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/cvs/deliantra/server/server/spell_effect.C
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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.15 by root, Sat Dec 9 16:11:09 2006 UTC vs.
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC

74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 75 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 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); 77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 78 esrv_del_item (op->contr, wand->count);
79 remove_ob (wand); 79 wand->remove ();
80 free_object (wand); 80 wand->destroy (0);
81 tmp = get_archetype ("fireball"); 81 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
83 if (!tmp->stats.dam) 83 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 84 tmp->stats.dam = 1;
85 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
158 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
159 break; 159 break;
160 160
161 if (!al) 161 if (!al)
162 { 162 {
163 free_object (missile); 163 missile->destroy (0);
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 165 return 0;
166 } 166 }
167 167
168 if (al->item->slaying) 168 if (al->item->slaying)
169 { 169 {
170 free_object (missile); 170 missile->destroy (0);
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 172 return 0;
173 } 173 }
174 174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
468 else 468 else
469 enter_exit (op, wor); 469 enter_exit (op, wor);
470 470
471 remove_ob (wor); 471 wor->remove ();
472 free_object (wor); 472 wor->destroy (0);
473} 473}
474 474
475/* Word of recall causes the player to return 'home'. 475/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 476 * we put a force into the player object, so that there is a
477 * time delay effect. 477 * time delay effect.
680 EXIT_Y (dummy) = op->y; 680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op); 681 insert_ob_in_ob (dummy, op);
682 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."); 682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1; 683 return 1;
684 } 684 }
685 free_object (dummy); 685 dummy->destroy (0);
686 686
687 /* Here we know where the town portal should go to 687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player. 688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals. 689 * Than we should create the 2 portals.
690 * For each of them, we need: 690 * For each of them, we need:
733 tmp = present_arch (perm_portal, exitmap, exitx, exity); 733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp) 734 while (tmp)
735 { 735 {
736 if (tmp->name == old_force->name) 736 if (tmp->name == old_force->name)
737 { 737 {
738 remove_ob (tmp); 738 tmp->remove ();
739 free_object (tmp); 739 tmp->destroy (0);
740 break; 740 break;
741 } 741 }
742 else 742 else
743 { 743 {
744 tmp = tmp->above; 744 tmp = tmp->above;
745 } 745 }
746 } 746 }
747 } 747 }
748 remove_ob (old_force); 748 old_force->remove ();
749 free_object (old_force); 749 old_force->destroy (0);
750 LOG (llevDebug, "\n"); 750 LOG (llevDebug, "\n");
751 } 751 }
752 free_object (dummy); 752 dummy->destroy (0);
753 753
754 /* Creating the portals. 754 /* Creating the portals.
755 * The very first thing to do is to ensure 755 * The very first thing to do is to ensure
756 * access to the destination map. 756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player. 757 * If we can't, don't fizzle. Simply warn player.
769 769
770 /* If we were unable to load (ex. random map deleted), warn player */ 770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL) 771 if (exitmap == NULL)
772 { 772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 remove_ob (force); 774 force->remove ();
775 free_object (force); 775 force->destroy (0);
776 return 1; 776 return 1;
777 } 777 }
778 778
779 op_level = caster_level (caster, spell); 779 op_level = caster_level (caster, spell);
780 if (op_level < 15) 780 if (op_level < 15)
869 insert_ob_in_ob (tmp, op); 869 insert_ob_in_ob (tmp, op);
870 870
871 /* Describe the player what happened 871 /* Describe the player what happened
872 */ 872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); 873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 remove_ob (force); /* Delete the force inside the player */ 874 force->remove (); /* Delete the force inside the player */
875 free_object (force); 875 force->destroy (0);
876 return 1; 876 return 1;
877} 877}
878 878
879 879
880/* This creates magic walls. Really, it can create most any object, 880/* This creates magic walls. Really, it can create most any object,
1145 return 0; 1145 return 0;
1146 } 1146 }
1147 } 1147 }
1148 1148
1149 /* Actually move the player now */ 1149 /* Actually move the player now */
1150 remove_ob (op); 1150 op->remove ();
1151 op->x += freearr_x[dir] * dist; 1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist; 1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL) 1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 1154 return 1;
1155 1155
1621 *small_nuggets -= large->value / small->value; 1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value) 1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--; 1623 (*small_nuggets)--;
1624 } 1624 }
1625 weight += obj->weight; 1625 weight += obj->weight;
1626 remove_ob (obj); 1626 obj->remove ();
1627 free_object (obj); 1627 obj->destroy (0);
1628} 1628}
1629 1629
1630static void 1630static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{ 1632{
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1725 1725
1726 if (weight > weight_max) 1726 if (weight > weight_max)
1727 { 1727 {
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 free_object (large); 1729 large->destroy (0);
1730 free_object (small); 1730 small->destroy (0);
1731 return 1; 1731 return 1;
1732 } 1732 }
1733 } /* is alchemable object */ 1733 } /* is alchemable object */
1734 } /* process all objects on this space */ 1734 } /* process all objects on this space */
1735 1735
1738 * with this spell. 1738 * with this spell.
1739 */ 1739 */
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1741 } 1741 }
1742 } 1742 }
1743 free_object (large); 1743 large->destroy (0);
1744 free_object (small); 1744 small->destroy (0);
1745 /* reset this so that if player standing on a big pile of stuff, 1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly. 1746 * it is redrawn properly.
1747 */ 1747 */
1748 op->contr->socket.look_position = 0; 1748 op->contr->socket.look_position = 0;
1749 return 1; 1749 return 1;
2211 */ 2211 */
2212 2212
2213 if (head->attacktype & AT_MAGIC && 2213 if (head->attacktype & AT_MAGIC &&
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2215 { 2215 {
2216 remove_ob (head); 2216 head->remove ();
2217 free_object (head); 2217 head->destroy (0);
2218 } 2218 }
2219 else 2219 else
2220 switch (head->type) 2220 switch (head->type)
2221 { 2221 {
2222 case SPELL_EFFECT: 2222 case SPELL_EFFECT:
2223 if (op->level > head->level) 2223 if (op->level > head->level)
2224 { 2224 {
2225 remove_ob (head); 2225 head->remove ();
2226 free_object (head); 2226 head->destroy (0);
2227 } 2227 }
2228 break; 2228 break;
2229 2229
2230 /* I really don't get this rune code that much - that 2230 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 2231 * random chance seems really low.
2234 if (rndm (0, 149) == 0) 2234 if (rndm (0, 149) == 0)
2235 { 2235 {
2236 head->stats.hp--; /* weaken the rune */ 2236 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 2237 if (!head->stats.hp)
2238 { 2238 {
2239 remove_ob (head); 2239 head->remove ();
2240 free_object (head); 2240 head->destroy (0);
2241 } 2241 }
2242 } 2242 }
2243 break; 2243 break;
2244 } 2244 }
2245 } 2245 }
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2393 /* Give the weapon to the golem now. A bit of a hack to check the
2394 * removed flag - it should only be set if get_split_object was 2394 * removed flag - it should only be set if get_split_object was
2395 * used above. 2395 * used above.
2396 */ 2396 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 remove_ob (weapon); 2398 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp); 2399 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon); 2400 esrv_send_item (op, weapon);
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2401 /* To do everything necessary to let a golem use the weapon is a pain,
2402 * so instead, just set it as equipped (otherwise, we need to update 2402 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2403 * body_info, skills, etc)
2586 env = aura->env; 2586 env = aura->env;
2587 2587
2588 /* no matter what we've gotta remove the aura... 2588 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2589 * we'll put it back if its time isn't up.
2590 */ 2590 */
2591 remove_ob (aura); 2591 aura->remove ();
2592 2592
2593 /* exit if we're out of gas */ 2593 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2594 if (aura->duration-- < 0)
2595 { 2595 {
2596 free_object (aura); 2596 aura->destroy (0);
2597 return; 2597 return;
2598 } 2598 }
2599 2599
2600 /* auras only exist in inventories */ 2600 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2601 if (env == NULL || env->map == NULL)
2602 { 2602 {
2603 free_object (aura); 2603 aura->destroy (0);
2604 return; 2604 return;
2605 } 2605 }
2606 aura->x = env->x; 2606 aura->x = env->x;
2607 aura->y = env->y; 2607 aura->y = env->y;
2608 2608
2637 insert_ob_in_map (new_ob, m, aura, 0); 2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2638 }
2639 } 2639 }
2640 } 2640 }
2641 /* put the aura back in the player's inventory */ 2641 /* put the aura back in the player's inventory */
2642 remove_ob (aura); 2642 aura->remove ();
2643 insert_ob_in_ob (aura, env); 2643 insert_ob_in_ob (aura, env);
2644} 2644}
2645 2645
2646/* moves the peacemaker spell. 2646/* moves the peacemaker spell.
2647 * op is the piece object. 2647 * op is the piece object.

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