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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 1.42 by root, Wed Mar 14 04:12:29 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* 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
49 * 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
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * 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.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
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 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 tmp = get_archetype ("fireball");
81 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;
80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
85 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
87 tmp->x = op->x; 88
88 tmp->y = op->y; 89 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 90 return 1;
91 } 91 }
92 92
93 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
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 { 110 {
108 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->clone.speed);
110 update_ob_speed (wand);
111 } 113 }
114
112 return 1; 115 return 1;
113} 116}
114 117
115/* 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
116 * 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
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 306 return 0;
304 } 307 }
305 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
306 { 309 {
307 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)
308 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)))
309 { 312 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 314 if (tmp->head != NULL)
312 tmp = tmp->head; 315 tmp = tmp->head;
370 * normal applies. 373 * normal applies.
371 */ 374 */
372int 375int
373cast_invisible (object *op, object *caster, object *spell_ob) 376cast_invisible (object *op, object *caster, object *spell_ob)
374{ 377{
375 object *tmp;
376
377 if (op->invisible > 1000) 378 if (op->invisible > 1000)
378 { 379 {
379 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");
380 return 0; 381 return 0;
381 } 382 }
397 else 398 else
398 op->contr->tmp_invis = 1; 399 op->contr->tmp_invis = 1;
399 400
400 op->contr->hidden = 0; 401 op->contr->hidden = 0;
401 } 402 }
403
402 if (makes_invisible_to (op, op)) 404 if (makes_invisible_to (op, op))
403 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!");
404 else 406 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 408
407 update_object (op, UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
408 410
409 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
410 * harm to the player. 412 * harm to the player.
411 */ 413 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
413 if (tmp->enemy == op) 415 if (tmp->enemy == op)
414 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
415 return 1; 418 return 1;
416} 419}
417 420
418/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 422 */
440 443
441 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
442 continue; 445 continue;
443 446
444 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be teared down
445 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)
446 { 449 {
447 next = tmp->above; 450 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 453 }
451 } 454 }
455
452 return 1; 456 return 1;
453} 457}
454
455 458
456void 459void
457execute_word_of_recall (object *op) 460execute_word_of_recall (object *op)
458{ 461{
459 object *wor = op; 462 if (object *pl = op->in_player ())
460 463 {
461 while (op != NULL && op->type != PLAYER) 464 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."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
468 enter_exit (op, wor); 470 pl->enter_exit (op);
471 }
472 }
469 473
470 wor->destroy (); 474 op->destroy ();
471} 475}
472 476
473/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
474 * 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
475 * time delay effect. 479 * time delay effect.
494 { 498 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 501 return 0;
498 } 502 }
503
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 505 if (time < 1)
501 time = 1; 506 time = 1;
502 507
503 /* 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
504 * 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
505 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
506 */ 511 */
507 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
512 516
513 /* 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
514 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
515 */ 519 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
519 523
520 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
521 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
522 return 1; 528 return 1;
523} 529}
524 530
525/* cast_wonder 531/* cast_wonder
526 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
555 } 561 }
556 return cast_spell (op, caster, dir, newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
557 } 563 }
558 return 1; 564 return 1;
559} 565}
560
561 566
562int 567int
563perceive_self (object *op) 568perceive_self (object *op)
564{ 569{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 570 char *cp = describe_item (op, op), buf[MAX_BUF];
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
600 { 605 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
602 { 607 {
603 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 609 sprintf (buf, "Your metabolism isn't focused on anything.");
606 }
607 else 610 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
610 } 612
611 new_draw_info (NDI_UNIQUE, 0, op, buf); 613 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 614 break;
613 } 615 }
614 } 616 }
615 } 617 }
618
616 return 1; 619 return 1;
617} 620}
618 621
619/* int cast_create_town_portal (object *op, object *caster, int dir) 622/* int cast_create_town_portal (object *op, object *caster, int dir)
620 * 623 *
634 * Code by Tchize (david.delbecq@usa.net) 637 * Code by Tchize (david.delbecq@usa.net)
635 */ 638 */
636int 639int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir) 640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{ 641{
639 object *dummy, *force, *old_force, *tmp; 642 object *dummy, *force, *old_force;
640 archetype *perm_portal; 643 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024]; 644 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap; 645 maptile *exitmap;
644 int op_level; 646 int op_level;
645
646 647
647 /* Check to see if the map the player is currently on is a per player unique 648 /* 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 649 * map. This can be determined in that per player unique maps have the
649 * full pathname listed. 650 * full pathname listed.
650 */ 651 */
718 * If it has the good name, we destruct it. 719 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal. 720 * -We destruct the force indicating that portal.
720 */ 721 */
721 while ((old_force = check_inv_recursive (op, dummy))) 722 while ((old_force = check_inv_recursive (op, dummy)))
722 { 723 {
723 exitx = EXIT_X (old_force); 724 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);
731 725
732 if (exitmap) 726 if (exitmap)
733 { 727 {
728 exitmap->load_sync ();
729
730 int exitx = EXIT_X (old_force);
731 int exity = EXIT_Y (old_force);
732
734 tmp = present_arch (perm_portal, exitmap, exitx, exity); 733 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 while (tmp)
736 { 734 {
737 if (tmp->name == old_force->name) 735 if (tmp->name == old_force->name)
738 { 736 {
739 tmp->destroy (); 737 tmp->destroy ();
740 break; 738 break;
741 } 739 }
742
743 tmp = tmp->above;
744 } 740 }
745 } 741 }
746 742
747 old_force->destroy (); 743 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 } 744 }
750 745
751 dummy->destroy (); 746 dummy->destroy ();
752 747
753 /* Creating the portals. 748 /* Creating the portals.
759 * 'force' is the destination of the town portal, which we got 754 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above. 755 * from the players inventory above.
761 */ 756 */
762 757
763 /* Ensure exit map is loaded */ 758 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 759 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);
768 760
769 /* If we were unable to load (ex. random map deleted), warn player */ 761 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL) 762 if (!exitmap)
771 { 763 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy (); 765 force->destroy ();
774 return 1; 766 return 1;
775 } 767 }
768
769 exitmap->load_sync ();
776 770
777 op_level = caster_level (caster, spell); 771 op_level = caster_level (caster, spell);
778 if (op_level < 15) 772 if (op_level < 15)
779 snprintf (portal_message, 1024, 773 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", 774 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
790 784
791 /* Create a portal in front of player 785 /* Create a portal in front of player
792 * dummy contain the portal and 786 * dummy contain the portal and
793 * force contain the track to kill it later 787 * force contain the track to kill it later
794 */ 788 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 789 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */ 790 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL) 791 if (dummy == NULL)
799 { 792 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 793 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 805
813 /* Now we need to to create a town portal marker inside the player 806 /* 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 807 * object, so on future castings, we can know that he has an active
815 * town portal. 808 * town portal.
816 */ 809 */
817 tmp = get_archetype (spell->race); 810 object *tmp = get_archetype (spell->race);
818 if (tmp == NULL) 811
812 if (!tmp)
819 { 813 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 814 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); 815 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0; 816 return 0;
823 } 817 }
824 818
825 tmp->race = op->map->path; 819 tmp->race = op->map->path;
826 tmp->name = portal_name; 820 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x; 821 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y; 822 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op); 823 op->insert (tmp);
830 824
831 /* Create a portal in the destination map 825 /* Create a portal in the destination map
832 * dummy contain the portal and 826 * dummy contain the portal and
833 * force the track to kill it later 827 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of 828 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to. 829 * where this portal goes to.
836 */ 830 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 831 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */ 832 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL) 833 if (dummy == NULL)
840 { 834 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 835 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); 836 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; 840 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x; 841 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y; 842 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name; 843 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message; 844 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 */ 845 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0); 846 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
855 847
856 /* Now we create another town portal marker that 848 /* Now we create another town portal marker that
857 * points back to the one we just made 849 * points back to the one we just made
858 */ 850 */
859 tmp = get_archetype (spell->race); 851 tmp = get_archetype (spell->race);
876 force->destroy (); 868 force->destroy ();
877 869
878 return 1; 870 return 1;
879} 871}
880 872
881
882/* This creates magic walls. Really, it can create most any object, 873/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 874 * within some reason.
884 */ 875 */
885
886int 876int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 877magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 878{
889 object *tmp, *tmp2; 879 object *tmp;
890 int i, posblocked, negblocked, maxrange; 880 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 881 sint16 x, y;
892 maptile *m; 882 maptile *m;
893 const char *name; 883 const char *name;
894 archetype *at; 884 archetype *at;
902 else 892 else
903 { 893 {
904 x = op->x + freearr_x[dir]; 894 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 895 y = op->y + freearr_y[dir];
906 } 896 }
897
907 m = op->map; 898 m = op->map;
908 899
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 900 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) || 901 (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))) 902 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 903 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 904 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 905 return 0;
915 } 906 }
907
916 if (spell_ob->other_arch) 908 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 909 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 910 else if (spell_ob->race)
921 { 911 {
922 char buf1[MAX_BUF]; 912 char buf1[MAX_BUF];
923 913
924 sprintf (buf1, spell_ob->race, dir); 914 sprintf (buf1, spell_ob->race, dir);
927 { 917 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 918 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 919 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 920 return 0;
931 } 921 }
922
932 tmp = arch_to_object (at); 923 tmp = arch_to_object (at);
933 } 924 }
934 else 925 else
935 { 926 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 927 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 937 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 938 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 939 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 940 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 941 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 942 }
943
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 944 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 945 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 946 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 947 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 948 }
949
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 950 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 951 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 952 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 953 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 954 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 955 SET_FLAG (tmp, FLAG_ALIVE);
965 } 956 }
966 957
967 /* This can't really hurt - if the object doesn't kill anything, 958 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 959 * these fields just won't be used. Do not set the owner for
960 * earthwalls, though, so they survive restarts.
969 */ 961 */
962 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 963 tmp->set_owner (op);
964
971 set_spell_skill (op, caster, spell_ob, tmp); 965 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; 966 tmp->level = caster_level (caster, spell_ob) / 2;
975 967
976 name = tmp->name; 968 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 969 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 970 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 971 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 972 return 0;
981 } 973 }
974
982 /* If this is a spellcasting wall, need to insert the spell object */ 975 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 976 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 977 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 978
986 /* This code causes the wall to extend some distance in 979 /* This code causes the wall to extend some distance in
1004 m = tmp->map; 997 m = tmp->map;
1005 998
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 999 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) 1000 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 1001 {
1009 tmp2 = tmp->clone (); 1002 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 1003 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 1004
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 1005 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1006 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1007 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 1008
1017 } 1009 }
1018 else 1010 else
1019 posblocked = 1; 1011 posblocked = 1;
1020 1012
1023 m = tmp->map; 1015 m = tmp->map;
1024 1016
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1017 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) 1018 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 1019 {
1028 tmp2 = tmp->clone (); 1020 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 1021 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 1022
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1023 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1024 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1025 }
1035 else 1026 else
1036 negblocked = 1; 1027 negblocked = 1;
1037 } 1028 }
1038 1029
1087 { 1078 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1079 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 1080 op->contr->count = 0;
1090 return 0; 1081 return 0;
1091 } 1082 }
1083
1092 op->contr->count = 0; 1084 op->contr->count = 0;
1093 1085
1094 /* Remove code that puts player on random space on maps. IMO, 1086 /* 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, 1087 * 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 1088 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1137 return 0;
1146 } 1138 }
1147 } 1139 }
1148 1140
1149 /* Actually move the player now */ 1141 /* Actually move the player now */
1150 op->remove (); 1142 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; 1143 return 1;
1155 1144
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1145 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 1146 return 1;
1158} 1147}
1171 object *poison; 1160 object *poison;
1172 int heal = 0, success = 0; 1161 int heal = 0, success = 0;
1173 1162
1174 tmp = find_target_for_friendly_spell (op, dir); 1163 tmp = find_target_for_friendly_spell (op, dir);
1175 1164
1176 if (tmp == NULL) 1165 if (!tmp)
1177 return 0; 1166 return 0;
1178 1167
1179 /* Figure out how many hp this spell might cure. 1168 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 1169 * could be zero if this spell heals effects, not damage.
1181 */ 1170 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 1173 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 1174
1186 if (heal) 1175 if (heal)
1187 { 1176 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 1177 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 1178 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 1179 else
1193 { 1180 {
1194 /* See how many points we actually heal. Instead of messages 1181 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 1182 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 1183 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 1186 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 1187 tmp->stats.hp += heal;
1201 1188
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 1189 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 1191 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 1192 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 1193 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 1195 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 1196 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 1197 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 1199
1222 success = 1; 1200 success = 1;
1223 } 1201 }
1224 } 1202 }
1203
1225 if (spell->attacktype & AT_DISEASE) 1204 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 1205 if (cure_disease (tmp, op))
1227 success = 1; 1206 success = 1;
1228 1207
1229 if (spell->attacktype & AT_POISON) 1208 if (spell->attacktype & AT_POISON)
1235 success = 1; 1214 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 1216 poison->stats.food = 1;
1238 } 1217 }
1239 } 1218 }
1219
1240 if (spell->attacktype & AT_CONFUSION) 1220 if (spell->attacktype & AT_CONFUSION)
1241 { 1221 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 1222 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 1223 if (poison)
1244 { 1224 {
1245 success = 1; 1225 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 1227 poison->duration = 1;
1248 } 1228 }
1249 } 1229 }
1230
1250 if (spell->attacktype & AT_BLIND) 1231 if (spell->attacktype & AT_BLIND)
1251 { 1232 {
1252 at = archetype::find ("blindness"); 1233 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 1234 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 1235 if (poison)
1256 success = 1; 1237 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 1239 poison->stats.food = 1;
1259 } 1240 }
1260 } 1241 }
1242
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 1243 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 1244 {
1263 tmp->stats.sp += spell->last_sp; 1245 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 1246 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 1247 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 1248 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1249 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1250 }
1251
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1252 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1253 {
1271 tmp->stats.grace += spell->last_grace; 1254 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1255 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1256 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1257 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1258 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1259 }
1260
1277 if (spell->stats.food && tmp->stats.food < 999) 1261 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1262 {
1279 tmp->stats.food += spell->stats.food; 1263 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1264 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1265 tmp->stats.food = 999;
1282 success = 1; 1266 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1267 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1268 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1269 }
1270
1286 return success; 1271 return success;
1287} 1272}
1288 1273
1289 1274
1290/* This is used for the spells that gain stats. There are no spells 1275/* This is used for the spells that gain stats. There are no spells
1302}; 1287};
1303 1288
1304int 1289int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1290cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1291{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1292 object *force = NULL;
1309 int i; 1293 int i;
1310 1294
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1295 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1296 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1297 ? find_target_for_friendly_spell (op, dir)
1315 } 1298 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1299
1321 if (tmp == NULL) 1300 if (!tmp)
1322 return 0; 1301 return 0;
1323 1302
1324 /* If we've already got a force of this type, don't add a new one. */ 1303 /* 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) 1304 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1305 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1306 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1307 {
1329 if (tmp2->name == spell_ob->name) 1308 if (tmp2->name == spell_ob->name)
1330 { 1309 {
1432 force->stats.ac = spell_ob->stats.ac; 1411 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1412 force->attacktype = spell_ob->attacktype;
1434 1413
1435 insert_ob_in_ob (force, tmp); 1414 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1416 tmp->update_stats ();
1438 return 1; 1417 return 1;
1439} 1418}
1440 1419
1441/* This used to be part of cast_change_ability, but it really didn't make 1420/* 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 1421 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1520 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1521 force->stats.ac = spell_ob->stats.ac;
1543 1522
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1523 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1524 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1525 tmp->update_stats ();
1547 return 1; 1526 return 1;
1548} 1527}
1549
1550
1551 1528
1552/* Alchemy code by Mark Wedel 1529/* Alchemy code by Mark Wedel
1553 * 1530 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1531 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1532 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1542 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1543 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1544 *
1568 * There is also a chance (1:30) that you will get nothing at all 1545 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1546 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1547 * alchemised.
1571 */ 1548 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1549static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1550alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1551{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1552 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1553
1585 /* Give third price when we alchemy money (This should hopefully 1554 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1555 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1556 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1557 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1558 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1559 * the stuff back to town.
1591 */ 1560 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1561 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1562 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1563 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1564 value /= 3;
1597 else 1565 else
1598 value = (value * 9) / 10; 1566 value = value * 9 / 10;
1599 1567
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1568 if (obj->value > 0 && rndm (0, 29))
1603 { 1569 total_value += value;
1604 int count;
1605 1570
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1571 total_weight += obj->total_weight ();
1572
1626 obj->destroy (); 1573 obj->destroy ();
1627} 1574}
1628 1575
1629static void 1576static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1577update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1631{ 1578{
1632 object *tmp;
1633 int flag = 0; 1579 int flag = 0;
1634 1580
1635 /* Put any nuggets below the player, but we can only pass this 1581 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player 1582 * flag if we are on the same space as the player
1637 */ 1583 */
1638 if (x == op->x && y == op->y && op->map == m) 1584 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR; 1585 flag = INS_BELOW_ORIGINATOR;
1640 1586
1641 if (small_nuggets) 1587 if (small_nuggets)
1642 { 1588 {
1643 tmp = small->clone (); 1589 object *tmp = small->clone ();
1644 tmp->nrof = small_nuggets; 1590 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag); 1591 m->insert (tmp, x, y, op, flag);
1648 } 1592 }
1649 1593
1650 if (large_nuggets) 1594 if (large_nuggets)
1651 { 1595 {
1652 tmp = large->clone (); 1596 object *tmp = large->clone ();
1653 tmp->nrof = large_nuggets; 1597 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag); 1598 m->insert (tmp, x, y, op, flag);
1657 } 1599 }
1600
1601 if (object *pl = m->at (x, y).player ())
1602 if (pl->contr->ns)
1603 pl->contr->ns->look_position = 0;
1658} 1604}
1659 1605
1660int 1606int
1661alchemy (object *op, object *caster, object *spell_ob) 1607alchemy (object *op, object *caster, object *spell_ob)
1662{ 1608{
1663 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1664 sint16 nx, ny;
1665 object *next, *tmp;
1666 maptile *mp;
1667
1668 if (op->type != PLAYER) 1609 if (op->type != PLAYER)
1669 return 0; 1610 return 0;
1670 1611
1612 object *large = get_archetype ("largenugget");
1613 object *small = get_archetype ("smallnugget");
1614
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1615 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1616 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1617 * in sight
1674 */ 1618 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1619 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1620 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1621 uint64 value_max = duration * 1000;
1678 1622
1623 int weight = 0;
1624
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1625 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1626 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1627 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1628 {
1629 uint64 value = 0;
1630
1683 nx = x; 1631 sint16 nx = x;
1684 ny = y; 1632 sint16 ny = y;
1685 1633
1686 mp = op->map; 1634 maptile *mp = op->map;
1687 1635
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1636 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1637
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1638 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1639 continue;
1692 1640
1693 /* Treat alchemy a little differently - most spell effects 1641 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1643 * ground level effect.
1696 */ 1644 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1645 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1646 continue;
1699 1647
1700 small_nuggets = 0; 1648 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1701 large_nuggets = 0;
1702
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1649 {
1705 next = tmp->above; 1650 next = tmp->above;
1651
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1652 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1653 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1654 {
1709
1710 if (tmp->inv) 1655 if (tmp->inv)
1711 { 1656 {
1712 object *next1, *tmp1; 1657 object *next1, *tmp1;
1713 1658
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1659 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1660 {
1716 next1 = tmp1->below; 1661 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1662 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1663 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1664 alchemy_object (tmp1, value, weight);
1720 } 1665 }
1721 } 1666 }
1667
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1668 alchemy_object (tmp, value, weight);
1723 1669
1724 if (weight > weight_max) 1670 if (weight > weight_max)
1725 { 1671 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1672 }
1731 } /* is alchemable object */ 1673 }
1732 } /* process all objects on this space */ 1674
1675 value = min (value, value_max);
1676
1677 uint64 count = value / large->value;
1678 int large_nuggets = count;
1679 value -= count * large->value;
1680
1681 count = value / small->value;
1682 int small_nuggets = count;
1733 1683
1734 /* Insert all the nuggets at one time. This probably saves time, but 1684 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created 1685 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell. 1686 * with this spell.
1737 */ 1687 */
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1688 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1739 }
1740 }
1741 1689
1690 if (weight > weight_max)
1691 goto bailout;
1692 }
1693 }
1694
1695bailout:
1742 large->destroy (); 1696 large->destroy ();
1743 small->destroy (); 1697 small->destroy ();
1744 /* reset this so that if player standing on a big pile of stuff,
1745 * it is redrawn properly.
1746 */
1747 op->contr->socket->look_position = 0;
1748 return 1; 1698 return 1;
1749} 1699}
1750 1700
1751 1701
1752/* This function removes the cursed/damned status on equipped 1702/* This function removes the cursed/damned status on equipped
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1711 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1712 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1713 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1714 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1715 {
1766
1767 was_one++; 1716 was_one++;
1768 if (tmp->level <= caster_level (caster, spell)) 1717 if (tmp->level <= caster_level (caster, spell))
1769 { 1718 {
1770 success++; 1719 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1720 if (QUERY_FLAG (spell, FLAG_DAMNED))
1780 } 1729 }
1781 1730
1782 if (op->type == PLAYER) 1731 if (op->type == PLAYER)
1783 { 1732 {
1784 if (success) 1733 if (success)
1785 {
1786 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1734 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1787 }
1788 else 1735 else
1789 { 1736 {
1790 if (was_one) 1737 if (was_one)
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1738 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1739 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1740 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1741 }
1795 } 1742 }
1743
1796 return success; 1744 return success;
1797} 1745}
1798 1746
1799/* Identifies objects in the players inventory/on the ground */ 1747/* Identifies objects in the players inventory/on the ground */
1800 1748
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1755 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1756
1809 if (num_ident < 1) 1757 if (num_ident < 1)
1810 num_ident = 1; 1758 num_ident = 1;
1811 1759
1812
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1760 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1761 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1762 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1816 { 1763 {
1817 identify (tmp); 1764 identify (tmp);
1765
1818 if (op->type == PLAYER) 1766 if (op->type == PLAYER)
1819 { 1767 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1768 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1769
1821 if (tmp->msg) 1770 if (tmp->msg)
1822 { 1771 {
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1772 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1773 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 } 1774 }
1826 } 1775 }
1776
1827 num_ident--; 1777 num_ident--;
1828 success = 1; 1778 success = 1;
1829 if (!num_ident) 1779 if (!num_ident)
1830 break; 1780 break;
1831 } 1781 }
1832 } 1782 }
1783
1833 /* If all the power of the spell has been used up, don't go and identify 1784 /* 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 1785 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1786 * was not fully used.
1836 */ 1787 */
1837 if (num_ident) 1788 if (num_ident)
1838 { 1789 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1790 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)) 1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1841 { 1792 {
1842
1843 identify (tmp); 1793 identify (tmp);
1794
1844 if (op->type == PLAYER) 1795 if (op->type == PLAYER)
1845 { 1796 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1798
1847 if (tmp->msg) 1799 if (tmp->msg)
1848 { 1800 {
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 } 1803 }
1804
1852 esrv_send_item (op, tmp); 1805 esrv_send_item (op, tmp);
1853 } 1806 }
1807
1854 num_ident--; 1808 num_ident--;
1855 success = 1; 1809 success = 1;
1856 if (!num_ident) 1810 if (!num_ident)
1857 break; 1811 break;
1858 } 1812 }
1859 } 1813 }
1814
1860 if (!success) 1815 if (!success)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1816 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1862 else 1817 else
1863 {
1864 spell_effect (spell, op->x, op->y, op->map, op); 1818 spell_effect (spell, op->x, op->y, op->map, op);
1865 } 1819
1866 return success; 1820 return success;
1867} 1821}
1868
1869 1822
1870int 1823int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1824cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1825{
1873 object *tmp, *last, *god, *detect; 1826 object *tmp, *last, *god, *detect;
1886 skill = caster; 1839 skill = caster;
1887 1840
1888 for (x = op->x - range; x <= op->x + range; x++) 1841 for (x = op->x - range; x <= op->x + range; x++)
1889 for (y = op->y - range; y <= op->y + range; y++) 1842 for (y = op->y - range; y <= op->y + range; y++)
1890 { 1843 {
1891
1892 m = op->map; 1844 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1845 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP) 1846 if (mflags & P_OUT_OF_MAP)
1895 continue; 1847 continue;
1896 1848
1898 * floor. But this is not true for show invisible. 1850 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1851 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1852 * down - that is easier than working up.
1901 */ 1853 */
1902 1854
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1855 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1904 last = tmp; 1856 last = tmp;
1857
1905 /* Shouldn't happen, but if there are no objects on a space, this 1858 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1859 * would happen.
1907 */ 1860 */
1908 if (!last) 1861 if (!last)
1909 continue; 1862 continue;
1911 done_one = 0; 1864 done_one = 0;
1912 floor = 0; 1865 floor = 0;
1913 detect = NULL; 1866 detect = NULL;
1914 for (tmp = last; tmp; tmp = tmp->below) 1867 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1868 {
1916
1917 /* show invisible */ 1869 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1870 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1919 /* Might there be other objects that we can make visibile? */ 1871 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1872 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1873 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1922 tmp->type == CF_HANDLE || 1874 tmp->type == CF_HANDLE ||
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1875 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1876 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1931 { 1883 {
1932 tmp->invisible = 0; 1884 tmp->invisible = 0;
1933 done_one = 1; 1885 done_one = 1;
1934 } 1886 }
1935 } 1887 }
1888
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1; 1890 floor = 1;
1938 1891
1939 /* All detections below this point don't descend beneath the floor, 1892 /* 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 1893 * so just continue on. We could be clever and look at the type of
1993 */ 1946 */
1994 if (done_one) 1947 if (done_one)
1995 { 1948 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1949 object *detect_ob = arch_to_object (spell->other_arch);
1997 1950
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1951 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1952 if (done_one == 2 && detect)
2002 { 1953 {
2003 detect_ob->face = detect->face; 1954 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1955 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->last_anim = 0; 1957 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1958 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1959 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1960 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2010 } 1961 }
1962
2011 insert_ob_in_map (detect_ob, m, op, 0); 1963 m->insert (detect_ob, nx, ny, op);
2012 } 1964 }
2013 } /* for processing the surrounding spaces */ 1965 } /* for processing the surrounding spaces */
2014 1966
2015 1967
2016 /* Now process objects in the players inventory if detect curse or magic */ 1968 /* Now process objects in the players inventory if detect curse or magic */
2065 2017
2066 /* Explodes a fireball centered at player */ 2018 /* Explodes a fireball centered at player */
2067 tmp = get_archetype (EXPLODING_FIREBALL); 2019 tmp = get_archetype (EXPLODING_FIREBALL);
2068 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2020 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; 2021 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2070 tmp->x = victim->x; 2022
2071 tmp->y = victim->y; 2023 tmp->insert_at (victim);
2072 insert_ob_in_map (tmp, victim->map, NULL, 0);
2073 victim->stats.sp = 2 * victim->stats.maxsp; 2024 victim->stats.sp = 2 * victim->stats.maxsp;
2074 } 2025 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2026 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."); 2027 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) 2028 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2029 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2030 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 2031 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2032 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 2033 confuse_player (victim, victim, 99);
2087 } 2034 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2035 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2036 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 2037}
2093 2038
2094/* cast_transfer 2039/* cast_transfer
2095 * This spell transfers sp from the player to another person. 2040 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 2041 * We let the target go above their normal maximum SP.
2110 2055
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 2056 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 2057
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2058 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 2059 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2060 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2061 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2117 break; 2062 break;
2118 } 2063 }
2119 2064
2120 2065
2121 /* If we did not find a player in the specified direction, transfer 2066 /* 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. 2067 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 2068 */
2124 if (plyr == NULL) 2069 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2070 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)) 2071 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2127 break; 2072 break;
2128 2073
2129 if (!plyr) 2074 if (!plyr)
2130 { 2075 {
2185 m = op->map; 2130 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2131 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 2132 if (mflags & P_OUT_OF_MAP)
2188 return; 2133 return;
2189 2134
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2135 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 2136 {
2192 next = tmp->above; 2137 next = tmp->above;
2193 2138
2194 /* Need to look at the head object - otherwise, if tmp 2139 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 2140 * points to a monster, we don't have all the necessary
2370 /* create the golem object */ 2315 /* create the golem object */
2371 tmp = arch_to_object (spell->other_arch); 2316 tmp = arch_to_object (spell->other_arch);
2372 2317
2373 /* if animated by a player, give the player control of the golem */ 2318 /* if animated by a player, give the player control of the golem */
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2319 CLEAR_FLAG (tmp, FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2320 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2321 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2322 tmp->type = GOLEM;
2379 tmp->set_owner (op); 2323 tmp->set_owner (op);
2380 set_spell_skill (op, caster, spell, tmp); 2324 set_spell_skill (op, caster, spell, tmp);
2393 * so instead, just set it as equipped (otherwise, we need to update 2337 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2338 * body_info, skills, etc)
2395 */ 2339 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2340 SET_FLAG (tmp, FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2341 SET_FLAG (weapon, FLAG_APPLIED);
2398 fix_player (tmp); 2342 tmp->update_stats ();
2399 2343
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2344 /* 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 - 2345 * 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. 2346 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2347 */
2455 if (a > 14) 2399 if (a > 14)
2456 a = 14; 2400 a = 14;
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2401 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2458 2402
2459 /* Determine golem's speed */ 2403 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2404 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 2405
2465 if (!spell->race) 2406 if (!spell->race)
2466 { 2407 {
2467 sprintf (buf, "animated %s", &weapon->name); 2408 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2409 tmp->name = buf;
2470 tmp->face = weapon->face; 2411 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2412 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2413 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2414 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2415 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2416 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 } 2417 }
2485 2418
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2419 /* 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)); 2420 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2488 2421
2489 tmp->speed_left = -1; 2422 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2423 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2424
2425 m->insert (tmp, x, y, op);
2494 return 1; 2426 return 1;
2495} 2427}
2496 2428
2497/* cast_daylight() - changes the map darkness level *lower* */ 2429/* cast_daylight() - changes the map darkness level *lower* */
2498 2430
2506 int success; 2438 int success;
2507 2439
2508 if (!op->map) 2440 if (!op->map)
2509 return 0; /* shouldnt happen */ 2441 return 0; /* shouldnt happen */
2510 2442
2511 success = change_map_light (op->map, spell->stats.dam); 2443 success = op->map->change_map_light (spell->stats.dam);
2444
2512 if (!success) 2445 if (!success)
2513 { 2446 {
2514 if (spell->stats.dam < 0) 2447 if (spell->stats.dam < 0)
2515 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2448 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2516 else 2449 else
2593 { 2526 {
2594 aura->destroy (); 2527 aura->destroy ();
2595 return; 2528 return;
2596 } 2529 }
2597 2530
2598 aura->x = env->x;
2599 aura->y = env->y;
2600
2601 /* we need to jump out of the inventory for a bit 2531 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2532 * in order to hit the map conveniently.
2603 */ 2533 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2534 aura->insert_at (env, aura);
2605 2535
2606 for (i = 1; i < 9; i++) 2536 for (i = 1; i < 9; i++)
2607 { 2537 {
2608 sint16 nx, ny; 2538 sint16 nx, ny;
2609 2539
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2548 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2619 { 2549 {
2620 hit_map (aura, i, aura->attacktype, 0); 2550 hit_map (aura, i, aura->attacktype, 0);
2621 2551
2622 if (aura->other_arch) 2552 if (aura->other_arch)
2623 { 2553 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 } 2554 }
2631 }
2632 } 2555 }
2556
2633 /* put the aura back in the player's inventory */ 2557 /* put the aura back in the player's inventory */
2634 aura->remove (); 2558 aura->remove ();
2635 insert_ob_in_ob (aura, env); 2559 insert_ob_in_ob (aura, env);
2636} 2560}
2637 2561
2642void 2566void
2643move_peacemaker (object *op) 2567move_peacemaker (object *op)
2644{ 2568{
2645 object *tmp; 2569 object *tmp;
2646 2570
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2571 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2572 {
2649 int atk_lev, def_lev; 2573 int atk_lev, def_lev;
2650 object *victim = tmp; 2574 object *victim = tmp;
2651 2575
2652 if (tmp->head) 2576 if (tmp->head)
2718 2642
2719 snprintf (rune, sizeof (rune), "%s\n", msg); 2643 snprintf (rune, sizeof (rune), "%s\n", msg);
2720 2644
2721 tmp->race = op->name; /*Save the owner of the rune */ 2645 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2646 tmp->msg = rune;
2723 tmp->x = op->x; 2647
2724 tmp->y = op->y; 2648 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2726 return 1; 2649 return 1;
2727} 2650}

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