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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.20 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.34 by root, Mon Jan 8 01:19:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
37void 38void
38cast_magic_storm (object *op, object *tmp, int lvl) 39cast_magic_storm (object *op, object *tmp, int lvl)
39{ 40{
40 if (!tmp) 41 if (!tmp)
41 return; /* error */ 42 return; /* error */
43
42 tmp->level = op->level; 44 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 45 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 46 tmp->duration += lvl / 5;
47 47
48 /* Put a cap on duration for this - if the player fails in their 48 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 49 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 50 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 51 * so don't really need to increase the duration as much either.
52 */ 52 */
53 if (tmp->duration >= 40) 53 if (tmp->duration >= 40)
54 tmp->duration = 40; 54 tmp->duration = 40;
55
55 tmp->stats.dam = lvl; /* nasty recoils! */ 56 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 57 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 58
59 tmp->insert_at (op, op);
59} 60}
60
61 61
62int 62int
63recharge (object *op, object *caster, object *spell_ob) 63recharge (object *op, object *caster, object *spell_ob)
64{ 64{
65 object *wand, *tmp; 65 object *wand, *tmp;
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 wand->destroy (); 79 wand->destroy ();
80 tmp = get_archetype ("fireball"); 80 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
82
82 if (!tmp->stats.dam) 83 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 84 tmp->stats.dam = 1;
85
84 tmp->stats.hp = tmp->stats.dam / 2; 86 tmp->stats.hp = tmp->stats.dam / 2;
87
85 if (tmp->stats.hp < 2) 88 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 89 tmp->stats.hp = 2;
87 tmp->x = op->x; 90
88 tmp->y = op->y; 91 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 92 return 1;
91 } 93 }
92 94
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 95 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
96
94 if (wand->inv && wand->inv->level) 97 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 98 ncharges /= wand->inv->level;
96 else 99 else
97 { 100 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 101 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 102 return 0;
100 } 103 }
104
101 if (!ncharges) 105 if (!ncharges)
102 ncharges = 1; 106 ncharges = 1;
103 107
104 wand->stats.food += ncharges; 108 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 109 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
110
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 { 112 {
108 SET_FLAG (wand, FLAG_ANIMATE); 113 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 114 wand->set_speed (wand->arch->clone.speed);
110 update_ob_speed (wand);
111 } 115 }
116
112 return 1; 117 return 1;
113} 118}
114 119
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 120/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to 121 * based on whether a crossbow or bow is equiped. If neither, it defaults to
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 307 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 308 return 0;
304 } 309 }
305 if (mflags & P_IS_ALIVE) 310 if (mflags & P_IS_ALIVE)
306 { 311 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 312 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 313 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 314 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 315 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 316 if (tmp->head != NULL)
312 tmp = tmp->head; 317 tmp = tmp->head;
407 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_FACE);
408 413
409 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
410 * harm to the player. 415 * harm to the player.
411 */ 416 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
413 if (tmp->enemy == op) 418 if (tmp->enemy == op)
414 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
415 return 1; 421 return 1;
416} 422}
417 423
418/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 425 */
440 446
441 if (mflags & P_OUT_OF_MAP) 447 if (mflags & P_OUT_OF_MAP)
442 continue; 448 continue;
443 449
444 // earth to dust tears down everything that can be teared down 450 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
446 { 452 {
447 next = tmp->above; 453 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 456 }
451 } 457 }
458
452 return 1; 459 return 1;
453} 460}
454
455 461
456void 462void
457execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
458{ 464{
459 object *wor = op; 465 if (object *pl = op->in_player ())
460 466 {
461 while (op != NULL && op->type != PLAYER) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 469 else
470 {
471 // remove first so we do not call update_stats
472 op->remove ();
468 enter_exit (op, wor); 473 pl->enter_exit (op);
474 }
475 }
469 476
470 wor->destroy (); 477 op->destroy ();
471} 478}
472 479
473/* Word of recall causes the player to return 'home'. 480/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 481 * we put a force into the player object, so that there is a
475 * time delay effect. 482 * time delay effect.
494 { 501 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 502 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 503 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 504 return 0;
498 } 505 }
506
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 507 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 508 if (time < 1)
501 time = 1; 509 time = 1;
502 510
503 /* value of speed really doesn't make much difference, as long as it is 511 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 512 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 513 * do anything really odd if it say a -1000 or something.
506 */ 514 */
507 dummy->speed = 0.002; 515 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 516 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 517 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 518 dummy->subtype = SP_WORD_OF_RECALL;
512 519
513 /* If we could take advantage of enter_player_savebed() here, it would be 520 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 521 * nice, but until the map load fails, we can't.
515 */ 522 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 523 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 524 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 525 EXIT_Y (dummy) = op->contr->bed_y;
519 526
520 (void) insert_ob_in_ob (dummy, op); 527 op->insert (dummy);
528
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 529 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
530
522 return 1; 531 return 1;
523} 532}
524 533
525/* cast_wonder 534/* cast_wonder
526 * wonder is really just a spell that will likely cast another 535 * wonder is really just a spell that will likely cast another
555 } 564 }
556 return cast_spell (op, caster, dir, newspell, NULL); 565 return cast_spell (op, caster, dir, newspell, NULL);
557 } 566 }
558 return 1; 567 return 1;
559} 568}
560
561 569
562int 570int
563perceive_self (object *op) 571perceive_self (object *op)
564{ 572{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 573 char *cp = describe_item (op, op), buf[MAX_BUF];
634 * Code by Tchize (david.delbecq@usa.net) 642 * Code by Tchize (david.delbecq@usa.net)
635 */ 643 */
636int 644int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir) 645cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{ 646{
639 object *dummy, *force, *old_force, *tmp; 647 object *dummy, *force, *old_force;
640 archetype *perm_portal; 648 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024]; 649 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap; 650 maptile *exitmap;
644 int op_level; 651 int op_level;
645
646 652
647 /* Check to see if the map the player is currently on is a per player unique 653 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the 654 * map. This can be determined in that per player unique maps have the
649 * full pathname listed. 655 * full pathname listed.
650 */ 656 */
718 * If it has the good name, we destruct it. 724 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal. 725 * -We destruct the force indicating that portal.
720 */ 726 */
721 while ((old_force = check_inv_recursive (op, dummy))) 727 while ((old_force = check_inv_recursive (op, dummy)))
722 { 728 {
723 exitx = EXIT_X (old_force); 729 exitmap = maptile::find_sync (old_force->race, op->map);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731 730
732 if (exitmap) 731 if (exitmap)
733 { 732 {
733 exitmap->load_sync ();
734
735 int exitx = EXIT_X (old_force);
736 int exity = EXIT_Y (old_force);
737
734 tmp = present_arch (perm_portal, exitmap, exitx, exity); 738 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 while (tmp)
736 { 739 {
737 if (tmp->name == old_force->name) 740 if (tmp->name == old_force->name)
738 { 741 {
739 tmp->destroy (); 742 tmp->destroy ();
740 break; 743 break;
741 } 744 }
742
743 tmp = tmp->above;
744 } 745 }
745 } 746 }
746 747
747 old_force->destroy (); 748 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 } 749 }
750 750
751 dummy->destroy (); 751 dummy->destroy ();
752 752
753 /* Creating the portals. 753 /* Creating the portals.
759 * 'force' is the destination of the town portal, which we got 759 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above. 760 * from the players inventory above.
761 */ 761 */
762 762
763 /* Ensure exit map is loaded */ 763 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 764 exitmap = maptile::find_sync (force->name);
765 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
766 else
767 exitmap = ready_map_name (force->name, 0);
768 765
769 /* If we were unable to load (ex. random map deleted), warn player */ 766 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL) 767 if (!exitmap)
771 { 768 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy (); 770 force->destroy ();
774 return 1; 771 return 1;
775 } 772 }
773
774 exitmap->load_sync ();
776 775
777 op_level = caster_level (caster, spell); 776 op_level = caster_level (caster, spell);
778 if (op_level < 15) 777 if (op_level < 15)
779 snprintf (portal_message, 1024, 778 snprintf (portal_message, 1024,
780 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", 779 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
790 789
791 /* Create a portal in front of player 790 /* Create a portal in front of player
792 * dummy contain the portal and 791 * dummy contain the portal and
793 * force contain the track to kill it later 792 * force contain the track to kill it later
794 */ 793 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */ 795 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL) 796 if (dummy == NULL)
799 { 797 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 810
813 /* Now we need to to create a town portal marker inside the player 811 /* Now we need to to create a town portal marker inside the player
814 * object, so on future castings, we can know that he has an active 812 * object, so on future castings, we can know that he has an active
815 * town portal. 813 * town portal.
816 */ 814 */
817 tmp = get_archetype (spell->race); 815 object *tmp = get_archetype (spell->race);
818 if (tmp == NULL) 816
817 if (!tmp)
819 { 818 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 819 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
821 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); 820 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0; 821 return 0;
823 } 822 }
824 823
825 tmp->race = op->map->path; 824 tmp->race = op->map->path;
826 tmp->name = portal_name; 825 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x; 826 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y; 827 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op); 828 op->insert (tmp);
830 829
831 /* Create a portal in the destination map 830 /* Create a portal in the destination map
832 * dummy contain the portal and 831 * dummy contain the portal and
833 * force the track to kill it later 832 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of 833 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to. 834 * where this portal goes to.
836 */ 835 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 836 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */ 837 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL) 838 if (dummy == NULL)
840 { 839 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 841 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
846 EXIT_PATH (dummy) = op->map->path; 845 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x; 846 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y; 847 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name; 848 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message; 849 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */ 850 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0); 851 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
855 852
856 /* Now we create another town portal marker that 853 /* Now we create another town portal marker that
857 * points back to the one we just made 854 * points back to the one we just made
858 */ 855 */
859 tmp = get_archetype (spell->race); 856 tmp = get_archetype (spell->race);
876 force->destroy (); 873 force->destroy ();
877 874
878 return 1; 875 return 1;
879} 876}
880 877
881
882/* This creates magic walls. Really, it can create most any object, 878/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 879 * within some reason.
884 */ 880 */
885
886int 881int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 882magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 883{
889 object *tmp, *tmp2; 884 object *tmp;
890 int i, posblocked, negblocked, maxrange; 885 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 886 sint16 x, y;
892 maptile *m; 887 maptile *m;
893 const char *name; 888 const char *name;
894 archetype *at; 889 archetype *at;
902 else 897 else
903 { 898 {
904 x = op->x + freearr_x[dir]; 899 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 900 y = op->y + freearr_y[dir];
906 } 901 }
902
907 m = op->map; 903 m = op->map;
908 904
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 905 if ((spell_ob->move_block || x != op->x || y != op->y) &&
910 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 906 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
911 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 907 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 908 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 909 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 910 return 0;
915 } 911 }
912
916 if (spell_ob->other_arch) 913 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 914 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 915 else if (spell_ob->race)
921 { 916 {
922 char buf1[MAX_BUF]; 917 char buf1[MAX_BUF];
923 918
924 sprintf (buf1, spell_ob->race, dir); 919 sprintf (buf1, spell_ob->race, dir);
927 { 922 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 925 return 0;
931 } 926 }
927
932 tmp = arch_to_object (at); 928 tmp = arch_to_object (at);
933 } 929 }
934 else 930 else
935 { 931 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 932 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 942 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 943 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 944 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 945 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 946 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 947 }
948
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 949 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 950 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 951 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 952 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 953 }
954
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 955 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 956 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 957 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 958 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 959 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 960 SET_FLAG (tmp, FLAG_ALIVE);
965 } 961 }
966 962
967 /* This can't really hurt - if the object doesn't kill anything, 963 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 964 * these fields just won't be used. Do not set the owner for
965 * earthwalls, though, so they survive restarts.
969 */ 966 */
967 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 968 tmp->set_owner (op);
969
971 set_spell_skill (op, caster, spell_ob, tmp); 970 set_spell_skill (op, caster, spell_ob, tmp);
972 tmp->x = x;
973 tmp->y = y;
974 tmp->level = caster_level (caster, spell_ob) / 2; 971 tmp->level = caster_level (caster, spell_ob) / 2;
975 972
976 name = tmp->name; 973 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 974 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 975 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 976 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 977 return 0;
981 } 978 }
979
982 /* If this is a spellcasting wall, need to insert the spell object */ 980 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 983
986 /* This code causes the wall to extend some distance in 984 /* This code causes the wall to extend some distance in
1004 m = tmp->map; 1002 m = tmp->map;
1005 1003
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 1006 {
1009 tmp2 = tmp->clone (); 1007 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 1008 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 1009
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 1010 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1011 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1012 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 1013
1017 } 1014 }
1018 else 1015 else
1019 posblocked = 1; 1016 posblocked = 1;
1020 1017
1023 m = tmp->map; 1020 m = tmp->map;
1024 1021
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1022 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 1023 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 1024 {
1028 tmp2 = tmp->clone (); 1025 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 1026 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 1027
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1029 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1030 }
1035 else 1031 else
1036 negblocked = 1; 1032 negblocked = 1;
1037 } 1033 }
1038 1034
1087 { 1083 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1084 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 1085 op->contr->count = 0;
1090 return 0; 1086 return 0;
1091 } 1087 }
1088
1092 op->contr->count = 0; 1089 op->contr->count = 0;
1093 1090
1094 /* Remove code that puts player on random space on maps. IMO, 1091 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 1092 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 1093 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1142 return 0;
1146 } 1143 }
1147 } 1144 }
1148 1145
1149 /* Actually move the player now */ 1146 /* Actually move the player now */
1150 op->remove (); 1147 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 1148 return 1;
1155 1149
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1150 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 1151 return 1;
1158} 1152}
1302}; 1296};
1303 1297
1304int 1298int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1299cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1300{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1301 object *force = NULL;
1309 int i; 1302 int i;
1310 1303
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1304 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1305 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1306 ? find_target_for_friendly_spell (op, dir)
1315 } 1307 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1308
1321 if (tmp == NULL) 1309 if (!tmp)
1322 return 0; 1310 return 0;
1323 1311
1324 /* If we've already got a force of this type, don't add a new one. */ 1312 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1313 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1314 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1315 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1316 {
1329 if (tmp2->name == spell_ob->name) 1317 if (tmp2->name == spell_ob->name)
1330 { 1318 {
1432 force->stats.ac = spell_ob->stats.ac; 1420 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1421 force->attacktype = spell_ob->attacktype;
1434 1422
1435 insert_ob_in_ob (force, tmp); 1423 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1424 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1425 tmp->update_stats ();
1438 return 1; 1426 return 1;
1439} 1427}
1440 1428
1441/* This used to be part of cast_change_ability, but it really didn't make 1429/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1430 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1529 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1530 force->stats.ac = spell_ob->stats.ac;
1543 1531
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1532 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1533 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1534 tmp->update_stats ();
1547 return 1; 1535 return 1;
1548} 1536}
1549 1537
1550 1538
1551 1539
1640 1628
1641 if (small_nuggets) 1629 if (small_nuggets)
1642 { 1630 {
1643 tmp = small->clone (); 1631 tmp = small->clone ();
1644 tmp->nrof = small_nuggets; 1632 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag); 1633 m->insert (tmp, x, y, op, flag);
1648 } 1634 }
1649 1635
1650 if (large_nuggets) 1636 if (large_nuggets)
1651 { 1637 {
1652 tmp = large->clone (); 1638 tmp = large->clone ();
1653 tmp->nrof = large_nuggets; 1639 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag); 1640 m->insert (tmp, x, y, op, flag);
1657 } 1641 }
1658} 1642}
1659 1643
1660int 1644int
1661alchemy (object *op, object *caster, object *spell_ob) 1645alchemy (object *op, object *caster, object *spell_ob)
1698 continue; 1682 continue;
1699 1683
1700 small_nuggets = 0; 1684 small_nuggets = 0;
1701 large_nuggets = 0; 1685 large_nuggets = 0;
1702 1686
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next) 1687 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1688 {
1705 next = tmp->above; 1689 next = tmp->above;
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1690 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1691 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1692 {
1742 large->destroy (); 1726 large->destroy ();
1743 small->destroy (); 1727 small->destroy ();
1744 /* reset this so that if player standing on a big pile of stuff, 1728 /* reset this so that if player standing on a big pile of stuff,
1745 * it is redrawn properly. 1729 * it is redrawn properly.
1746 */ 1730 */
1747 op->contr->socket->look_position = 0; 1731 op->contr->ns->look_position = 0;
1748 return 1; 1732 return 1;
1749} 1733}
1750 1734
1751 1735
1752/* This function removes the cursed/damned status on equipped 1736/* This function removes the cursed/damned status on equipped
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1745 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1746 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1747 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1748 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1749 {
1766
1767 was_one++; 1750 was_one++;
1768 if (tmp->level <= caster_level (caster, spell)) 1751 if (tmp->level <= caster_level (caster, spell))
1769 { 1752 {
1770 success++; 1753 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1754 if (QUERY_FLAG (spell, FLAG_DAMNED))
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1775 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1777 }
1795 } 1778 }
1779
1796 return success; 1780 return success;
1797} 1781}
1798 1782
1799/* Identifies objects in the players inventory/on the ground */ 1783/* Identifies objects in the players inventory/on the ground */
1800 1784
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1791 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1792
1809 if (num_ident < 1) 1793 if (num_ident < 1)
1810 num_ident = 1; 1794 num_ident = 1;
1811 1795
1812
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1796 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1797 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1798 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1816 { 1799 {
1817 identify (tmp); 1800 identify (tmp);
1801
1818 if (op->type == PLAYER) 1802 if (op->type == PLAYER)
1819 { 1803 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1804 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1805
1821 if (tmp->msg) 1806 if (tmp->msg)
1822 { 1807 {
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1808 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1809 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 } 1810 }
1826 } 1811 }
1812
1827 num_ident--; 1813 num_ident--;
1828 success = 1; 1814 success = 1;
1829 if (!num_ident) 1815 if (!num_ident)
1830 break; 1816 break;
1831 } 1817 }
1832 } 1818 }
1819
1833 /* If all the power of the spell has been used up, don't go and identify 1820 /* If all the power of the spell has been used up, don't go and identify
1834 * stuff on the floor. Only identify stuff on the floor if the spell 1821 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1822 * was not fully used.
1836 */ 1823 */
1837 if (num_ident) 1824 if (num_ident)
1838 { 1825 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1826 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1840 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1827 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1841 { 1828 {
1842
1843 identify (tmp); 1829 identify (tmp);
1830
1844 if (op->type == PLAYER) 1831 if (op->type == PLAYER)
1845 { 1832 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1833 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1834
1847 if (tmp->msg) 1835 if (tmp->msg)
1848 { 1836 {
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1837 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1838 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 } 1839 }
1840
1852 esrv_send_item (op, tmp); 1841 esrv_send_item (op, tmp);
1853 } 1842 }
1843
1854 num_ident--; 1844 num_ident--;
1855 success = 1; 1845 success = 1;
1856 if (!num_ident) 1846 if (!num_ident)
1857 break; 1847 break;
1858 } 1848 }
1859 } 1849 }
1850
1860 if (!success) 1851 if (!success)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1852 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1862 else 1853 else
1863 {
1864 spell_effect (spell, op->x, op->y, op->map, op); 1854 spell_effect (spell, op->x, op->y, op->map, op);
1865 } 1855
1866 return success; 1856 return success;
1867} 1857}
1868
1869 1858
1870int 1859int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1860cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1861{
1873 object *tmp, *last, *god, *detect; 1862 object *tmp, *last, *god, *detect;
1886 skill = caster; 1875 skill = caster;
1887 1876
1888 for (x = op->x - range; x <= op->x + range; x++) 1877 for (x = op->x - range; x <= op->x + range; x++)
1889 for (y = op->y - range; y <= op->y + range; y++) 1878 for (y = op->y - range; y <= op->y + range; y++)
1890 { 1879 {
1891
1892 m = op->map; 1880 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1881 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP) 1882 if (mflags & P_OUT_OF_MAP)
1895 continue; 1883 continue;
1896 1884
1898 * floor. But this is not true for show invisible. 1886 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1887 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1888 * down - that is easier than working up.
1901 */ 1889 */
1902 1890
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1891 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1904 last = tmp; 1892 last = tmp;
1893
1905 /* Shouldn't happen, but if there are no objects on a space, this 1894 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1895 * would happen.
1907 */ 1896 */
1908 if (!last) 1897 if (!last)
1909 continue; 1898 continue;
1911 done_one = 0; 1900 done_one = 0;
1912 floor = 0; 1901 floor = 0;
1913 detect = NULL; 1902 detect = NULL;
1914 for (tmp = last; tmp; tmp = tmp->below) 1903 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1904 {
1916
1917 /* show invisible */ 1905 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1906 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1919 /* Might there be other objects that we can make visibile? */ 1907 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1908 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1909 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1922 tmp->type == CF_HANDLE || 1910 tmp->type == CF_HANDLE ||
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1911 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1912 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1931 { 1919 {
1932 tmp->invisible = 0; 1920 tmp->invisible = 0;
1933 done_one = 1; 1921 done_one = 1;
1934 } 1922 }
1935 } 1923 }
1924
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1925 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1; 1926 floor = 1;
1938 1927
1939 /* All detections below this point don't descend beneath the floor, 1928 /* All detections below this point don't descend beneath the floor,
1940 * so just continue on. We could be clever and look at the type of 1929 * so just continue on. We could be clever and look at the type of
1993 */ 1982 */
1994 if (done_one) 1983 if (done_one)
1995 { 1984 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1985 object *detect_ob = arch_to_object (spell->other_arch);
1997 1986
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1987 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1988 if (done_one == 2 && detect)
2002 { 1989 {
2003 detect_ob->face = detect->face; 1990 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1991 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->last_anim = 0; 1993 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1994 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1995 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1996 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2010 } 1997 }
1998
2011 insert_ob_in_map (detect_ob, m, op, 0); 1999 m->insert (detect_ob, nx, ny, op);
2012 } 2000 }
2013 } /* for processing the surrounding spaces */ 2001 } /* for processing the surrounding spaces */
2014 2002
2015 2003
2016 /* Now process objects in the players inventory if detect curse or magic */ 2004 /* Now process objects in the players inventory if detect curse or magic */
2065 2053
2066 /* Explodes a fireball centered at player */ 2054 /* Explodes a fireball centered at player */
2067 tmp = get_archetype (EXPLODING_FIREBALL); 2055 tmp = get_archetype (EXPLODING_FIREBALL);
2068 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2056 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2069 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 2057 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2070 tmp->x = victim->x; 2058
2071 tmp->y = victim->y; 2059 tmp->insert_at (victim);
2072 insert_ob_in_map (tmp, victim->map, NULL, 0);
2073 victim->stats.sp = 2 * victim->stats.maxsp; 2060 victim->stats.sp = 2 * victim->stats.maxsp;
2074 } 2061 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2076 {
2077 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2063 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2078 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2065 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 2067 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2068 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 2069 confuse_player (victim, victim, 99);
2087 } 2070 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2071 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2072 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 2073}
2093 2074
2094/* cast_transfer 2075/* cast_transfer
2095 * This spell transfers sp from the player to another person. 2076 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 2077 * We let the target go above their normal maximum SP.
2110 2091
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 2092 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 2093
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2094 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 2095 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2096 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2097 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2117 break; 2098 break;
2118 } 2099 }
2119 2100
2120 2101
2121 /* If we did not find a player in the specified direction, transfer 2102 /* If we did not find a player in the specified direction, transfer
2122 * to anyone on top of us. This is used for the rune of transference mostly. 2103 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 2104 */
2124 if (plyr == NULL) 2105 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2106 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2126 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2107 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2127 break; 2108 break;
2128 2109
2129 if (!plyr) 2110 if (!plyr)
2130 { 2111 {
2185 m = op->map; 2166 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2167 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 2168 if (mflags & P_OUT_OF_MAP)
2188 return; 2169 return;
2189 2170
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2171 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 2172 {
2192 next = tmp->above; 2173 next = tmp->above;
2193 2174
2194 /* Need to look at the head object - otherwise, if tmp 2175 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 2176 * points to a monster, we don't have all the necessary
2370 /* create the golem object */ 2351 /* create the golem object */
2371 tmp = arch_to_object (spell->other_arch); 2352 tmp = arch_to_object (spell->other_arch);
2372 2353
2373 /* if animated by a player, give the player control of the golem */ 2354 /* if animated by a player, give the player control of the golem */
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2355 CLEAR_FLAG (tmp, FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2356 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2357 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2358 tmp->type = GOLEM;
2379 tmp->set_owner (op); 2359 tmp->set_owner (op);
2380 set_spell_skill (op, caster, spell, tmp); 2360 set_spell_skill (op, caster, spell, tmp);
2393 * so instead, just set it as equipped (otherwise, we need to update 2373 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2374 * body_info, skills, etc)
2395 */ 2375 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2376 SET_FLAG (tmp, FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2377 SET_FLAG (weapon, FLAG_APPLIED);
2398 fix_player (tmp); 2378 tmp->update_stats ();
2399 2379
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2380 /* There used to be 'odd' code that basically seemed to take the absolute
2401 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2381 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2402 * if you're using a crappy weapon, it shouldn't be as good. 2382 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2383 */
2455 if (a > 14) 2435 if (a > 14)
2456 a = 14; 2436 a = 14;
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2437 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2458 2438
2459 /* Determine golem's speed */ 2439 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2440 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2461
2462 if (tmp->speed > 3.33)
2463 tmp->speed = 3.33;
2464 2441
2465 if (!spell->race) 2442 if (!spell->race)
2466 { 2443 {
2467 sprintf (buf, "animated %s", &weapon->name); 2444 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2445 tmp->name = buf;
2470 tmp->face = weapon->face; 2447 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2448 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2449 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2450 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2451 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2452 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2476 {
2477 SET_FLAG (tmp, FLAG_ANIMATE);
2478 }
2479 else
2480 {
2481 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2482 }
2483 update_ob_speed (tmp);
2484 } 2453 }
2485 2454
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2455 /* make experience increase in proportion to the strength of the summoned creature. */
2487 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2456 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2488 2457
2489 tmp->speed_left = -1; 2458 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2459 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2460
2461 m->insert (tmp, x, y, op);
2494 return 1; 2462 return 1;
2495} 2463}
2496 2464
2497/* cast_daylight() - changes the map darkness level *lower* */ 2465/* cast_daylight() - changes the map darkness level *lower* */
2498 2466
2506 int success; 2474 int success;
2507 2475
2508 if (!op->map) 2476 if (!op->map)
2509 return 0; /* shouldnt happen */ 2477 return 0; /* shouldnt happen */
2510 2478
2511 success = change_map_light (op->map, spell->stats.dam); 2479 success = op->map->change_map_light (spell->stats.dam);
2480
2512 if (!success) 2481 if (!success)
2513 { 2482 {
2514 if (spell->stats.dam < 0) 2483 if (spell->stats.dam < 0)
2515 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2484 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2516 else 2485 else
2593 { 2562 {
2594 aura->destroy (); 2563 aura->destroy ();
2595 return; 2564 return;
2596 } 2565 }
2597 2566
2598 aura->x = env->x;
2599 aura->y = env->y;
2600
2601 /* we need to jump out of the inventory for a bit 2567 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2568 * in order to hit the map conveniently.
2603 */ 2569 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2570 aura->insert_at (env, aura);
2605 2571
2606 for (i = 1; i < 9; i++) 2572 for (i = 1; i < 9; i++)
2607 { 2573 {
2608 sint16 nx, ny; 2574 sint16 nx, ny;
2609 2575
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2584 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2619 { 2585 {
2620 hit_map (aura, i, aura->attacktype, 0); 2586 hit_map (aura, i, aura->attacktype, 0);
2621 2587
2622 if (aura->other_arch) 2588 if (aura->other_arch)
2623 { 2589 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2624 object *new_ob;
2625
2626 new_ob = arch_to_object (aura->other_arch);
2627 new_ob->x = nx;
2628 new_ob->y = ny;
2629 insert_ob_in_map (new_ob, m, aura, 0);
2630 } 2590 }
2631 }
2632 } 2591 }
2592
2633 /* put the aura back in the player's inventory */ 2593 /* put the aura back in the player's inventory */
2634 aura->remove (); 2594 aura->remove ();
2635 insert_ob_in_ob (aura, env); 2595 insert_ob_in_ob (aura, env);
2636} 2596}
2637 2597
2642void 2602void
2643move_peacemaker (object *op) 2603move_peacemaker (object *op)
2644{ 2604{
2645 object *tmp; 2605 object *tmp;
2646 2606
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2607 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2608 {
2649 int atk_lev, def_lev; 2609 int atk_lev, def_lev;
2650 object *victim = tmp; 2610 object *victim = tmp;
2651 2611
2652 if (tmp->head) 2612 if (tmp->head)
2718 2678
2719 snprintf (rune, sizeof (rune), "%s\n", msg); 2679 snprintf (rune, sizeof (rune), "%s\n", msg);
2720 2680
2721 tmp->race = op->name; /*Save the owner of the rune */ 2681 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2682 tmp->msg = rune;
2723 tmp->x = op->x; 2683
2724 tmp->y = op->y; 2684 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2726 return 1; 2685 return 1;
2727} 2686}

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