal,exitmap,exitx,exity); 713 {
670 while (tmp) { 714 exitmap->load_sync ();
715
716 int exitx = EXIT_X (old_force);
717 int exity = EXIT_Y (old_force);
718
719 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
720 {
671 if (tmp->name == old_force->name) { 721 if (tmp->name == old_force->name)
672 remove_ob (tmp); 722 {
673 free_object (tmp); 723 tmp->destroy ();
674 break; 724 break;
675 } else {
676 tmp = tmp->above;
677 } 725 }
678 } 726 }
679 } 727 }
680 remove_ob (old_force);
681 free_object (old_force);
682 LOG (llevDebug,"\n");
683 }
684 free_object (dummy);
685 728
729 old_force->destroy ();
730 }
731
732 dummy->destroy ();
733
686 /* Creating the portals. 734 /* Creating the portals.
687 * The very first thing to do is to ensure 735 * The very first thing to do is to ensure
688 * access to the destination map. 736 * access to the destination map.
689 * If we can't, don't fizzle. Simply warn player. 737 * If we can't, don't fizzle. Simply warn player.
690 * This ensure player pays his mana for the spell 738 * This ensure player pays his mana for the spell
691 * because HE is responsible of forgotting. 739 * because HE is responsible of forgotting.
692 * 'force' is the destination of the town portal, which we got 740 * 'force' is the destination of the town portal, which we got
693 * from the players inventory above. 741 * from the players inventory above.
694 */ 742 */
695 743
696 /* Ensure exit map is loaded*/ 744 /* Ensure exit map is loaded */
697 if (!strncmp(force->name, settings.localdir, strlen(settings.localdir))) 745 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);
701 746
702 /* If we were unable to load (ex. random map deleted), warn player*/ 747 /* If we were unable to load (ex. random map deleted), warn player */
703 if (exitmap==NULL) { 748 if (!exitmap)
749 {
704 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"Something strange happens.\nYou can't remember where to go!?"); 750 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
705 remove_ob(force); 751 force->destroy ();
706 free_object(force);
707 return 1; 752 return 1;
708 } 753 }
709 754
755 exitmap->load_sync ();
756
710 op_level = caster_level(caster, spell); 757 op_level = caster_level (caster, spell);
711 if (op_level<15) 758 if (op_level < 15)
759 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); 760 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
761 &op->name);
713 else if (op_level<30) 762 else if (op_level < 30)
763 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); 764 "%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) 765 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"); 766 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
767 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); 768 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
769 &op->name);
718 770
719 /* Create a portal in front of player 771 /* Create a portal in front of player
720 * dummy contain the portal and 772 * dummy contain the portal and
721 * force contain the track to kill it later 773 * force contain the track to kill it later
722 */ 774 */
723
724 snprintf (portal_name,1024,"%s's portal to %s",op->name,force->name); 775 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
725 dummy=get_archetype(spell->slaying); /*The portal*/ 776 dummy = get_archetype (spell->slaying); /*The portal */
726 if(dummy == NULL) { 777 if (dummy == NULL)
778 {
727 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 779 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); 780 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
729 return 0; 781 return 0;
730 } 782 }
783
731 EXIT_PATH(dummy) = add_string (force->name); 784 EXIT_PATH (dummy) = force->name;
732 EXIT_X(dummy)=EXIT_X(force); 785 EXIT_X (dummy) = EXIT_X (force);
733 EXIT_Y(dummy)=EXIT_Y(force); 786 EXIT_Y (dummy) = EXIT_Y (force);
734 FREE_AND_COPY(dummy->name, portal_name); 787 dummy->name = dummy->name_pl = portal_name;
735 FREE_AND_COPY(dummy->name_pl, portal_name);
736 dummy->msg=add_string (portal_message); 788 dummy->msg = portal_message;
737 dummy->race=add_string (op->name); /*Save the owner of the portal*/ 789 dummy->race = op->name; /*Save the owner of the portal */
738 cast_create_obj (op, caster, dummy, 0); 790 cast_create_obj (op, caster, dummy, 0);
739 791
740 /* Now we need to to create a town portal marker inside the player 792 /* 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 793 * object, so on future castings, we can know that he has an active
742 * town portal. 794 * town portal.
743 */ 795 */
744 tmp=get_archetype(spell->race); 796 object *tmp = get_archetype (spell->race);
745 if(tmp == NULL){ 797
798 if (!tmp)
799 {
746 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 800 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); 801 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
748 return 0; 802 return 0;
749 } 803 }
804
750 tmp->race=add_string (op->map->path); 805 tmp->race = op->map->path;
751 FREE_AND_COPY(tmp->name, portal_name); 806 tmp->name = portal_name;
752 EXIT_X(tmp)=dummy->x; 807 EXIT_X (tmp) = dummy->x;
753 EXIT_Y(tmp)=dummy->y; 808 EXIT_Y (tmp) = dummy->y;
754 insert_ob_in_ob (tmp,op); 809 op->insert (tmp);
755 810
756 /* Create a portal in the destination map 811 /* Create a portal in the destination map
757 * dummy contain the portal and 812 * dummy contain the portal and
758 * force the track to kill it later 813 * force the track to kill it later
759 * the 'force' variable still contains the 'reminder' of 814 * the 'force' variable still contains the 'reminder' of
760 * where this portal goes to. 815 * where this portal goes to.
761 */ 816 */
762 snprintf (portal_name,1024,"%s's portal to %s",op->name,op->map->path); 817 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
763 dummy=get_archetype (spell->slaying); /*The portal*/ 818 dummy = get_archetype (spell->slaying); /*The portal */
764 if(dummy == NULL) { 819 if (dummy == NULL)
820 {
765 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 821 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); 822 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
767 return 0; 823 return 0;
768 } 824 }
825
769 EXIT_PATH(dummy) = add_string (op->map->path); 826 EXIT_PATH (dummy) = op->map->path;
770 EXIT_X(dummy)=op->x; 827 EXIT_X (dummy) = op->x;
771 EXIT_Y(dummy)=op->y; 828 EXIT_Y (dummy) = op->y;
772 FREE_AND_COPY(dummy->name, portal_name); 829 dummy->name = dummy->name_pl = portal_name;
773 FREE_AND_COPY(dummy->name_pl, portal_name);
774 dummy->msg=add_string (portal_message); 830 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*/ 831 dummy->race = op->name; /*Save the owner of the portal */
778 insert_ob_in_map(dummy,exitmap,op,0); 832 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
779 833
780 /* Now we create another town portal marker that 834 /* Now we create another town portal marker that
781 * points back to the one we just made 835 * points back to the one we just made
782 */ 836 */
783 tmp=get_archetype(spell->race); 837 tmp = get_archetype (spell->race);
784 if(tmp == NULL){ 838 if (tmp == NULL)
839 {
785 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 840 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); 841 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
787 return 0; 842 return 0;
788 } 843 }
844
789 tmp->race=add_string(force->name); 845 tmp->race = force->name;
790 FREE_AND_COPY(tmp->name, portal_name); 846 tmp->name = portal_name;
791 EXIT_X(tmp)=dummy->x; 847 EXIT_X (tmp) = dummy->x;
792 EXIT_Y(tmp)=dummy->y; 848 EXIT_Y (tmp) = dummy->y;
793 insert_ob_in_ob (tmp,op); 849 insert_ob_in_ob (tmp, op);
794 850
795 /* Describe the player what happened 851 /* Describe the player what happened
796 */ 852 */
797 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op,"You see air moving and showing you the way home."); 853 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*/ 854 force->destroy ();
799 free_object(force); 855
800 return 1; 856 return 1;
801} 857}
802
803 858
804/* This creates magic walls. Really, it can create most any object, 859/* This creates magic walls. Really, it can create most any object,
805 * within some reason. 860 * within some reason.
806 */ 861 */
807 862int
808int magic_wall(object *op,object *caster,int dir,object *spell_ob) { 863magic_wall (object *op, object *caster, int dir, object *spell_ob)
809 object *tmp, *tmp2; 864{
865 object *tmp;
810 int i,posblocked,negblocked, maxrange; 866 int i, posblocked, negblocked, maxrange;
811 sint16 x, y; 867 sint16 x, y;
812 mapstruct *m; 868 maptile *m;
813 const char *name; 869 const char *name;
814 archetype *at; 870 archetype *at;
815 871
816 if(!dir) { 872 if (!dir)
873 {
817 dir=op->facing; 874 dir = op->facing;
818 x = op->x; 875 x = op->x;
819 y = op->y; 876 y = op->y;
820 } else { 877 }
878 else
879 {
821 x = op->x+freearr_x[dir]; 880 x = op->x + freearr_x[dir];
822 y = op->y+freearr_y[dir]; 881 y = op->y + freearr_y[dir];
823 } 882 }
883
824 m = op->map; 884 m = op->map;
825 885
826 if ((spell_ob->move_block || x != op->x || y != op->y) && 886 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) || 887 (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))) { 888 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
889 {
829 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 890 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
830 return 0; 891 return 0;
831 } 892 }
893
832 if (spell_ob->other_arch) { 894 if (spell_ob->other_arch)
833 tmp = arch_to_object(spell_ob->other_arch); 895 tmp = arch_to_object (spell_ob->other_arch);
834 } else if (spell_ob->race) { 896 else if (spell_ob->race)
897 {
835 char buf1[MAX_BUF]; 898 char buf1[MAX_BUF];
836 899
837 sprintf(buf1,spell_ob->race,dir); 900 sprintf (buf1, spell_ob->race, dir);
838 at = find_archetype(buf1); 901 at = archetype::find (buf1);
839 if (!at) { 902 if (!at)
903 {
840 LOG(llevError, "summon_wall: Unable to find archetype %s\n", buf1); 904 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
841 new_draw_info(NDI_UNIQUE, 0,op,"This spell is broken."); 905 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
842 return 0; 906 return 0;
843 } 907 }
908
844 tmp = arch_to_object(at); 909 tmp = arch_to_object (at);
845 } else { 910 }
911 else
912 {
846 LOG(llevError,"magic_wall: spell %s lacks other_arch\n", 913 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
847 spell_ob->name);
848 return 0; 914 return 0;
849 } 915 }
850 916
851 if (tmp->type == SPELL_EFFECT) { 917 if (tmp->type == SPELL_EFFECT)
918 {
852 tmp->attacktype = spell_ob->attacktype; 919 tmp->attacktype = spell_ob->attacktype;
853 tmp->duration = spell_ob->duration + 920 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
854 SP_level_duration_adjust(caster, spell_ob); 921 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; 922 tmp->range = 0;
923 }
858 } else if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 924 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
859 tmp->stats.hp = spell_ob->duration + 925 {
860 SP_level_duration_adjust(caster, spell_ob); 926 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
861 tmp->stats.maxhp = tmp->stats.hp; 927 tmp->stats.maxhp = tmp->stats.hp;
862 set_owner(tmp,op);
863 set_spell_skill(op, caster, spell_ob, tmp);
864 } 928 }
929
865 if (QUERY_FLAG(spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG(tmp, FLAG_IS_USED_UP)) { 930 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
866 tmp->stats.food = spell_ob->duration + 931 {
867 SP_level_duration_adjust(caster, spell_ob); 932 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
868 SET_FLAG(tmp, FLAG_IS_USED_UP); 933 SET_FLAG (tmp, FLAG_IS_USED_UP);
869 } 934 }
935
870 if (QUERY_FLAG(spell_ob, FLAG_TEAR_DOWN)) { 936 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
937 {
871 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust(caster, spell_ob); 938 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
872 tmp->stats.maxhp = tmp->stats.hp; 939 tmp->stats.maxhp = tmp->stats.hp;
873 SET_FLAG(tmp, FLAG_TEAR_DOWN); 940 SET_FLAG (tmp, FLAG_TEAR_DOWN);
874 SET_FLAG(tmp, FLAG_ALIVE); 941 SET_FLAG (tmp, FLAG_ALIVE);
875 } 942 }
876 943
877 /* This can't really hurt - if the object doesn't kill anything, 944 /* This can't really hurt - if the object doesn't kill anything,
878 * these fields just won't be used. 945 * these fields just won't be used. Do not set the owner for
946 * earthwalls, though, so they survive restarts.
879 */ 947 */
948 if (tmp->type != EARTHWALL) //TODO
880 set_owner(tmp,op); 949 tmp->set_owner (op);
950
881 set_spell_skill(op, caster, spell_ob, tmp); 951 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; 952 tmp->level = caster_level (caster, spell_ob) / 2;
885 953
886 name = tmp->name; 954 name = tmp->name;
887 if ((tmp = insert_ob_in_map (tmp, m, op,0)) == NULL) { 955 if (!(tmp = m->insert (tmp, x, y, op)))
956 {
888 new_draw_info_format(NDI_UNIQUE, 0,op,"Something destroys your %s", name); 957 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
889 return 0; 958 return 0;
890 } 959 }
960
891 /* If this is a spellcasting wall, need to insert the spell object */ 961 /* If this is a spellcasting wall, need to insert the spell object */
892 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 962 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
893 insert_ob_in_ob(arch_to_object(tmp->other_arch), tmp); 963 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
894 964
895 /* This code causes the wall to extend some distance in 965 /* This code causes the wall to extend some distance in
896 * each direction, or until an obstruction is encountered. 966 * each direction, or until an obstruction is encountered.
897 * posblocked and negblocked help determine how far the 967 * posblocked and negblocked help determine how far the
898 * created wall can extend, it won't go extend through 968 * created wall can extend, it won't go extend through
899 * blocked spaces. 969 * blocked spaces.
900 */ 970 */
901 maxrange = spell_ob->range + SP_level_range_adjust(caster, spell_ob); 971 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
902 posblocked=0; 972 posblocked = 0;
903 negblocked=0; 973 negblocked = 0;
904 974
905 for(i=1; i<=maxrange; i++) { 975 for (i = 1; i <= maxrange; i++)
976 {
906 int dir2; 977 int dir2;
907 978
908 dir2 = (dir<4)?(dir+2):dir-2; 979 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
909 980
910 x = tmp->x+i*freearr_x[dir2]; 981 x = tmp->x + i * freearr_x[dir2];
911 y = tmp->y+i*freearr_y[dir2]; 982 y = tmp->y + i * freearr_y[dir2];
912 m = tmp->map; 983 m = tmp->map;
913 984
914 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 985 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) && 986 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
916 !posblocked) { 987 {
917 tmp2 = get_object(); 988 object *tmp2 = tmp->clone ();
918 copy_object(tmp,tmp2); 989 m->insert (tmp2, x, y, op);
919 tmp2->x = x; 990
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 */ 991 /* If this is a spellcasting wall, need to insert the spell object */
923 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 992 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
924 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 993 tmp2->insert (arch_to_object (tmp2->other_arch));
925 994
995 }
996 else
926 } else posblocked=1; 997 posblocked = 1;
927 998
928 x = tmp->x-i*freearr_x[dir2]; 999 x = tmp->x - i * freearr_x[dir2];
929 y = tmp->y-i*freearr_y[dir2]; 1000 y = tmp->y - i * freearr_y[dir2];
930 m = tmp->map; 1001 m = tmp->map;
931 1002
932 if(!(get_map_flags(m, &m, x, y, &x, &y) & (P_OUT_OF_MAP|P_IS_ALIVE)) && 1003 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
933 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK(m, x, y)) != spell_ob->move_block) && 1004 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
934 !negblocked) { 1005 {
935 tmp2 = get_object(); 1006 object *tmp2 = tmp->clone ();
936 copy_object(tmp,tmp2); 1007 m->insert (tmp2, x, y, op);
937 tmp2->x = x; 1008
938 tmp2->y = y;
939 insert_ob_in_map(tmp2,m,op,0);
940 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
941 insert_ob_in_ob(arch_to_object(tmp2->other_arch), tmp2); 1010 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 }
1012 else
942 } else negblocked=1; 1013 negblocked = 1;
943 } 1014 }
944 1015
945 if(QUERY_FLAG(tmp, FLAG_BLOCKSVIEW)) 1016 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW))
946 update_all_los(op->map, op->x, op->y); 1017 update_all_los (op->map, op->x, op->y);
947 1018
1019 return 1;
1020}
1021
1022int
1023dimension_door (object *op, object *caster, object *spob, int dir)
1024{
1025 uint32 dist, maxdist;
1026 int mflags;
1027 maptile *m;
1028 sint16 sx, sy;
1029
1030 if (op->type != PLAYER)
1031 return 0;
1032
1033 if (!dir)
1034 {
1035 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1036 return 0;
1037 }
1038
1039 /* Given the new outdoor maps, can't let players dimension door for
1040 * ever, so put limits in.
1041 */
1042 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1043
1044 if (op->contr->count)
1045 {
1046 if (op->contr->count > maxdist)
1047 {
1048 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
1049 return 0;
1050 }
1051
1052 for (dist = 0; dist < op->contr->count; dist++)
1053 {
1054 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1055
1056 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1057 break;
1058
1059 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1060 break;
1061 }
1062
1063 if (dist < op->contr->count)
1064 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1066 op->contr->count = 0;
1067 return 0;
1068 }
1069
1070 op->contr->count = 0;
1071
1072 /* Remove code that puts player on random space on maps. IMO,
1073 * a lot of maps probably have areas the player should not get to,
1074 * but may not be marked as NO_MAGIC (as they may be bounded
1075 * by such squares). Also, there are probably treasure rooms and
1076 * lots of other maps that protect areas with no magic, but the
1077 * areas themselves don't contain no magic spaces.
1078 */
1079 /* This call here is really just to normalize the coordinates */
1080 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy);
1081 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1082 {
1083 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1084 return 1; /* Maybe the penalty should be more severe... */
1085 }
1086 }
1087 else
1088 {
1089 /* Player didn't specify a distance, so lets see how far
1090 * we can move the player. Don't know why this stopped on
1091 * spaces that blocked the players view.
1092 */
1093
1094 for (dist = 0; dist < maxdist; dist++)
1095 {
1096 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1097
1098 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1099 break;
1100
1101 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1102 break;
1103
1104 }
1105
1106 /* If the destination is blocked, keep backing up until we
1107 * find a place for the player.
1108 */
1109 for (; dist > 0; dist--)
1110 {
1111 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist,
1112 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1113 continue;
1114
1115
1116 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1117 break;
1118
1119 }
1120 if (!dist)
1121 {
1122 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n");
1123 return 0;
1124 }
1125 }
1126
1127 /* Actually move the player now */
1128 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
948 return 1; 1129 return 1;
949}
950 1130
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 */ 1131 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1053 return 1; 1132 return 1;
1054} 1133}
1055 1134
1056 1135
1057/* cast_heal: Heals something. 1136/* cast_heal: Heals something.
1058 * op is the caster. 1137 * op is the caster.
1059 * dir is the direction he is casting it in. 1138 * dir is the direction he is casting it in.
1060 * spell is the spell object. 1139 * spell is the spell object.
1061 */ 1140 */
1141int
1062int cast_heal(object *op,object *caster, object *spell, int dir) { 1142cast_heal (object *op, object *caster, object *spell, int dir)
1143{
1063 object *tmp; 1144 object *tmp;
1064 archetype *at; 1145 archetype *at;
1065 object *poison; 1146 object *poison;
1066 int heal = 0, success = 0; 1147 int heal = 0, success = 0;
1067 1148
1068 tmp = find_target_for_friendly_spell(op,dir); 1149 tmp = find_target_for_friendly_spell (op, dir);
1069 1150
1070 if (tmp==NULL) return 0; 1151 if (!tmp)
1152 return 0;
1071 1153
1072 /* Figure out how many hp this spell might cure. 1154 /* Figure out how many hp this spell might cure.
1073 * could be zero if this spell heals effects, not damage. 1155 * could be zero if this spell heals effects, not damage.
1074 */ 1156 */
1075 heal = spell->stats.dam; 1157 heal = spell->stats.dam;
1076 if (spell->stats.hp) 1158 if (spell->stats.hp)
1077 heal += random_roll(spell->stats.hp, 6, op, PREFER_HIGH) + 1159 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1078 spell->stats.hp;
1079 1160
1080 if (heal) { 1161 if (heal)
1162 {
1081 if (tmp->stats.hp >= tmp->stats.maxhp) { 1163 if (tmp->stats.hp >= tmp->stats.maxhp)
1082 new_draw_info(NDI_UNIQUE, 0,tmp, "You are already fully healed."); 1164 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1165 else
1083 } 1166 {
1084 else {
1085 /* See how many points we actually heal. Instead of messages 1167 /* See how many points we actually heal. Instead of messages
1086 * based on type of spell, we instead do messages based 1168 * based on type of spell, we instead do messages based
1087 * on amount of damage healed. 1169 * on amount of damage healed.
1088 */ 1170 */
1089 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1171 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1090 heal = tmp->stats.maxhp - tmp->stats.hp; 1172 heal = tmp->stats.maxhp - tmp->stats.hp;
1091 tmp->stats.hp += heal; 1173 tmp->stats.hp += heal;
1092 1174
1093 if (tmp->stats.hp >= tmp->stats.maxhp) { 1175 if (tmp->stats.hp >= tmp->stats.maxhp)
1094 new_draw_info(NDI_UNIQUE, 0,tmp, "You feel just fine!"); 1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1095 } else if (heal > 50) { 1177 else if (heal > 50)
1096 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds close!"); 1178 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1097 } else if (heal > 25) { 1179 else if (heal > 25)
1098 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds mostly close."); 1180 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1099 } else if (heal > 10) { 1181 else if (heal > 10)
1100 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to fade."); 1182 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1101 } else { 1183 else
1102 new_draw_info(NDI_UNIQUE, 0,tmp, "Your wounds start to close."); 1184 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1103 } 1185
1104 success=1;
1105 }
1106 }
1107 if (spell->attacktype & AT_DISEASE)
1108 if (cure_disease (tmp, op))
1109 success = 1; 1186 success = 1;
1187 }
1188 }
1110 1189
1190 if (spell->attacktype & AT_DISEASE)
1191 if (cure_disease (tmp, op))
1192 success = 1;
1193
1111 if (spell->attacktype & AT_POISON) { 1194 if (spell->attacktype & AT_POISON)
1195 {
1112 at = find_archetype("poisoning"); 1196 at = archetype::find ("poisoning");
1113 poison=present_arch_in_ob(at,tmp); 1197 poison = present_arch_in_ob (at, tmp);
1114 if (poison) { 1198 if (poison)
1199 {
1115 success = 1; 1200 success = 1;
1116 new_draw_info(NDI_UNIQUE, 0,tmp, "Your body feels cleansed"); 1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1117 poison->stats.food = 1; 1202 poison->stats.food = 1;
1118 } 1203 }
1119 } 1204 }
1205
1120 if (spell->attacktype & AT_CONFUSION) { 1206 if (spell->attacktype & AT_CONFUSION)
1207 {
1121 poison=present_in_ob_by_name(FORCE,"confusion", tmp); 1208 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1122 if (poison) { 1209 if (poison)
1210 {
1123 success = 1; 1211 success = 1;
1124 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1125 poison->duration = 1; 1213 poison->duration = 1;
1126 } 1214 }
1127 } 1215 }
1216
1128 if (spell->attacktype & AT_BLIND) { 1217 if (spell->attacktype & AT_BLIND)
1218 {
1129 at=find_archetype("blindness"); 1219 at = archetype::find ("blindness");
1130 poison=present_arch_in_ob(at,tmp); 1220 poison = present_arch_in_ob (at, tmp);
1131 if (poison) { 1221 if (poison)
1222 {
1132 success = 1; 1223 success = 1;
1133 new_draw_info(NDI_UNIQUE, 0,tmp,"Your vision begins to return."); 1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1134 poison->stats.food = 1; 1225 poison->stats.food = 1;
1135 } 1226 }
1136 } 1227 }
1228
1137 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) { 1229 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1230 {
1138 tmp->stats.sp += spell->last_sp; 1231 tmp->stats.sp += spell->last_sp;
1139 if (tmp->stats.sp > tmp->stats.maxsp) tmp->stats.sp = tmp->stats.maxsp; 1232 if (tmp->stats.sp > tmp->stats.maxsp)
1233 tmp->stats.sp = tmp->stats.maxsp;
1140 success = 1; 1234 success = 1;
1141 new_draw_info(NDI_UNIQUE, 0,tmp,"Magical energy surges through your body!"); 1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1142 } 1236 }
1237
1143 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) { 1238 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1239 {
1144 tmp->stats.grace += spell->last_grace; 1240 tmp->stats.grace += spell->last_grace;
1145 if (tmp->stats.grace > tmp->stats.maxgrace) tmp->stats.grace = tmp->stats.maxgrace; 1241 if (tmp->stats.grace > tmp->stats.maxgrace)
1242 tmp->stats.grace = tmp->stats.maxgrace;
1146 success = 1; 1243 success = 1;
1147 new_draw_info(NDI_UNIQUE, 0,tmp,"You feel redeemed with your god!"); 1244 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1148 } 1245 }
1246
1149 if (spell->stats.food && tmp->stats.food < 999) { 1247 if (spell->stats.food && tmp->stats.food < 999)
1248 {
1150 tmp->stats.food += spell->stats.food; 1249 tmp->stats.food += spell->stats.food;
1151 if (tmp->stats.food > 999) tmp->stats.food=999; 1250 if (tmp->stats.food > 999)
1251 tmp->stats.food = 999;
1152 success = 1; 1252 success = 1;
1153 /* We could do something a bit better like the messages for healing above */ 1253 /* 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"); 1254 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1155 } 1255 }
1256
1156 return success; 1257 return success;
1157} 1258}
1158 1259
1159 1260
1160/* This is used for the spells that gain stats. There are no spells 1261/* 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 1262 * right now that icnrease wis/int/pow on a temp basis, so no
1162 * good comments for those. 1263 * good comments for those.
1163 */ 1264 */
1164static const char* const no_gain_msgs[NUM_STATS] = { 1265static const char *const no_gain_msgs[NUM_STATS] = {
1165"You grow no stronger.", 1266 "You grow no stronger.",
1166"You grow no more agile.", 1267 "You grow no more agile.",
1167"You don't feel any healthier.", 1268 "You don't feel any healthier.",
1168"no wis", 1269 "no wis",
1169"You are no easier to look at.", 1270 "You are no easier to look at.",
1170"no int", 1271 "no int",
1171"no pow" 1272 "no pow"
1172}; 1273};
1173 1274
1275int
1174int cast_change_ability(object *op,object *caster,object *spell_ob, int dir, int silent) { 1276cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1175 object *tmp, *tmp2=NULL; 1277{
1176 object *force=NULL; 1278 object *force = NULL;
1177 int i; 1279 int i;
1178 1280
1179 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1281 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1180 if(dir!=0) { 1282 object *tmp = dir
1181 tmp=find_target_for_friendly_spell(op,dir); 1283 ? find_target_for_friendly_spell (op, dir)
1182 } else { 1284 : op;
1183 tmp = op;
1184 }
1185 1285
1186 if(tmp==NULL) return 0; 1286 if (!tmp)
1187 1287 return 0;
1288
1188 /* If we've already got a force of this type, don't add a new one. */ 1289 /* 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) { 1290 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1291 {
1190 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1292 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1293 {
1191 if (tmp2->name == spell_ob->name) { 1294 if (tmp2->name == spell_ob->name)
1295 {
1192 force=tmp2; /* the old effect will be "refreshed" */ 1296 force = tmp2; /* the old effect will be "refreshed" */
1193 break; 1297 break;
1194 } 1298 }
1195 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1299 else if (spell_ob->race && spell_ob->race == tmp2->name)
1300 {
1196 if ( !silent ) 1301 if (!silent)
1197 new_draw_info_format(NDI_UNIQUE, 0, op, 1302 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; 1303 return 0;
1201 } 1304 }
1202 } 1305 }
1203 } 1306 }
1204 if(force==NULL) { 1307 if (force == NULL)
1308 {
1205 force=get_archetype(FORCE_NAME); 1309 force = get_archetype (FORCE_NAME);
1206 force->subtype = FORCE_CHANGE_ABILITY; 1310 force->subtype = FORCE_CHANGE_ABILITY;
1207 free_string(force->name);
1208 if (spell_ob->race) 1311 if (spell_ob->race)
1209 force->name = add_refcount(spell_ob->race); 1312 force->name = spell_ob->race;
1210 else 1313 else
1211 force->name = add_refcount(spell_ob->name); 1314 force->name = spell_ob->name;
1212 free_string(force->name_pl);
1213 force->name_pl = add_refcount(spell_ob->name); 1315 force->name_pl = spell_ob->name;
1214 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1316 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1215 1317
1216 } else { 1318 }
1319 else
1320 {
1217 int duration; 1321 int duration;
1218 1322
1219 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1323 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1220 if (duration > force->duration) { 1324 if (duration > force->duration)
1325 {
1221 force->duration = duration; 1326 force->duration = duration;
1222 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1327 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1328 }
1223 } else { 1329 else
1330 {
1224 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1331 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1225 } 1332 }
1226 return 1; 1333 return 1;
1227 } 1334 }
1228 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1335 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1229 force->speed = 1.0; 1336 force->speed = 1.0;
1230 force->speed_left = -1.0; 1337 force->speed_left = -1.0;
1231 SET_FLAG(force, FLAG_APPLIED); 1338 SET_FLAG (force, FLAG_APPLIED);
1232 1339
1233 /* Now start processing the effects. First, protections */ 1340 /* Now start processing the effects. First, protections */
1234 for (i=0; i < NROFATTACKS; i++) { 1341 for (i = 0; i < NROFATTACKS; i++)
1342 {
1235 if (spell_ob->resist[i]) { 1343 if (spell_ob->resist[i])
1344 {
1236 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust(caster, spell_ob); 1345 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1237 if (force->resist[i] > 100) force->resist[i] = 100; 1346 if (force->resist[i] > 100)
1347 force->resist[i] = 100;
1238 } 1348 }
1239 } 1349 }
1240 if (spell_ob->stats.hp) 1350 if (spell_ob->stats.hp)
1241 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust(caster,spell_ob); 1351 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1242 1352
1243 if (tmp->type == PLAYER) { 1353 if (tmp->type == PLAYER)
1354 {
1244 /* Stat adjustment spells */ 1355 /* Stat adjustment spells */
1245 for (i=0; i < NUM_STATS; i++) { 1356 for (i = 0; i < NUM_STATS; i++)
1246 sint8 stat = get_attr_value(&spell_ob->stats, i), k, sm; 1357 {
1247 if (stat) { 1358 if (sint8 stat = spell_ob->stats.stat (i))
1359 {
1248 sm=0; 1360 sint8 sm = 0;
1249 for (k=0; k<stat; k++) 1361 for (sint8 k = 0; k < stat; k++)
1250 sm += rndm(1, 3); 1362 sm += rndm (1, 3);
1251 1363
1252 if ((get_attr_value(&tmp->stats, i) + sm) > (15 + 5 * stat)) { 1364 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1253 sm = (15 + 5 * stat) - get_attr_value(&tmp->stats, i); 1365 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1254 if (sm<0) sm = 0; 1366
1255 } 1367 force->stats.stat (i) = sm;
1256 set_attr_value(&force->stats, i, sm); 1368
1257 if (!sm) 1369 if (!sm)
1258 new_draw_info(NDI_UNIQUE, 0,op,no_gain_msgs[i]); 1370 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1259 } 1371 }
1260 } 1372 }
1261 } 1373 }
1262 1374
1263 force->move_type = spell_ob->move_type; 1375 force->move_type = spell_ob->move_type;
1264 1376
1265 if (QUERY_FLAG(spell_ob, FLAG_SEE_IN_DARK)) 1377 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK))
1266 SET_FLAG(force, FLAG_SEE_IN_DARK); 1378 SET_FLAG (force, FLAG_SEE_IN_DARK);
1267 1379
1268 if (QUERY_FLAG(spell_ob, FLAG_XRAYS)) 1380 if (QUERY_FLAG (spell_ob, FLAG_XRAYS))
1269 SET_FLAG(force, FLAG_XRAYS); 1381 SET_FLAG (force, FLAG_XRAYS);
1270 1382
1271 /* Haste/bonus speed */ 1383 /* Haste/bonus speed */
1272 if (spell_ob->stats.exp) { 1384 if (spell_ob->stats.exp)
1385 {
1386 if (op->speed > 0.5f)
1273 if (op->speed > 0.5f) force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f)); 1387 force->stats.exp = (sint64) ((float) spell_ob->stats.exp / (op->speed + 0.5f));
1274 else 1388 else
1275 force->stats.exp = spell_ob->stats.exp; 1389 force->stats.exp = spell_ob->stats.exp;
1276 } 1390 }
1277 1391
1278 force->stats.wc = spell_ob->stats.wc; 1392 force->stats.wc = spell_ob->stats.wc;
1279 force->stats.ac = spell_ob->stats.ac; 1393 force->stats.ac = spell_ob->stats.ac;
1280 force->attacktype = spell_ob->attacktype; 1394 force->attacktype = spell_ob->attacktype;
1281 1395
1282 insert_ob_in_ob(force,tmp); 1396 insert_ob_in_ob (force, tmp);
1283 change_abil(tmp,force); /* Mostly to display any messages */ 1397 change_abil (tmp, force); /* Mostly to display any messages */
1284 fix_player(tmp); 1398 tmp->update_stats ();
1285 return 1; 1399 return 1;
1286} 1400}
1287 1401
1288/* This used to be part of cast_change_ability, but it really didn't make 1402/* 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 1403 * a lot of sense, since most of the values it derives are from the god
1290 * of the caster. 1404 * of the caster.
1291 */ 1405 */
1292 1406
1407int
1293int cast_bless(object *op,object *caster,object *spell_ob, int dir) { 1408cast_bless (object *op, object *caster, object *spell_ob, int dir)
1409{
1294 int i; 1410 int i;
1295 object *god = find_god(determine_god(op)), *tmp2, *force=NULL, *tmp; 1411 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1296 1412
1297 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1413 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1298 if(dir!=0) { 1414 if (dir != 0)
1415 {
1299 tmp=find_target_for_friendly_spell(op,dir); 1416 tmp = find_target_for_friendly_spell (op, dir);
1300 } else { 1417 }
1418 else
1419 {
1301 tmp = op; 1420 tmp = op;
1302 } 1421 }
1303 1422
1304 /* If we've already got a force of this type, don't add a new one. */ 1423 /* 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) { 1424 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1425 {
1306 if (tmp2->type==FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) { 1426 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1427 {
1307 if (tmp2->name == spell_ob->name) { 1428 if (tmp2->name == spell_ob->name)
1429 {
1308 force=tmp2; /* the old effect will be "refreshed" */ 1430 force = tmp2; /* the old effect will be "refreshed" */
1309 break; 1431 break;
1310 } 1432 }
1311 else if (spell_ob->race && spell_ob->race == tmp2->name) { 1433 else if (spell_ob->race && spell_ob->race == tmp2->name)
1312 new_draw_info_format(NDI_UNIQUE, 0, op, 1434 {
1313 "You can not cast %s while %s is in effect", 1435 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; 1436 return 0;
1316 } 1437 }
1317 } 1438 }
1318 } 1439 }
1319 if(force==NULL) { 1440 if (force == NULL)
1441 {
1320 force=get_archetype(FORCE_NAME); 1442 force = get_archetype (FORCE_NAME);
1321 force->subtype = FORCE_CHANGE_ABILITY; 1443 force->subtype = FORCE_CHANGE_ABILITY;
1322 free_string(force->name);
1323 if (spell_ob->race) 1444 if (spell_ob->race)
1324 force->name = add_refcount(spell_ob->race); 1445 force->name = spell_ob->race;
1325 else 1446 else
1326 force->name = add_refcount(spell_ob->name); 1447 force->name = spell_ob->name;
1327 free_string(force->name_pl);
1328 force->name_pl = add_refcount(spell_ob->name); 1448 force->name_pl = spell_ob->name;
1329 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1330 } else { 1450 }
1451 else
1452 {
1331 int duration; 1453 int duration;
1332 1454
1333 duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1455 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) { 1456 if (duration > force->duration)
1457 {
1335 force->duration = duration; 1458 force->duration = duration;
1336 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1459 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1460 }
1337 } else { 1461 else
1462 {
1338 new_draw_info(NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1463 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1339 } 1464 }
1340 return 0; 1465 return 0;
1341 } 1466 }
1342 force->duration = spell_ob->duration + SP_level_duration_adjust(caster, spell_ob) * 50; 1467 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 force->speed = 1.0; 1468 force->speed = 1.0;
1344 force->speed_left = -1.0; 1469 force->speed_left = -1.0;
1345 SET_FLAG(force, FLAG_APPLIED); 1470 SET_FLAG (force, FLAG_APPLIED);
1346 1471
1347 if(!god) { 1472 if (!god)
1473 {
1348 new_draw_info(NDI_UNIQUE, 0,op,"Your blessing seems empty."); 1474 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1349 } else { 1475 }
1476 else
1477 {
1350 /* Only give out good benefits, and put a max on it */ 1478 /* Only give out good benefits, and put a max on it */
1351 for (i=0; i<NROFATTACKS; i++) { 1479 for (i = 0; i < NROFATTACKS; i++)
1480 {
1352 if (god->resist[i]>0) { 1481 if (god->resist[i] > 0)
1482 {
1353 force->resist[i] = MIN(god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1483 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1354 } 1484 }
1355 } 1485 }
1356 force->path_attuned|=god->path_attuned; 1486 force->path_attuned |= god->path_attuned;
1487
1357 if (spell_ob->attacktype) { 1488 if (spell_ob->attacktype)
1358 force->attacktype|=god->attacktype | AT_PHYSICAL; 1489 force->slaying = god->slaying;
1359 if(god->slaying) force->slaying = add_string(god->slaying); 1490
1360 }
1361 if (tmp != op) { 1491 if (tmp != op)
1492 {
1362 new_draw_info_format(NDI_UNIQUE, 0, op, "You bless %s.", tmp->name); 1493 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); 1494 new_draw_info_format (NDI_UNIQUE, 0, tmp, "%s blessed you.", &op->name);
1495 }
1364 } else { 1496 else
1365 new_draw_info_format(NDI_UNIQUE, 0,tmp,
1366 "You are blessed by %s!",god->name);
1367 } 1497 {
1498 new_draw_info_format (NDI_UNIQUE, 0, tmp, "You are blessed by %s!", &god->name);
1499 }
1368 1500
1369 } 1501 }
1370 force->stats.wc = spell_ob->stats.wc; 1502 force->stats.wc = spell_ob->stats.wc;
1371 force->stats.ac = spell_ob->stats.ac; 1503 force->stats.ac = spell_ob->stats.ac;
1372 1504
1373 change_abil(tmp,force); /* Mostly to display any messages */ 1505 change_abil (tmp, force); /* Mostly to display any messages */
1374 insert_ob_in_ob(force,tmp); 1506 insert_ob_in_ob (force, tmp);
1375 fix_player(tmp); 1507 tmp->update_stats ();
1376 return 1; 1508 return 1;
1377} 1509}
1378
1379
1380 1510
1381/* Alchemy code by Mark Wedel 1511/* Alchemy code by Mark Wedel
1382 * 1512 *
1383 * This code adds a new spell, called alchemy. Alchemy will turn 1513 * This code adds a new spell, called alchemy. Alchemy will turn
1384 * objects to gold nuggets, the value of the gold nuggets being 1514 * objects to gold nuggets, the value of the gold nuggets being
1394 * For example, if an item is worth 110 gold, you will get 1524 * For example, if an item is worth 110 gold, you will get
1395 * 4 large nuggets, and from 0-10 small nuggets. 1525 * 4 large nuggets, and from 0-10 small nuggets.
1396 * 1526 *
1397 * There is also a chance (1:30) that you will get nothing at all 1527 * 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 1528 * for the object. There is also a maximum weight that will be
1399 * alchemied. 1529 * alchemised.
1400 */ 1530 */
1401 1531static void
1402/* I didn't feel like passing these as arguements to the 1532alchemy_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{ 1533{
1412 uint64 value=query_cost(obj, NULL, F_TRUE); 1534 uint64 value = query_cost (obj, NULL, F_TRUE);
1413 1535
1414 /* Give third price when we alchemy money (This should hopefully 1536 /* Give third price when we alchemy money (This should hopefully
1415 * make it so that it isn't worth it to alchemy money, sell 1537 * make it so that it isn't worth it to alchemy money, sell
1416 * the nuggets, alchemy the gold from that, etc. 1538 * the nuggets, alchemy the gold from that, etc.
1417 * Otherwise, give 9 silver on the gold for other objects, 1539 * Otherwise, give 9 silver on the gold for other objects,
1418 * so that it would still be more affordable to haul 1540 * so that it would still be more affordable to haul
1419 * the stuff back to town. 1541 * the stuff back to town.
1420 */ 1542 */
1421
1422 if (QUERY_FLAG(obj, FLAG_UNPAID)) 1543 if (QUERY_FLAG (obj, FLAG_UNPAID))
1423 value=0; 1544 value = 0;
1424 else if (obj->type==MONEY || obj->type==GEM) 1545 else if (obj->type == MONEY || obj->type == GEM)
1425 value /=3; 1546 value /= 3;
1426 else 1547 else
1427 value = (value*9)/10; 1548 value = value * 9 / 10;
1428 1549
1429 value /= 4; // fix by GHJ, don't understand, pcg
1430
1431 if ((obj->value>0) && rndm(0, 29)) { 1550 if (obj->value > 0 && rndm (0, 29))
1432 int count; 1551 total_value += value;
1433 1552
1434 count = value / large->value; 1553 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 1554
1441 /* Turn 25 small nuggets into 1 large nugget. If the value 1555 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} 1556}
1455 1557
1456static void update_map(object *op, mapstruct *m, int small_nuggets, int large_nuggets, 1558static void
1457 int x, int y) 1559update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1458{ 1560{
1459 object *tmp;
1460 int flag=0; 1561 int flag = 0;
1461 1562
1462 /* Put any nuggets below the player, but we can only pass this 1563 /* Put any nuggets below the player, but we can only pass this
1463 * flag if we are on the same space as the player 1564 * flag if we are on the same space as the player
1464 */ 1565 */
1465 if (x == op->x && y == op->y && op->map == m) flag = INS_BELOW_ORIGINATOR; 1566 if (x == op->x && y == op->y && op->map == m)
1567 flag = INS_BELOW_ORIGINATOR;
1466 1568
1467 if (small_nuggets) { 1569 if (small_nuggets)
1468 tmp = get_object(); 1570 {
1469 copy_object(small, tmp); 1571 object *tmp = small->clone ();
1470 tmp-> nrof = small_nuggets; 1572 tmp->nrof = small_nuggets;
1471 tmp->x = x; 1573 m->insert (tmp, x, y, op, flag);
1472 tmp->y = y;
1473 insert_ob_in_map(tmp, m, op, flag);
1474 } 1574 }
1575
1475 if (large_nuggets) { 1576 if (large_nuggets)
1476 tmp = get_object(); 1577 {
1477 copy_object(large, tmp); 1578 object *tmp = large->clone ();
1478 tmp-> nrof = large_nuggets; 1579 tmp->nrof = large_nuggets;
1479 tmp->x = x; 1580 m->insert (tmp, x, y, op, flag);
1480 tmp->y = y;
1481 insert_ob_in_map(tmp, m, op, flag);
1482 } 1581 }
1483}
1484 1582
1583 if (object *pl = m->at (x, y).player ())
1584 if (pl->contr->ns)
1585 pl->contr->ns->look_position = 0;
1586}
1587
1588int
1485int alchemy(object *op, object *caster, object *spell_ob) 1589alchemy (object *op, object *caster, object *spell_ob)
1486{ 1590{
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) 1591 if (op->type != PLAYER)
1493 return 0; 1592 return 0;
1494 1593
1594 object *large = get_archetype ("largenugget");
1595 object *small = get_archetype ("smallnugget");
1596
1495 /* Put a maximum weight of items that can be alchemied. Limits the power 1597 /* 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 1598 * some, and also prevents people from alchemising every table/chair/clock
1497 * in sight 1599 * in sight
1498 */ 1600 */
1499 weight_max = spell_ob->duration + +SP_level_duration_adjust(caster,spell_ob); 1601 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1500 weight_max *= 1000; 1602 int weight_max = duration * 1000;
1501 small=get_archetype("smallnugget"), 1603 uint64 value_max = duration * 1000;
1502 large=get_archetype("largenugget");
1503 1604
1605 int weight = 0;
1606
1504 for(y= op->y-1;y<=op->y+1;y++) { 1607 for (int y = op->y - 1; y <= op->y + 1; y++)
1608 {
1505 for(x= op->x-1;x<=op->x+1;x++) { 1609 for (int x = op->x - 1; x <= op->x + 1; x++)
1610 {
1611 uint64 value = 0;
1612
1506 nx = x; 1613 sint16 nx = x;
1507 ny = y; 1614 sint16 ny = y;
1508 1615
1509 mp = op->map; 1616 maptile *mp = op->map;
1510 1617
1511 mflags = get_map_flags(mp, &mp, nx, ny, &nx, &ny); 1618 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1512 1619
1513 if(mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1620 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1514 continue; 1621 continue;
1515 1622
1516 /* Treat alchemy a little differently - most spell effects 1623 /* Treat alchemy a little differently - most spell effects
1517 * use fly as the movement type - for alchemy, consider it 1624 * use fly as the movement type - for alchemy, consider it
1518 * ground level effect. 1625 * ground level effect.
1519 */ 1626 */
1520 if (GET_MAP_MOVE_BLOCK(mp, nx, ny) & MOVE_WALK) 1627 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1521 continue; 1628 continue;
1522 1629
1523 small_nuggets=0; 1630 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1524 large_nuggets=0; 1631 {
1525
1526 for(tmp=get_map_ob(mp,nx,ny);tmp!=NULL;tmp=next) {
1527 next=tmp->above; 1632 next = tmp->above;
1633
1528 if (tmp->weight>0 && !QUERY_FLAG(tmp, FLAG_NO_PICK) && 1634 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1529 !QUERY_FLAG(tmp, FLAG_ALIVE) && 1635 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1530 !QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) { 1636 {
1531
1532 if (tmp->inv) { 1637 if (tmp->inv)
1638 {
1533 object *next1, *tmp1; 1639 object *next1, *tmp1;
1640
1534 for (tmp1 = tmp->inv; tmp1!=NULL; tmp1=next1) { 1641 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1642 {
1535 next1 = tmp1->below; 1643 next1 = tmp1->below;
1536 if (tmp1->weight>0 && !QUERY_FLAG(tmp1, FLAG_NO_PICK) && 1644 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1537 !QUERY_FLAG(tmp1, FLAG_ALIVE) &&
1538 !QUERY_FLAG(tmp1, FLAG_IS_CAULDRON)) 1645 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1539 alchemy_object(tmp1, &small_nuggets, &large_nuggets, 1646 alchemy_object (tmp1, value, weight);
1540 &weight);
1541 } 1647 }
1542 } 1648 }
1649
1543 alchemy_object(tmp, &small_nuggets, &large_nuggets, &weight); 1650 alchemy_object (tmp, value, weight);
1651
1652 if (weight > weight_max)
1653 break;
1654 }
1544 1655 }
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 1656
1657 value = min (value, value_max);
1658
1659 uint64 count = value / large->value;
1660 int large_nuggets = count;
1661 value -= count * large->value;
1662
1663 count = value / small->value;
1664 int small_nuggets = count;
1665
1554 /* Insert all the nuggets at one time. This probably saves time, but 1666 /* Insert all the nuggets at one time. This probably saves time, but
1555 * it also prevents us from alcheming nuggets that were just created 1667 * it also prevents us from alcheming nuggets that were just created
1556 * with this spell. 1668 * with this spell.
1557 */ 1669 */
1558 update_map(op, mp, small_nuggets, large_nuggets, nx, ny); 1670 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1671
1672 if (weight > weight_max)
1673 goto bailout;
1559 } 1674 }
1560 } 1675 }
1561 free_object(large); 1676
1562 free_object(small); 1677bailout:
1563 /* reset this so that if player standing on a big pile of stuff, 1678 large->destroy ();
1564 * it is redrawn properly. 1679 small->destroy ();
1565 */
1566 op->contr->socket.look_position = 0;
1567 return 1; 1680 return 1;
1568} 1681}
1569 1682
1570 1683
1571/* This function removes the cursed/damned status on equipped 1684/* This function removes the cursed/damned status on equipped
1572 * items. 1685 * items.
1573 */ 1686 */
1687int
1574int remove_curse(object *op, object *caster, object *spell) { 1688remove_curse (object *op, object *caster, object *spell)
1689{
1575 object *tmp; 1690 object *tmp;
1576 int success = 0, was_one = 0; 1691 int success = 0, was_one = 0;
1577 1692
1578 for (tmp = op->inv; tmp; tmp = tmp->below) 1693 for (tmp = op->inv; tmp; tmp = tmp->below)
1579 if (QUERY_FLAG(tmp, FLAG_APPLIED) && 1694 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1580 ((QUERY_FLAG(tmp, FLAG_CURSED) && QUERY_FLAG(spell, FLAG_CURSED)) || 1695 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1581 (QUERY_FLAG(tmp, FLAG_DAMNED) && QUERY_FLAG(spell, FLAG_DAMNED)))) { 1696 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1582 1697 {
1583 was_one++; 1698 was_one++;
1584 if (tmp->level <= caster_level(caster, spell)) { 1699 if (tmp->level <= caster_level (caster, spell))
1700 {
1585 success++; 1701 success++;
1586 if (QUERY_FLAG(spell, FLAG_DAMNED)) 1702 if (QUERY_FLAG (spell, FLAG_DAMNED))
1587 CLEAR_FLAG(tmp, FLAG_DAMNED); 1703 CLEAR_FLAG (tmp, FLAG_DAMNED);
1588 1704
1589 CLEAR_FLAG(tmp, FLAG_CURSED); 1705 CLEAR_FLAG (tmp, FLAG_CURSED);
1590 CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED); 1706 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1591 tmp->value = 0; /* Still can't sell it */ 1707 tmp->value = 0; /* Still can't sell it */
1592 if (op->type == PLAYER) 1708 if (op->type == PLAYER)
1593 esrv_send_item(op, tmp); 1709 esrv_send_item (op, tmp);
1594 } 1710 }
1595 } 1711 }
1596 1712
1597 if (op->type==PLAYER) { 1713 if (op->type == PLAYER)
1714 {
1598 if (success) { 1715 if (success)
1599 new_draw_info(NDI_UNIQUE, 0,op, "You feel like some of your items are looser now."); 1716 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1600 } else { 1717 else
1718 {
1601 if (was_one) 1719 if (was_one)
1602 new_draw_info(NDI_UNIQUE, 0,op, "You failed to remove the curse."); 1720 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1603 else 1721 else
1604 new_draw_info(NDI_UNIQUE, 0,op, "You are not using any cursed items."); 1722 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1605 } 1723 }
1606 } 1724 }
1725
1607 return success; 1726 return success;
1608} 1727}
1609 1728
1610/* Identifies objects in the players inventory/on the ground */ 1729/* Identifies objects in the players inventory/on the ground */
1611 1730
1731int
1612int cast_identify(object *op, object *caster, object *spell) { 1732cast_identify (object *op, object *caster, object *spell)
1733{
1613 object *tmp; 1734 object *tmp;
1614 int success = 0, num_ident; 1735 int success = 0, num_ident;
1615 1736
1616 num_ident = spell->stats.dam + SP_level_dam_adjust(caster, spell); 1737 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1617 1738
1618 if (num_ident < 1) num_ident=1; 1739 if (num_ident < 1)
1740 num_ident = 1;
1619 1741
1620
1621 for (tmp = op->inv; tmp ; tmp = tmp->below) { 1742 for (tmp = op->inv; tmp; tmp = tmp->below)
1743 {
1622 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify(tmp)) { 1744 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1745 {
1623 identify(tmp); 1746 identify (tmp);
1747
1624 if (op->type==PLAYER) { 1748 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1749 {
1626 "You have %s.", long_desc(tmp, op)); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1751
1627 if (tmp->msg) { 1752 if (tmp->msg)
1753 {
1628 new_draw_info(NDI_UNIQUE, 0,op, "The item has a story:"); 1754 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1629 new_draw_info(NDI_UNIQUE, 0,op, tmp->msg); 1755 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1630 } 1756 }
1631 } 1757 }
1758
1759 num_ident--;
1760 success = 1;
1761 if (!num_ident)
1762 break;
1763 }
1764 }
1765
1766 /* If all the power of the spell has been used up, don't go and identify
1767 * stuff on the floor. Only identify stuff on the floor if the spell
1768 * was not fully used.
1769 */
1770 if (num_ident)
1771 {
1772 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1773 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1774 {
1775 identify (tmp);
1776
1777 if (op->type == PLAYER)
1778 {
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1780
1781 if (tmp->msg)
1782 {
1783 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1784 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1785 }
1786
1787 esrv_send_item (op, tmp);
1788 }
1789
1632 num_ident--; 1790 num_ident--;
1633 success=1; 1791 success = 1;
1634 if (!num_ident) break; 1792 if (!num_ident)
1793 break;
1635 } 1794 }
1636 } 1795 }
1637 /* If all the power of the spell has been used up, don't go and identify 1796
1638 * stuff on the floor. Only identify stuff on the floor if the spell 1797 if (!success)
1639 * was not fully used. 1798 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1799 else
1800 spell_effect (spell, op->x, op->y, op->map, op);
1801
1802 return success;
1803}
1804
1805int
1806cast_detection (object *op, object *caster, object *spell, object *skill)
1807{
1808 object *tmp, *last, *god, *detect;
1809 int done_one, range, mflags, floor, level;
1810 sint16 x, y, nx, ny;
1811 maptile *m;
1812
1813 /* We precompute some values here so that we don't have to keep
1814 * doing it over and over again.
1640 */ 1815 */
1641 if (num_ident) { 1816 god = find_god (determine_god (op));
1642 for(tmp = get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) 1817 level = caster_level (caster, spell);
1643 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED) && !tmp->invisible && 1818 range = spell->range + SP_level_range_adjust (caster, spell);
1644 need_identify(tmp)) {
1645 1819
1646 identify(tmp); 1820 if (!skill)
1821 skill = caster;
1822
1823 for (x = op->x - range; x <= op->x + range; x++)
1824 for (y = op->y - range; y <= op->y + range; y++)
1825 {
1826 m = op->map;
1827 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1828 if (mflags & P_OUT_OF_MAP)
1829 continue;
1830
1831 /* For most of the detections, we only detect objects above the
1832 * floor. But this is not true for show invisible.
1833 * Basically, we just go and find the top object and work
1834 * down - that is easier than working up.
1835 */
1836
1837 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1838 last = tmp;
1839
1840 /* Shouldn't happen, but if there are no objects on a space, this
1841 * would happen.
1842 */
1843 if (!last)
1844 continue;
1845
1846 done_one = 0;
1847 floor = 0;
1848 detect = NULL;
1849 for (tmp = last; tmp; tmp = tmp->below)
1850 {
1851 /* show invisible */
1852 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1853 /* Might there be other objects that we can make visible? */
1854 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1855 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1856 tmp->type == CF_HANDLE ||
1857 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1858 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1859 tmp->type == GATE || tmp->type == LOCKED_DOOR ||
1860 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN ||
1861 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY ||
1862 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1863 {
1864 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1865 {
1866 tmp->invisible = 0;
1867 done_one = 1;
1868 }
1869 }
1870
1871 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1872 floor = 1;
1873
1874 /* All detections below this point don't descend beneath the floor,
1875 * so just continue on. We could be clever and look at the type of
1876 * detection to completely break out if we don't care about objects beneath
1877 * the floor, but once we get to the floor, not likely a very big issue anyways.
1878 */
1879 if (floor)
1880 continue;
1881
1882 /* I had thought about making detect magic and detect curse
1883 * show the flash the magic item like it does for detect monster.
1884 * however, if the object is within sight, this would then make it
1885 * difficult to see what object is magical/cursed, so the
1886 * effect wouldn't be as apparant.
1887 */
1888
1889 /* detect magic */
1890 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1891 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1892 {
1893 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1894 /* make runes more visibile */
1895 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1896 tmp->stats.Cha /= 4;
1897 done_one = 1;
1898 }
1899 /* detect monster */
1900 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1901 {
1902 done_one = 2;
1903 if (!detect)
1904 detect = tmp;
1905 }
1906 /* Basically, if race is set in the spell, then the creatures race must
1907 * match that. if the spell race is set to GOD, then the gods opposing
1908 * race must match.
1909 */
1910 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1911 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1912 (strstr (spell->race, tmp->race))))
1913 {
1914 done_one = 2;
1915 if (!detect)
1916 detect = tmp;
1917 }
1918 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1919 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1920 {
1921 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1922 done_one = 1;
1923 }
1924 } /* for stack of objects on this space */
1925
1926 /* Code here puts an effect of the spell on the space, so you can see
1927 * where the magic is.
1928 */
1929 if (done_one)
1930 {
1931 object *detect_ob = arch_to_object (spell->other_arch);
1932
1933 /* if this is set, we want to copy the face */
1934 if (done_one == 2 && detect)
1935 {
1936 detect_ob->face = detect->face;
1937 detect_ob->animation_id = detect->animation_id;
1938 detect_ob->anim_speed = detect->anim_speed;
1939 detect_ob->last_anim = 0;
1940 /* by default, the detect_ob is already animated */
1941 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1942 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1943 }
1944
1945 m->insert (detect_ob, nx, ny, op);
1946 }
1947 } /* for processing the surrounding spaces */
1948
1949
1950 /* Now process objects in the players inventory if detect curse or magic */
1951 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1952 {
1953 done_one = 0;
1954 for (tmp = op->inv; tmp; tmp = tmp->below)
1955 {
1956 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1957 {
1958 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1959 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1647 if (op->type==PLAYER) { 1961 if (op->type == PLAYER)
1648 new_draw_info_format(NDI_UNIQUE, 0,op, 1962 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 } 1963 }
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 if (op->type == PLAYER)
1654 esrv_send_item(op, tmp); 1969 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 } 1970 }
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 */ 1971 } /* if item is not identified */
1816 } /* for the players inventory */ 1972 } /* for the players inventory */
1817 } /* if detect magic/curse and object is a player */ 1973 } /* if detect magic/curse and object is a player */
1818 return 1; 1974 return 1;
1819} 1975}
1820 1976
1821 1977
1822/** 1978/**
1823 * Checks if victim has overcharged mana. caster_level is the caster's (skill) 1979 * Checks if victim has overcharged mana. caster_level is the caster's (skill)
1824 * level whos spell did cause the overcharge. 1980 * level whos spell did cause the overcharge.
1825 */ 1981 */
1982static void
1826static void charge_mana_effect(object *victim, int caster_level) 1983charge_mana_effect (object *victim, int caster_level)
1827{ 1984{
1828 1985
1829 /* Prevent explosions for objects without mana. Without this check, doors 1986 /* Prevent explosions for objects without mana. Without this check, doors
1830 * will explode, too. 1987 * will explode, too.
1831 */ 1988 */
1832 if (victim->stats.maxsp <= 0) 1989 if (victim->stats.maxsp <= 0)
1833 return; 1990 return;
1834 1991
1835 new_draw_info(NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1992 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1836 1993
1837 if (victim->stats.sp >= victim->stats.maxsp*2) { 1994 if (victim->stats.sp >= victim->stats.maxsp * 2)
1995 {
1838 object *tmp; 1996 object *tmp;
1839 1997
1840 new_draw_info(NDI_UNIQUE, 0, victim, "Your head explodes!"); 1998 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1841 1999
1842 /* Explodes a fireball centered at player */ 2000 /* Explodes a fireball centered at player */
1843 tmp = get_archetype(EXPLODING_FIREBALL); 2001 tmp = get_archetype (EXPLODING_FIREBALL);
1844 tmp->dam_modifier = random_roll(1, caster_level, victim, PREFER_LOW)/5+1; 2002 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; 2003 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1846 tmp->x = victim->x; 2004
1847 tmp->y = victim->y; 2005 tmp->insert_at (victim);
1848 insert_ob_in_map(tmp, victim->map, NULL, 0);
1849 victim->stats.sp = 2*victim->stats.maxsp; 2006 victim->stats.sp = 2 * victim->stats.maxsp;
1850 } 2007 }
1851 else if (victim->stats.sp >= victim->stats.maxsp*1.88) { 2008 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."); 2009 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) { 2010 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1855 new_draw_info(NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2011 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1856 }
1857 else if (victim->stats.sp >= victim->stats.maxsp*1.5) { 2012 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2013 {
1858 new_draw_info(NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2014 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1859 confuse_player(victim, victim, 99); 2015 confuse_player (victim, victim, 99);
1860 } 2016 }
1861 else if (victim->stats.sp >= victim->stats.maxsp*1.25) { 2017 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
1862 new_draw_info(NDI_UNIQUE, 0, victim, "You start hearing voices."); 2018 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
1863 }
1864} 2019}
1865 2020
1866/* cast_transfer 2021/* cast_transfer
1867 * This spell transfers sp from the player to another person. 2022 * This spell transfers sp from the player to another person.
1868 * We let the target go above their normal maximum SP. 2023 * We let the target go above their normal maximum SP.
1869 */ 2024 */
1870 2025
2026int
1871int cast_transfer(object *op,object *caster, object *spell, int dir) { 2027cast_transfer (object *op, object *caster, object *spell, int dir)
2028{
1872 object *plyr=NULL; 2029 object *plyr = NULL;
1873 sint16 x, y; 2030 sint16 x, y;
1874 mapstruct *m; 2031 maptile *m;
1875 int mflags; 2032 int mflags;
1876 2033
1877 m = op->map; 2034 m = op->map;
1878 x = op->x+freearr_x[dir]; 2035 x = op->x + freearr_x[dir];
1879 y = op->y+freearr_y[dir]; 2036 y = op->y + freearr_y[dir];
1880 2037
1881 mflags = get_map_flags(m, &m, x, y, &x, &y); 2038 mflags = get_map_flags (m, &m, x, y, &x, &y);
1882 2039
1883 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) { 2040 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2041 {
1884 for(plyr=get_map_ob(m, x, y); plyr!=NULL; plyr=plyr->above) 2042 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1885 if (plyr != op && QUERY_FLAG(plyr, FLAG_ALIVE)) 2043 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1886 break; 2044 break;
1887 } 2045 }
1888 2046
1889 2047
1890 /* If we did not find a player in the specified direction, transfer 2048 /* 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. 2049 * to anyone on top of us. This is used for the rune of transference mostly.
1892 */ 2050 */
1893 if(plyr==NULL) 2051 if (plyr == NULL)
1894 for(plyr=get_map_ob(op->map,op->x,op->y); plyr!=NULL; plyr=plyr->above) 2052 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)) 2053 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
1896 break; 2054 break;
1897 2055
1898 if (!plyr) { 2056 if (!plyr)
2057 {
1899 new_draw_info(NDI_BLACK, 0, op, "There is no one there."); 2058 new_draw_info (NDI_BLACK, 0, op, "There is no one there.");
1900 return 0; 2059 return 0;
1901 } 2060 }
1902 /* give sp */ 2061 /* give sp */
1903 if(spell->stats.dam > 0) { 2062 if (spell->stats.dam > 0)
2063 {
1904 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust(caster, spell); 2064 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 charge_mana_effect(plyr, caster_level(caster, spell)); 2065 charge_mana_effect (plyr, caster_level (caster, spell));
1906 return 1; 2066 return 1;
1907 } 2067 }
1908 /* suck sp away. Can't suck sp from yourself */ 2068 /* suck sp away. Can't suck sp from yourself */
1909 else if (op != plyr) { 2069 else if (op != plyr)
2070 {
1910 /* old dragin magic used floats. easier to just use ints and divide by 100 */ 2071 /* old dragin magic used floats. easier to just use ints and divide by 100 */
1911 2072
1912 int rate = -spell->stats.dam + SP_level_dam_adjust(caster, spell), sucked; 2073 int rate = -spell->stats.dam + SP_level_dam_adjust (caster, spell), sucked;
1913 2074
1914 if (rate > 95) rate=95; 2075 if (rate > 95)
2076 rate = 95;
1915 2077
1916 sucked = (plyr->stats.sp * rate) / 100; 2078 sucked = (plyr->stats.sp * rate) / 100;
1917 plyr->stats.sp -= sucked; 2079 plyr->stats.sp -= sucked;
1918 if (QUERY_FLAG(op, FLAG_ALIVE)) { 2080 if (QUERY_FLAG (op, FLAG_ALIVE))
2081 {
1919 /* Player doesn't get full credit */ 2082 /* Player doesn't get full credit */
1920 sucked = (sucked * rate) / 100; 2083 sucked = (sucked * rate) / 100;
1921 op->stats.sp += sucked; 2084 op->stats.sp += sucked;
1922 if (sucked > 0) { 2085 if (sucked > 0)
2086 {
1923 charge_mana_effect(op, caster_level(caster, spell)); 2087 charge_mana_effect (op, caster_level (caster, spell));
1924 } 2088 }
1925 } 2089 }
1926 return 1; 2090 return 1;
1927 } 2091 }
1928 return 0; 2092 return 0;
1929} 2093}
1930 2094
1931 2095
1932/* counterspell: nullifies spell effects. 2096/* counterspell: nullifies spell effects.
1933 * op is the counterspell object, dir is the direction 2097 * op is the counterspell object, dir is the direction
1934 * it was cast in. 2098 * it was cast in.
1935 * Basically, if the object has a magic attacktype, 2099 * Basically, if the object has a magic attacktype,
1936 * this may nullify it. 2100 * this may nullify it.
1937 */ 2101 */
2102void
1938void counterspell(object *op,int dir) 2103counterspell (object *op, int dir)
1939{ 2104{
1940 object *tmp, *head, *next; 2105 object *tmp, *head, *next;
1941 int mflags; 2106 int mflags;
1942 mapstruct *m; 2107 maptile *m;
1943 sint16 sx,sy; 2108 sint16 sx, sy;
1944 2109
1945 sx = op->x + freearr_x[dir]; 2110 sx = op->x + freearr_x[dir];
1946 sy = op->y + freearr_y[dir]; 2111 sy = op->y + freearr_y[dir];
1947 m = op->map; 2112 m = op->map;
1948 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); 2113 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1949 if (mflags & P_OUT_OF_MAP) return; 2114 if (mflags & P_OUT_OF_MAP)
2115 return;
2116
2117 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
1950 2118 {
1951 for(tmp=get_map_ob(m,sx,sy); tmp!=NULL; tmp=next) {
1952 next = tmp->above; 2119 next = tmp->above;
1953 2120
1954 /* Need to look at the head object - otherwise, if tmp 2121 /* Need to look at the head object - otherwise, if tmp
1955 * points to a monster, we don't have all the necessary 2122 * points to a monster, we don't have all the necessary
1956 * info for it. 2123 * info for it.
1957 */ 2124 */
2125 if (tmp->head)
1958 if (tmp->head) head = tmp->head; 2126 head = tmp->head;
2127 else
1959 else head = tmp; 2128 head = tmp;
1960 2129
1961 /* don't attack our own spells */ 2130 /* don't attack our own spells */
1962 if(tmp->owner && tmp->owner == op->owner) continue; 2131 if (tmp->owner && tmp->owner == op->owner)
2132 continue;
1963 2133
1964 /* Basically, if the object is magical and not counterspell, 2134 /* Basically, if the object is magical and not counterspell,
1965 * we will more or less remove the object. Don't counterspell 2135 * we will more or less remove the object. Don't counterspell
1966 * monsters either. 2136 * monsters either.
1967 */ 2137 */
1968 2138
1969 if (head->attacktype & AT_MAGIC && 2139 if (head->attacktype & AT_MAGIC
1970 !(head->attacktype & AT_COUNTERSPELL) && 2140 && !(head->attacktype & AT_COUNTERSPELL)
1971 !QUERY_FLAG(head,FLAG_MONSTER) && 2141 && !QUERY_FLAG (head, FLAG_MONSTER)
1972 (op->level > head->level)) { 2142 && (op->level > head->level))
1973 remove_ob(head); 2143 head->destroy ();
1974 free_object(head); 2144 else
1975 } else switch(head->type) { 2145 switch (head->type)
2146 {
1976 case SPELL_EFFECT: 2147 case SPELL_EFFECT:
2148 // XXX: Don't affect floor spelleffects. See also XXX comment
2149 // about sanctuary in spell_util.C
2150 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2151 continue;
2152
1977 if(op->level > head->level) { 2153 if (op->level > head->level)
1978 remove_ob(head); 2154 head->destroy ();
1979 free_object(head); 2155
1980 }
1981 break; 2156 break;
1982 2157
1983 /* I really don't get this rune code that much - that 2158 /* I really don't get this rune code that much - that
1984 * random chance seems really low. 2159 * random chance seems really low.
1985 */ 2160 */
1986 case RUNE: 2161 case RUNE:
1987 if(rndm(0, 149) == 0) { 2162 if (rndm (0, 149) == 0)
2163 {
1988 head->stats.hp--; /* weaken the rune */ 2164 head->stats.hp--; /* weaken the rune */
1989 if(!head->stats.hp) { 2165 if (!head->stats.hp)
1990 remove_ob(head); 2166 head->destroy ();
1991 free_object(head);
1992 } 2167 }
1993 }
1994 break; 2168 break;
1995 } 2169 }
1996 } 2170 }
1997} 2171}
1998 2172
1999 2173
2000 2174
2001/* cast_consecrate() - a spell to make an altar your god's */ 2175/* cast_consecrate() - a spell to make an altar your god's */
2176int
2002int cast_consecrate(object *op, object *caster, object *spell) { 2177cast_consecrate (object *op, object *caster, object *spell)
2178{
2003 char buf[MAX_BUF]; 2179 char buf[MAX_BUF];
2004 2180
2005 object *tmp, *god=find_god(determine_god(op)); 2181 object *tmp, *god = find_god (determine_god (op));
2006 2182
2007 if(!god) { 2183 if (!god)
2008 new_draw_info(NDI_UNIQUE, 0,op, 2184 {
2009 "You can't consecrate anything if you don't worship a god!"); 2185 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!");
2010 return 0; 2186 return 0;
2011 } 2187 }
2012 2188
2013 for(tmp=op->below;tmp;tmp=tmp->below) { 2189 for (tmp = op->below; tmp; tmp = tmp->below)
2190 {
2014 if(QUERY_FLAG(tmp,FLAG_IS_FLOOR)) break; 2191 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2192 break;
2015 if(tmp->type==HOLY_ALTAR) { 2193 if (tmp->type == HOLY_ALTAR)
2194 {
2016 2195
2017 if(tmp->level > caster_level(caster, spell)) { 2196 if (tmp->level > caster_level (caster, spell))
2018 new_draw_info_format(NDI_UNIQUE, 0,op, 2197 {
2019 "You are not powerful enough to reconsecrate the %s", tmp->name); 2198 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2020 return 0; 2199 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 } 2200 }
2201 else
2202 {
2203 /* If we got here, we are consecrating an altar */
2204 sprintf (buf, "Altar of %s", &god->name);
2205 tmp->name = buf;
2206 tmp->level = caster_level (caster, spell);
2207 tmp->other_arch = god->arch;
2208 if (op->type == PLAYER)
2209 esrv_update_item (UPD_NAME, op, tmp);
2210 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2211 return 1;
2033 } 2212 }
2213 }
2034 } 2214 }
2035 new_draw_info(NDI_UNIQUE, 0,op,"You are not standing over an altar!"); 2215 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!");
2036 return 0; 2216 return 0;
2037} 2217}
2038 2218
2039/* animate_weapon - 2219/* animate_weapon -
2040 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 2220 * 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 2221 * 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, 2224 * 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 2225 * 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 2226 * that only let players use it was correct, and removed all the other
2047 * player checks. MSW 2003-01-06 2227 * player checks. MSW 2003-01-06
2048 */ 2228 */
2049 2229int
2050int animate_weapon(object *op,object *caster,object *spell, int dir) { 2230animate_weapon (object *op, object *caster, object *spell, int dir)
2231{
2051 object *weapon, *tmp; 2232 object *weapon, *tmp;
2052 char buf[MAX_BUF]; 2233 char buf[MAX_BUF];
2053 int a, i; 2234 int a, i;
2054 sint16 x, y; 2235 sint16 x, y;
2055 mapstruct *m; 2236 maptile *m;
2056 materialtype_t *mt; 2237 materialtype_t *mt;
2057 2238
2058 if(!spell->other_arch){ 2239 if (!spell->other_arch)
2240 {
2059 new_draw_info(NDI_UNIQUE, 0,op,"Oops, program error!"); 2241 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2060 LOG(llevError,"animate_weapon failed: spell %s missing other_arch!\n", spell->name); 2242 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2061 return 0; 2243 return 0;
2062 } 2244 }
2063 /* exit if it's not a player using this spell. */ 2245 /* exit if it's not a player using this spell. */
2064 if(op->type!=PLAYER) return 0; 2246 if (op->type != PLAYER)
2247 return 0;
2065 2248
2066 /* if player already has a golem, abort */ 2249 /* 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) { 2250 if (object *golem = op->contr->golem)
2068 control_golem(op->contr->ranges[range_golem],dir); 2251 {
2252 control_golem (golem, dir);
2069 return 0; 2253 return 0;
2070 } 2254 }
2071 2255
2072 /* if no direction specified, pick one */ 2256 /* if no direction specified, pick one */
2073 if(!dir) 2257 if (!dir)
2074 dir=find_free_spot(NULL,op->map,op->x,op->y,1,9); 2258 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9);
2075 2259
2076 m = op->map; 2260 m = op->map;
2077 x = op->x+freearr_x[dir]; 2261 x = op->x + freearr_x[dir];
2078 y = op->y+freearr_y[dir]; 2262 y = op->y + freearr_y[dir];
2079 2263
2080 /* if there's no place to put the golem, abort */ 2264 /* 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) || 2265 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)) { 2266 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type))
2267 {
2083 new_draw_info(NDI_UNIQUE, 0,op,"There is something in the way."); 2268 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2084 return 0; 2269 return 0;
2085 } 2270 }
2086 2271
2087 /* Use the weapon marked by the player. */ 2272 /* Use the weapon marked by the player. */
2088 weapon = find_marked_object(op); 2273 weapon = find_marked_object (op);
2089 2274
2090 if (!weapon) { 2275 if (!weapon)
2276 {
2091 new_draw_info(NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2277 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2092 return 0; 2278 return 0;
2093 } 2279 }
2094 if (spell->race && strcmp(weapon->arch->name, spell->race)) { 2280 if (spell->race && strcmp (weapon->arch->name, spell->race))
2281 {
2095 new_draw_info(NDI_UNIQUE, 0,op,"The spell fails to transform your weapon."); 2282 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2096 return 0; 2283 return 0;
2097 } 2284 }
2098 if (weapon->type != WEAPON) { 2285 if (weapon->type != WEAPON)
2286 {
2099 new_draw_info(NDI_UNIQUE, 0,op,"You need to wield a weapon to animate it."); 2287 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2100 return 0; 2288 return 0;
2101 } 2289 }
2102 if (QUERY_FLAG(weapon, FLAG_APPLIED)) { 2290 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2291 {
2103 new_draw_info_format(NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", 2292 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; 2293 return 0;
2106 } 2294 }
2107 2295
2108 if (weapon->nrof > 1) { 2296 if (weapon->nrof > 1)
2297 {
2109 tmp = get_split_ob(weapon, 1); 2298 tmp = get_split_ob (weapon, 1);
2110 esrv_send_item(op, weapon); 2299 esrv_send_item (op, weapon);
2111 weapon = tmp; 2300 weapon = tmp;
2112 } 2301 }
2113 2302
2114 /* create the golem object */ 2303 /* create the golem object */
2115 tmp=arch_to_object(spell->other_arch); 2304 tmp = arch_to_object (spell->other_arch);
2116 2305
2117 /* if animated by a player, give the player control of the golem */ 2306 /* if animated by a player, give the player control of the golem */
2118 CLEAR_FLAG(tmp, FLAG_MONSTER); 2307 CLEAR_FLAG (tmp, FLAG_MONSTER);
2119 SET_FLAG(tmp, FLAG_FRIENDLY);
2120 tmp->stats.exp=0; 2308 tmp->stats.exp = 0;
2121 add_friendly_object(tmp); 2309 add_friendly_object (tmp);
2122 tmp->type=GOLEM; 2310 tmp->type = GOLEM;
2123 set_owner(tmp,op); 2311 tmp->set_owner (op);
2312 op->contr->golem = tmp;
2124 set_spell_skill(op, caster, spell, tmp); 2313 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 2314
2129 /* Give the weapon to the golem now. A bit of a hack to check the 2315 /* 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 2316 * removed flag - it should only be set if get_split_object was
2131 * used above. 2317 * used above.
2132 */ 2318 */
2133 if (!QUERY_FLAG(weapon, FLAG_REMOVED)) 2319 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2134 remove_ob (weapon); 2320 weapon->remove ();
2321
2135 insert_ob_in_ob (weapon, tmp); 2322 insert_ob_in_ob (weapon, tmp);
2136 esrv_send_item(op, weapon); 2323 esrv_send_item (op, weapon);
2137 /* To do everything necessary to let a golem use the weapon is a pain, 2324 /* 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 2325 * so instead, just set it as equipped (otherwise, we need to update
2139 * body_info, skills, etc) 2326 * body_info, skills, etc)
2140 */ 2327 */
2141 SET_FLAG (tmp, FLAG_USE_WEAPON); 2328 SET_FLAG (tmp, FLAG_USE_WEAPON);
2142 SET_FLAG(weapon, FLAG_APPLIED); 2329 SET_FLAG (weapon, FLAG_APPLIED);
2143 fix_player(tmp); 2330 tmp->update_stats ();
2144 2331
2145 /* There used to be 'odd' code that basically seemed to take the absolute 2332 /* 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 - 2333 * 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. 2334 * if you're using a crappy weapon, it shouldn't be as good.
2148 */ 2335 */
2149 2336
2150 /* modify weapon's animated wc */ 2337 /* modify weapon's animated wc */
2151 tmp->stats.wc = tmp->stats.wc - SP_level_range_adjust(caster,spell) 2338 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; 2339 if (tmp->stats.wc < -127)
2153 if(tmp->stats.wc<-127) tmp->stats.wc = -127; 2340 tmp->stats.wc = -127;
2154 2341
2155 /* Modify hit points for weapon */ 2342 /* Modify hit points for weapon */
2156 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration + 2343 tmp->stats.maxhp = tmp->stats.maxhp + spell->duration +
2157 SP_level_duration_adjust(caster, spell) + 2344 SP_level_duration_adjust (caster, spell) + +8 * weapon->magic + 12 * weapon->stats.Con;
2158 + 8 * weapon->magic + 12 * weapon->stats.Con; 2345 if (tmp->stats.maxhp < 0)
2159 if(tmp->stats.maxhp<0) tmp->stats.maxhp=10; 2346 tmp->stats.maxhp = 10;
2160 tmp->stats.hp = tmp->stats.maxhp; 2347 tmp->stats.hp = tmp->stats.maxhp;
2161 2348
2162 /* Modify weapon's damage */ 2349 /* Modify weapon's damage */
2163 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust(caster, spell) 2350 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 2351 if (tmp->stats.dam < 0)
2165 + weapon->magic 2352 tmp->stats.dam = 127;
2166 + 5 * weapon->stats.Str;
2167 if(tmp->stats.dam<0) tmp->stats.dam=127;
2168 2353
2169 2354
2170 /* attacktype */ 2355 /* attacktype */
2171 if ( ! tmp->attacktype) 2356 if (!tmp->attacktype)
2172 tmp->attacktype = AT_PHYSICAL; 2357 tmp->attacktype = AT_PHYSICAL;
2173 2358
2174 mt = NULL; 2359 mt = NULL;
2175 if (op->materialname != NULL) 2360 if (op->materialname != NULL)
2176 mt = name_to_material(op->materialname); 2361 mt = name_to_material (op->materialname);
2177 if (mt != NULL) { 2362 if (mt != NULL)
2363 {
2178 for (i=0; i < NROFATTACKS; i++) 2364 for (i = 0; i < NROFATTACKS; i++)
2179 tmp->resist[i] = 50 - (mt->save[i] * 5); 2365 tmp->resist[i] = 50 - (mt->save[i] * 5);
2180 a = mt->save[0]; 2366 a = mt->save[0];
2181 } else { 2367 }
2368 else
2369 {
2182 for (i=0; i < NROFATTACKS; i++) 2370 for (i = 0; i < NROFATTACKS; i++)
2183 tmp->resist[i] = 5; 2371 tmp->resist[i] = 5;
2184 a = 10; 2372 a = 10;
2185 } 2373 }
2186 /* Set weapon's immunity */ 2374 /* Set weapon's immunity */
2187 tmp->resist[ATNR_CONFUSION] = 100; 2375 tmp->resist[ATNR_CONFUSION] = 100;
2188 tmp->resist[ATNR_POISON] = 100; 2376 tmp->resist[ATNR_POISON] = 100;
2189 tmp->resist[ATNR_SLOW] = 100; 2377 tmp->resist[ATNR_SLOW] = 100;
2190 tmp->resist[ATNR_PARALYZE] = 100; 2378 tmp->resist[ATNR_PARALYZE] = 100;
2191 tmp->resist[ATNR_TURN_UNDEAD] = 100; 2379 tmp->resist[ATNR_TURN_UNDEAD] = 100;
2192 tmp->resist[ATNR_FEAR] = 100; 2380 tmp->resist[ATNR_FEAR] = 100;
2193 tmp->resist[ATNR_DEPLETE] = 100; 2381 tmp->resist[ATNR_DEPLETE] = 100;
2194 tmp->resist[ATNR_DEATH] = 100; 2382 tmp->resist[ATNR_DEATH] = 100;
2195 tmp->resist[ATNR_BLIND] = 100; 2383 tmp->resist[ATNR_BLIND] = 100;
2196 2384
2197 /* Improve weapon's armour value according to best save vs. physical of its material */ 2385 /* Improve weapon's armour value according to best save vs. physical of its material */
2198 2386
2199 if (a > 14) a = 14; 2387 if (a > 14)
2388 a = 14;
2200 tmp->resist[ATNR_PHYSICAL] = 100 - (int)((100.0-(float)tmp->resist[ATNR_PHYSICAL])/(30.0-2.0*a)); 2389 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2201 2390
2202 /* Determine golem's speed */ 2391 /* Determine golem's speed */
2203 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust(caster,spell); 2392 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2204 2393
2205 if(tmp->speed > 3.33) tmp->speed = 3.33;
2206
2207 if (!spell->race) { 2394 if (!spell->race)
2395 {
2208 sprintf(buf, "animated %s", weapon->name); 2396 sprintf (buf, "animated %s", &weapon->name);
2209 if(tmp->name) free_string(tmp->name);
2210 tmp->name = add_string(buf); 2397 tmp->name = buf;
2211 2398
2212 tmp->face = weapon->face; 2399 tmp->face = weapon->face;
2213 tmp->animation_id = weapon->animation_id; 2400 tmp->animation_id = weapon->animation_id;
2214 tmp->anim_speed = weapon->anim_speed; 2401 tmp->anim_speed = weapon->anim_speed;
2215 tmp->last_anim = weapon->last_anim; 2402 tmp->last_anim = weapon->last_anim;
2216 tmp->state = weapon->state; 2403 tmp->state = weapon->state;
2217 if(QUERY_FLAG(weapon, FLAG_ANIMATE)) { 2404 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 } 2405 }
2224 2406
2225 /* make experience increase in proportion to the strength of the summoned creature. */ 2407 /* 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)); 2408 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2227 2409
2228 tmp->speed_left= -1; 2410 tmp->speed_left = -1;
2229 tmp->x=x;
2230 tmp->y=y;
2231 tmp->direction=dir; 2411 tmp->direction = dir;
2232 insert_ob_in_map(tmp,m,op,0); 2412
2413 m->insert (tmp, x, y, op);
2233 return 1; 2414 return 1;
2234} 2415}
2235 2416
2236/* cast_daylight() - changes the map darkness level *lower* */ 2417/* cast_daylight() - changes the map darkness level *lower* */
2237 2418
2238/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2419/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2239 * This changes the light level for the entire map. 2420 * This changes the light level for the entire map.
2240 */ 2421 */
2241 2422
2423int
2242int cast_change_map_lightlevel( object *op, object *caster, object *spell ) { 2424cast_change_map_lightlevel (object *op, object *caster, object *spell)
2425{
2243 int success; 2426 int success;
2244 2427
2245 if(!op->map) return 0; /* shouldnt happen */ 2428 if (!op->map)
2429 return 0; /* shouldnt happen */
2246 2430
2247 success=change_map_light(op->map,spell->stats.dam); 2431 success = op->map->change_map_light (spell->stats.dam);
2432
2248 if(!success) { 2433 if (!success)
2434 {
2249 if (spell->stats.dam < 0) 2435 if (spell->stats.dam < 0)
2250 new_draw_info(NDI_UNIQUE,0,op,"It can be no brighter here."); 2436 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2251 else 2437 else
2252 new_draw_info(NDI_UNIQUE,0,op,"It can be no darker here."); 2438 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2253 } 2439 }
2254 return success; 2440 return success;
2255} 2441}
2256 2442
2257 2443
2258 2444
2259 2445
2260 2446
2261/* create an aura spell object and put it in the player's inventory. 2447/* 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, 2448 * as usual, op is player, caster is the object casting the spell,
2263 * spell is the spell object itself. 2449 * spell is the spell object itself.
2264 */ 2450 */
2451int
2265int create_aura(object *op, object *caster, object *spell) 2452create_aura (object *op, object *caster, object *spell)
2266{ 2453{
2267 int refresh=0; 2454 int refresh = 0;
2268 object *new_aura; 2455 object *new_aura;
2269 2456
2270 new_aura = present_arch_in_ob(spell->other_arch, op); 2457 new_aura = present_arch_in_ob (spell->other_arch, op);
2271 if (new_aura) refresh=1; 2458 if (new_aura)
2459 refresh = 1;
2460 else
2272 else new_aura = arch_to_object(spell->other_arch); 2461 new_aura = arch_to_object (spell->other_arch);
2273 2462
2274 new_aura->duration = spell->duration + 2463 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2275 10* SP_level_duration_adjust(caster,spell);
2276 2464
2277 new_aura->stats.dam = spell->stats.dam 2465 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2278 +SP_level_dam_adjust(caster,spell);
2279 2466
2280 set_owner(new_aura,op); 2467 new_aura->set_owner (op);
2281 set_spell_skill(op, caster, spell, new_aura); 2468 set_spell_skill (op, caster, spell, new_aura);
2282 new_aura->attacktype= spell->attacktype; 2469 new_aura->attacktype = spell->attacktype;
2283 2470
2284 new_aura->level = caster_level(caster, spell); 2471 new_aura->level = caster_level (caster, spell);
2285 if (refresh) 2472 if (refresh)
2286 new_draw_info(NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2473 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2287 else 2474 else
2288 new_draw_info(NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2475 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2289 insert_ob_in_ob(new_aura, op); 2476 insert_ob_in_ob (new_aura, op);
2290 return 1; 2477 return 1;
2291} 2478}
2292 2479
2293 2480
2294/* move aura function. An aura is a part of someone's inventory, 2481/* 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 2482 * which he carries with him, but which acts on the map immediately
2298 * duration: duration counter. 2485 * duration: duration counter.
2299 * attacktype: aura's attacktype 2486 * attacktype: aura's attacktype
2300 * other_arch: archetype to drop where we attack 2487 * other_arch: archetype to drop where we attack
2301 */ 2488 */
2302 2489
2490void
2303void move_aura(object *aura) { 2491move_aura (object *aura)
2492{
2304 int i, mflags; 2493 int i, mflags;
2305 object *env; 2494 object *env;
2306 mapstruct *m; 2495 maptile *m;
2307 2496
2308 /* auras belong in inventories */ 2497 /* auras belong in inventories */
2309 env = aura->env; 2498 env = aura->env;
2310 2499
2311 /* no matter what we've gotta remove the aura... 2500 /* no matter what we've gotta remove the aura...
2312 * we'll put it back if its time isn't up. 2501 * we'll put it back if its time isn't up.
2313 */ 2502 */
2314 remove_ob(aura); 2503 aura->remove ();
2315 2504
2316 /* exit if we're out of gas */ 2505 /* exit if we're out of gas */
2317 if(aura->duration--< 0) { 2506 if (aura->duration-- < 0)
2318 free_object(aura); 2507 {
2508 aura->destroy ();
2319 return; 2509 return;
2320 } 2510 }
2321 2511
2322 /* auras only exist in inventories */ 2512 /* auras only exist in inventories */
2323 if(env == NULL || env->map==NULL) { 2513 if (env == NULL || env->map == NULL)
2324 free_object(aura); 2514 {
2515 aura->destroy ();
2325 return; 2516 return;
2326 } 2517 }
2327 aura->x = env->x;
2328 aura->y = env->y;
2329 2518
2330 /* we need to jump out of the inventory for a bit 2519 /* we need to jump out of the inventory for a bit
2331 * in order to hit the map conveniently. 2520 * in order to hit the map conveniently.
2332 */ 2521 */
2333 insert_ob_in_map(aura,env->map,aura,0); 2522 aura->insert_at (env, aura);
2334 2523
2335 for(i=1;i<9;i++) { 2524 for (i = 1; i < 9; i++)
2525 {
2336 sint16 nx, ny; 2526 sint16 nx, ny;
2527
2337 nx = aura->x + freearr_x[i]; 2528 nx = aura->x + freearr_x[i];
2338 ny = aura->y + freearr_y[i]; 2529 ny = aura->y + freearr_y[i];
2339 mflags = get_map_flags(env->map, &m, nx, ny, &nx, &ny); 2530 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2340 2531
2341 /* Consider the movement tyep of the person with the aura as 2532 /* 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 2533 * 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. 2534 * is flying also, if player is walking, it is on the ground, etc.
2344 */ 2535 */
2345 if (!(mflags & P_OUT_OF_MAP)
2346 && !(OB_TYPE_MOVE_BLOCK(env, GET_MAP_MOVE_BLOCK(m, nx, ny)))) 2536 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2347 { 2537 {
2348 hit_map(aura,i,aura->attacktype,0); 2538 hit_map (aura, i, aura->attacktype, 0);
2349 2539
2350 if(aura->other_arch) { 2540 if (aura->other_arch)
2351 object *new_ob; 2541 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 } 2542 }
2358 }
2359 } 2543 }
2544
2360 /* put the aura back in the player's inventory */ 2545 /* put the aura back in the player's inventory */
2361 remove_ob(aura); 2546 aura->remove ();
2362 insert_ob_in_ob(aura, env); 2547 insert_ob_in_ob (aura, env);
2363} 2548}
2364 2549
2365/* moves the peacemaker spell. 2550/* moves the peacemaker spell.
2366 * op is the piece object. 2551 * op is the piece object.
2367 */ 2552 */
2368 2553
2554void
2369void move_peacemaker(object *op) { 2555move_peacemaker (object *op)
2556{
2370 object *tmp; 2557 object *tmp;
2371 2558
2372 for(tmp=get_map_ob(op->map,op->x,op->y);tmp!=NULL;tmp=tmp->above) { 2559 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2560 {
2373 int atk_lev, def_lev; 2561 int atk_lev, def_lev;
2374 object *victim=tmp; 2562 object *victim = tmp;
2375 2563
2376 if (tmp->head) victim=tmp->head; 2564 if (tmp->head)
2565 victim = tmp->head;
2377 if (!QUERY_FLAG(victim,FLAG_MONSTER)) continue; 2566 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2567 continue;
2378 if (QUERY_FLAG(victim,FLAG_UNAGGRESSIVE)) continue; 2568 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2569 continue;
2379 if (victim->stats.exp == 0) continue; 2570 if (victim->stats.exp == 0)
2571 continue;
2380 2572
2381 def_lev = MAX(1,victim->level); 2573 def_lev = MAX (1, victim->level);
2382 atk_lev = MAX(1,op->level); 2574 atk_lev = MAX (1, op->level);
2383 2575
2384 if (rndm(0, atk_lev-1) > def_lev) { 2576 if (rndm (0, atk_lev - 1) > def_lev)
2577 {
2385 /* make this sucker peaceful. */ 2578 /* make this sucker peaceful. */
2386 2579
2387 change_exp(get_owner(op),victim->stats.exp, op->skill, 0); 2580 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2388 victim->stats.exp=0; 2581 victim->stats.exp = 0;
2389#if 0 2582#if 0
2390 /* No idea why these were all set to zero - if something 2583 /* No idea why these were all set to zero - if something
2391 * makes this creature agressive, he should still do damage. 2584 * makes this creature agressive, he should still do damage.
2392 */ 2585 */
2393 victim->stats.dam = 0; 2586 victim->stats.dam = 0;
2394 victim->stats.sp = 0; 2587 victim->stats.sp = 0;
2395 victim->stats.grace = 0; 2588 victim->stats.grace = 0;
2396 victim->stats.Pow = 0; 2589 victim->stats.Pow = 0;
2397#endif 2590#endif
2398 victim->attack_movement = RANDO2; 2591 victim->attack_movement = RANDO2;
2399 SET_FLAG(victim,FLAG_UNAGGRESSIVE); 2592 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2400 SET_FLAG(victim,FLAG_RUN_AWAY); 2593 SET_FLAG (victim, FLAG_RUN_AWAY);
2401 SET_FLAG(victim,FLAG_RANDOM_MOVE); 2594 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2402 CLEAR_FLAG(victim,FLAG_MONSTER); 2595 CLEAR_FLAG (victim, FLAG_MONSTER);
2403 if(victim->name) { 2596 if (victim->name)
2597 {
2404 new_draw_info_format(NDI_UNIQUE,0,op->owner,"%s no longer feels like fighting.",victim->name); 2598 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2405 } 2599 }
2406 } 2600 }
2407 } 2601 }
2408} 2602}
2409 2603
2410 2604
2411/* This writes a rune that contains the appropriate message. 2605/* This writes a rune that contains the appropriate message.
2412 * There really isn't any adjustments we make. 2606 * There really isn't any adjustments we make.
2413 */ 2607 */
2414 2608
2609int
2415int write_mark(object *op, object *spell, const char *msg) { 2610write_mark (object *op, object *spell, const char *msg)
2611{
2416 char rune[HUGE_BUF]; 2612 char rune[HUGE_BUF];
2417 object *tmp; 2613 object *tmp;
2418 2614
2419 if (!msg || msg[0] == 0) { 2615 if (!msg || msg[0] == 0)
2616 {
2420 new_draw_info(NDI_UNIQUE, 0, op, "Write what?"); 2617 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2421 return 0; 2618 return 0;
2422 } 2619 }
2423 2620
2424 if (strcasestr_local(msg, "endmsg")) { 2621 if (strcasestr_local (msg, "endmsg"))
2622 {
2425 new_draw_info(NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2623 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); 2624 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2427 return 0; 2625 return 0;
2428 } 2626 }
2429 if (!spell->other_arch) return 0; 2627 if (!spell->other_arch)
2628 return 0;
2430 tmp = arch_to_object(spell->other_arch); 2629 tmp = arch_to_object (spell->other_arch);
2431 strncpy(rune, msg, HUGE_BUF-2); 2630
2432 rune[HUGE_BUF-2] = 0; 2631 snprintf (rune, sizeof (rune), "%s\n", msg);
2433 strcat(rune, "\n"); 2632
2434 tmp->race = add_string (op->name); /*Save the owner of the rune*/ 2633 tmp->race = op->name; /*Save the owner of the rune */
2435 tmp->msg = add_string(rune); 2634 tmp->msg = rune;
2436 tmp->x = op->x; 2635
2437 tmp->y = op->y; 2636 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2438 insert_ob_in_map(tmp, op->map, op, INS_BELOW_ORIGINATOR);
2439 return 1; 2637 return 1;
2440} 2638}

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