ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.21 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.41 by pippijn, Thu Mar 1 12:28:16 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 }
407 update_object (op, UP_OBJ_FACE); 408 update_object (op, UP_OBJ_FACE);
408 409
409 /* Only search the active objects - only these should actually do 410 /* Only search the active objects - only these should actually do
410 * harm to the player. 411 * harm to the player.
411 */ 412 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 413 for_all_actives (tmp)
413 if (tmp->enemy == op) 414 if (tmp->enemy == op)
414 tmp->enemy = NULL; 415 tmp->enemy = 0;
416
415 return 1; 417 return 1;
416} 418}
417 419
418/* earth to dust spell. Basically destroys earthwalls in the area. 420/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 421 */
440 442
441 if (mflags & P_OUT_OF_MAP) 443 if (mflags & P_OUT_OF_MAP)
442 continue; 444 continue;
443 445
444 // earth to dust tears down everything that can be teared down 446 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 447 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
446 { 448 {
447 next = tmp->above; 449 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 450 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 451 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 452 }
451 } 453 }
454
452 return 1; 455 return 1;
453} 456}
454
455 457
456void 458void
457execute_word_of_recall (object *op) 459execute_word_of_recall (object *op)
458{ 460{
459 object *wor = op; 461 if (object *pl = op->in_player ())
460 462 {
461 while (op != NULL && op->type != PLAYER) 463 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."); 464 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 465 else
466 {
467 // remove first so we do not call update_stats
468 op->remove ();
468 enter_exit (op, wor); 469 pl->enter_exit (op);
470 }
471 }
469 472
470 wor->destroy (); 473 op->destroy ();
471} 474}
472 475
473/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
475 * time delay effect. 478 * time delay effect.
494 { 497 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 500 return 0;
498 } 501 }
502
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 504 if (time < 1)
501 time = 1; 505 time = 1;
502 506
503 /* value of speed really doesn't make much difference, as long as it is 507 /* 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 508 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
506 */ 510 */
507 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
512 515
513 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
515 */ 518 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
519 522
520 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
522 return 1; 527 return 1;
523} 528}
524 529
525/* cast_wonder 530/* cast_wonder
526 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
555 } 560 }
556 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
557 } 562 }
558 return 1; 563 return 1;
559} 564}
560
561 565
562int 566int
563perceive_self (object *op) 567perceive_self (object *op)
564{ 568{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 char *cp = describe_item (op, op), buf[MAX_BUF];
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
600 { 604 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
602 { 606 {
603 if (tmp->stats.exp == 0) 607 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 608 sprintf (buf, "Your metabolism isn't focused on anything.");
606 }
607 else 609 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
610 } 611
611 new_draw_info (NDI_UNIQUE, 0, op, buf); 612 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 613 break;
613 } 614 }
614 } 615 }
615 } 616 }
617
616 return 1; 618 return 1;
617} 619}
618 620
619/* int cast_create_town_portal (object *op, object *caster, int dir) 621/* int cast_create_town_portal (object *op, object *caster, int dir)
620 * 622 *
634 * Code by Tchize (david.delbecq@usa.net) 636 * Code by Tchize (david.delbecq@usa.net)
635 */ 637 */
636int 638int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir) 639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{ 640{
639 object *dummy, *force, *old_force, *tmp; 641 object *dummy, *force, *old_force;
640 archetype *perm_portal; 642 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024]; 643 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap; 644 maptile *exitmap;
644 int op_level; 645 int op_level;
645
646 646
647 /* Check to see if the map the player is currently on is a per player unique 647 /* 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 648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed. 649 * full pathname listed.
650 */ 650 */
718 * If it has the good name, we destruct it. 718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal. 719 * -We destruct the force indicating that portal.
720 */ 720 */
721 while ((old_force = check_inv_recursive (op, dummy))) 721 while ((old_force = check_inv_recursive (op, dummy)))
722 { 722 {
723 exitx = EXIT_X (old_force); 723 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);
731 724
732 if (exitmap) 725 if (exitmap)
733 { 726 {
727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
734 tmp = present_arch (perm_portal, exitmap, exitx, exity); 732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 while (tmp)
736 { 733 {
737 if (tmp->name == old_force->name) 734 if (tmp->name == old_force->name)
738 { 735 {
739 tmp->destroy (); 736 tmp->destroy ();
740 break; 737 break;
741 } 738 }
742
743 tmp = tmp->above;
744 } 739 }
745 } 740 }
746 741
747 old_force->destroy (); 742 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 } 743 }
750 744
751 dummy->destroy (); 745 dummy->destroy ();
752 746
753 /* Creating the portals. 747 /* Creating the portals.
759 * 'force' is the destination of the town portal, which we got 753 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above. 754 * from the players inventory above.
761 */ 755 */
762 756
763 /* Ensure exit map is loaded */ 757 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 758 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);
768 759
769 /* If we were unable to load (ex. random map deleted), warn player */ 760 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL) 761 if (!exitmap)
771 { 762 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 763 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy (); 764 force->destroy ();
774 return 1; 765 return 1;
775 } 766 }
767
768 exitmap->load_sync ();
776 769
777 op_level = caster_level (caster, spell); 770 op_level = caster_level (caster, spell);
778 if (op_level < 15) 771 if (op_level < 15)
779 snprintf (portal_message, 1024, 772 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", 773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
790 783
791 /* Create a portal in front of player 784 /* Create a portal in front of player
792 * dummy contain the portal and 785 * dummy contain the portal and
793 * force contain the track to kill it later 786 * force contain the track to kill it later
794 */ 787 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */ 789 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL) 790 if (dummy == NULL)
799 { 791 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 804
813 /* Now we need to to create a town portal marker inside the player 805 /* 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 806 * object, so on future castings, we can know that he has an active
815 * town portal. 807 * town portal.
816 */ 808 */
817 tmp = get_archetype (spell->race); 809 object *tmp = get_archetype (spell->race);
818 if (tmp == NULL) 810
811 if (!tmp)
819 { 812 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 813 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); 814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0; 815 return 0;
823 } 816 }
824 817
825 tmp->race = op->map->path; 818 tmp->race = op->map->path;
826 tmp->name = portal_name; 819 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x; 820 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y; 821 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op); 822 op->insert (tmp);
830 823
831 /* Create a portal in the destination map 824 /* Create a portal in the destination map
832 * dummy contain the portal and 825 * dummy contain the portal and
833 * force the track to kill it later 826 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of 827 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to. 828 * where this portal goes to.
836 */ 829 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */ 831 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL) 832 if (dummy == NULL)
840 { 833 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 834 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); 835 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; 839 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x; 840 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y; 841 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name; 842 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message; 843 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 */ 844 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0); 845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
855 846
856 /* Now we create another town portal marker that 847 /* Now we create another town portal marker that
857 * points back to the one we just made 848 * points back to the one we just made
858 */ 849 */
859 tmp = get_archetype (spell->race); 850 tmp = get_archetype (spell->race);
876 force->destroy (); 867 force->destroy ();
877 868
878 return 1; 869 return 1;
879} 870}
880 871
881
882/* This creates magic walls. Really, it can create most any object, 872/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 873 * within some reason.
884 */ 874 */
885
886int 875int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 876magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 877{
889 object *tmp, *tmp2; 878 object *tmp;
890 int i, posblocked, negblocked, maxrange; 879 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 880 sint16 x, y;
892 maptile *m; 881 maptile *m;
893 const char *name; 882 const char *name;
894 archetype *at; 883 archetype *at;
902 else 891 else
903 { 892 {
904 x = op->x + freearr_x[dir]; 893 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 894 y = op->y + freearr_y[dir];
906 } 895 }
896
907 m = op->map; 897 m = op->map;
908 898
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 899 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) || 900 (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))) 901 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 902 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 903 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 904 return 0;
915 } 905 }
906
916 if (spell_ob->other_arch) 907 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 908 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 909 else if (spell_ob->race)
921 { 910 {
922 char buf1[MAX_BUF]; 911 char buf1[MAX_BUF];
923 912
924 sprintf (buf1, spell_ob->race, dir); 913 sprintf (buf1, spell_ob->race, dir);
927 { 916 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 917 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 918 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 919 return 0;
931 } 920 }
921
932 tmp = arch_to_object (at); 922 tmp = arch_to_object (at);
933 } 923 }
934 else 924 else
935 { 925 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 926 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 936 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 937 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 938 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 939 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 940 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 941 }
942
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 943 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 944 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 945 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 946 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 947 }
948
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 949 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 950 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 951 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 952 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 953 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 954 SET_FLAG (tmp, FLAG_ALIVE);
965 } 955 }
966 956
967 /* This can't really hurt - if the object doesn't kill anything, 957 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 958 * these fields just won't be used. Do not set the owner for
959 * earthwalls, though, so they survive restarts.
969 */ 960 */
961 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 962 tmp->set_owner (op);
963
971 set_spell_skill (op, caster, spell_ob, tmp); 964 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; 965 tmp->level = caster_level (caster, spell_ob) / 2;
975 966
976 name = tmp->name; 967 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 968 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 969 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 970 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 971 return 0;
981 } 972 }
973
982 /* If this is a spellcasting wall, need to insert the spell object */ 974 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 977
986 /* This code causes the wall to extend some distance in 978 /* This code causes the wall to extend some distance in
1004 m = tmp->map; 996 m = tmp->map;
1005 997
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 998 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) 999 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 1000 {
1009 tmp2 = tmp->clone (); 1001 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 1002 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 1003
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 1004 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1006 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 1007
1017 } 1008 }
1018 else 1009 else
1019 posblocked = 1; 1010 posblocked = 1;
1020 1011
1023 m = tmp->map; 1014 m = tmp->map;
1024 1015
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1016 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) 1017 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 1018 {
1028 tmp2 = tmp->clone (); 1019 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 1020 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 1021
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1023 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1024 }
1035 else 1025 else
1036 negblocked = 1; 1026 negblocked = 1;
1037 } 1027 }
1038 1028
1087 { 1077 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1078 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 1079 op->contr->count = 0;
1090 return 0; 1080 return 0;
1091 } 1081 }
1082
1092 op->contr->count = 0; 1083 op->contr->count = 0;
1093 1084
1094 /* Remove code that puts player on random space on maps. IMO, 1085 /* 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, 1086 * 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 1087 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1136 return 0;
1146 } 1137 }
1147 } 1138 }
1148 1139
1149 /* Actually move the player now */ 1140 /* Actually move the player now */
1150 op->remove (); 1141 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; 1142 return 1;
1155 1143
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1144 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 1145 return 1;
1158} 1146}
1171 object *poison; 1159 object *poison;
1172 int heal = 0, success = 0; 1160 int heal = 0, success = 0;
1173 1161
1174 tmp = find_target_for_friendly_spell (op, dir); 1162 tmp = find_target_for_friendly_spell (op, dir);
1175 1163
1176 if (tmp == NULL) 1164 if (!tmp)
1177 return 0; 1165 return 0;
1178 1166
1179 /* Figure out how many hp this spell might cure. 1167 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 1168 * could be zero if this spell heals effects, not damage.
1181 */ 1169 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 1172 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 1173
1186 if (heal) 1174 if (heal)
1187 { 1175 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 1176 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 1177 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 1178 else
1193 { 1179 {
1194 /* See how many points we actually heal. Instead of messages 1180 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 1181 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 1182 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 1185 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 1186 tmp->stats.hp += heal;
1201 1187
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 1188 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 1190 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 1192 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 1194 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 1196 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 1198
1222 success = 1; 1199 success = 1;
1223 } 1200 }
1224 } 1201 }
1202
1225 if (spell->attacktype & AT_DISEASE) 1203 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 1204 if (cure_disease (tmp, op))
1227 success = 1; 1205 success = 1;
1228 1206
1229 if (spell->attacktype & AT_POISON) 1207 if (spell->attacktype & AT_POISON)
1235 success = 1; 1213 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 1214 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 1215 poison->stats.food = 1;
1238 } 1216 }
1239 } 1217 }
1218
1240 if (spell->attacktype & AT_CONFUSION) 1219 if (spell->attacktype & AT_CONFUSION)
1241 { 1220 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 1221 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 1222 if (poison)
1244 { 1223 {
1245 success = 1; 1224 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 1225 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 1226 poison->duration = 1;
1248 } 1227 }
1249 } 1228 }
1229
1250 if (spell->attacktype & AT_BLIND) 1230 if (spell->attacktype & AT_BLIND)
1251 { 1231 {
1252 at = archetype::find ("blindness"); 1232 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 1233 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 1234 if (poison)
1256 success = 1; 1236 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 1238 poison->stats.food = 1;
1259 } 1239 }
1260 } 1240 }
1241
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 1242 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 1243 {
1263 tmp->stats.sp += spell->last_sp; 1244 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 1245 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 1246 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 1247 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1248 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1249 }
1250
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1251 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1252 {
1271 tmp->stats.grace += spell->last_grace; 1253 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1254 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1255 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1256 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1257 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1258 }
1259
1277 if (spell->stats.food && tmp->stats.food < 999) 1260 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1261 {
1279 tmp->stats.food += spell->stats.food; 1262 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1263 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1264 tmp->stats.food = 999;
1282 success = 1; 1265 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1266 /* 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"); 1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1268 }
1269
1286 return success; 1270 return success;
1287} 1271}
1288 1272
1289 1273
1290/* This is used for the spells that gain stats. There are no spells 1274/* This is used for the spells that gain stats. There are no spells
1302}; 1286};
1303 1287
1304int 1288int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1289cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1290{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1291 object *force = NULL;
1309 int i; 1292 int i;
1310 1293
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1294 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1295 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1296 ? find_target_for_friendly_spell (op, dir)
1315 } 1297 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1298
1321 if (tmp == NULL) 1299 if (!tmp)
1322 return 0; 1300 return 0;
1323 1301
1324 /* If we've already got a force of this type, don't add a new one. */ 1302 /* 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) 1303 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1304 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1305 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1306 {
1329 if (tmp2->name == spell_ob->name) 1307 if (tmp2->name == spell_ob->name)
1330 { 1308 {
1432 force->stats.ac = spell_ob->stats.ac; 1410 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1411 force->attacktype = spell_ob->attacktype;
1434 1412
1435 insert_ob_in_ob (force, tmp); 1413 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1415 tmp->update_stats ();
1438 return 1; 1416 return 1;
1439} 1417}
1440 1418
1441/* This used to be part of cast_change_ability, but it really didn't make 1419/* 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 1420 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1519 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1520 force->stats.ac = spell_ob->stats.ac;
1543 1521
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1522 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1523 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1524 tmp->update_stats ();
1547 return 1; 1525 return 1;
1548} 1526}
1549
1550
1551 1527
1552/* Alchemy code by Mark Wedel 1528/* Alchemy code by Mark Wedel
1553 * 1529 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1530 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1531 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1541 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1542 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1543 *
1568 * There is also a chance (1:30) that you will get nothing at all 1544 * 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 1545 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1546 * alchemised.
1571 */ 1547 */
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 1548static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1549alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1550{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1551 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1552
1585 /* Give third price when we alchemy money (This should hopefully 1553 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1554 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1555 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1556 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1557 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1558 * the stuff back to town.
1591 */ 1559 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1560 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1561 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1562 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1563 value /= 3;
1597 else 1564 else
1598 value = (value * 9) / 10; 1565 value = value * 9 / 10;
1599 1566
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1567 if (obj->value > 0 && rndm (0, 29))
1603 { 1568 total_value += value;
1604 int count;
1605 1569
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; 1570 total_weight += obj->total_weight ();
1571
1626 obj->destroy (); 1572 obj->destroy ();
1627} 1573}
1628 1574
1629static void 1575static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1576update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1631{ 1577{
1632 object *tmp;
1633 int flag = 0; 1578 int flag = 0;
1634 1579
1635 /* Put any nuggets below the player, but we can only pass this 1580 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player 1581 * flag if we are on the same space as the player
1637 */ 1582 */
1638 if (x == op->x && y == op->y && op->map == m) 1583 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR; 1584 flag = INS_BELOW_ORIGINATOR;
1640 1585
1641 if (small_nuggets) 1586 if (small_nuggets)
1642 { 1587 {
1643 tmp = small->clone (); 1588 object *tmp = small->clone ();
1644 tmp->nrof = small_nuggets; 1589 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag); 1590 m->insert (tmp, x, y, op, flag);
1648 } 1591 }
1649 1592
1650 if (large_nuggets) 1593 if (large_nuggets)
1651 { 1594 {
1652 tmp = large->clone (); 1595 object *tmp = large->clone ();
1653 tmp->nrof = large_nuggets; 1596 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag); 1597 m->insert (tmp, x, y, op, flag);
1657 } 1598 }
1599
1600 if (object *pl = m->at (x, y).player ())
1601 if (pl->contr->ns)
1602 pl->contr->ns->look_position = 0;
1658} 1603}
1659 1604
1660int 1605int
1661alchemy (object *op, object *caster, object *spell_ob) 1606alchemy (object *op, object *caster, object *spell_ob)
1662{ 1607{
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) 1608 if (op->type != PLAYER)
1669 return 0; 1609 return 0;
1670 1610
1611 object *large = get_archetype ("largenugget");
1612 object *small = get_archetype ("smallnugget");
1613
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1614 /* 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 1615 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1616 * in sight
1674 */ 1617 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1618 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1619 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1620 uint64 value_max = duration * 1000;
1678 1621
1622 int weight = 0;
1623
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1624 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1625 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1626 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1627 {
1628 uint64 value = 0;
1629
1683 nx = x; 1630 sint16 nx = x;
1684 ny = y; 1631 sint16 ny = y;
1685 1632
1686 mp = op->map; 1633 maptile *mp = op->map;
1687 1634
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1635 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1636
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1637 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1638 continue;
1692 1639
1693 /* Treat alchemy a little differently - most spell effects 1640 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1642 * ground level effect.
1696 */ 1643 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1644 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1645 continue;
1699 1646
1700 small_nuggets = 0; 1647 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 { 1648 {
1705 next = tmp->above; 1649 next = tmp->above;
1650
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1651 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1652 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1653 {
1709
1710 if (tmp->inv) 1654 if (tmp->inv)
1711 { 1655 {
1712 object *next1, *tmp1; 1656 object *next1, *tmp1;
1713 1657
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1658 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1659 {
1716 next1 = tmp1->below; 1660 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1661 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1662 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1663 alchemy_object (tmp1, value, weight);
1720 } 1664 }
1721 } 1665 }
1666
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1667 alchemy_object (tmp, value, weight);
1723 1668
1724 if (weight > weight_max) 1669 if (weight > weight_max)
1725 { 1670 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1671 }
1731 } /* is alchemable object */ 1672 }
1732 } /* process all objects on this space */ 1673
1674 value = min (value, value_max);
1675
1676 uint64 count = value / large->value;
1677 int large_nuggets = count;
1678 value -= count * large->value;
1679
1680 count = value / small->value;
1681 int small_nuggets = count;
1733 1682
1734 /* Insert all the nuggets at one time. This probably saves time, but 1683 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created 1684 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell. 1685 * with this spell.
1737 */ 1686 */
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1687 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1739 }
1740 }
1741 1688
1689 if (weight > weight_max)
1690 goto bailout;
1691 }
1692 }
1693
1694bailout:
1742 large->destroy (); 1695 large->destroy ();
1743 small->destroy (); 1696 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; 1697 return 1;
1749} 1698}
1750 1699
1751 1700
1752/* This function removes the cursed/damned status on equipped 1701/* This function removes the cursed/damned status on equipped
1779 } 1728 }
1780 1729
1781 if (op->type == PLAYER) 1730 if (op->type == PLAYER)
1782 { 1731 {
1783 if (success) 1732 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1734 else
1788 { 1735 {
1789 if (was_one) 1736 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1737 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1738 else
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1784 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1785 * was not fully used.
1839 */ 1786 */
1840 if (num_ident) 1787 if (num_ident)
1841 { 1788 {
1842 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1791 {
1845 identify (tmp); 1792 identify (tmp);
1846 1793
1847 if (op->type == PLAYER) 1794 if (op->type == PLAYER)
1902 * floor. But this is not true for show invisible. 1849 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1850 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1851 * down - that is easier than working up.
1905 */ 1852 */
1906 1853
1907 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1854 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1908 last = tmp; 1855 last = tmp;
1909 1856
1910 /* Shouldn't happen, but if there are no objects on a space, this 1857 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen. 1858 * would happen.
1912 */ 1859 */
1998 */ 1945 */
1999 if (done_one) 1946 if (done_one)
2000 { 1947 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1948 object *detect_ob = arch_to_object (spell->other_arch);
2002 1949
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1950 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1951 if (done_one == 2 && detect)
2007 { 1952 {
2008 detect_ob->face = detect->face; 1953 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1954 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1956 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1957 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1958 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1959 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1960 }
1961
2016 insert_ob_in_map (detect_ob, m, op, 0); 1962 m->insert (detect_ob, nx, ny, op);
2017 } 1963 }
2018 } /* for processing the surrounding spaces */ 1964 } /* for processing the surrounding spaces */
2019 1965
2020 1966
2021 /* Now process objects in the players inventory if detect curse or magic */ 1967 /* Now process objects in the players inventory if detect curse or magic */
2070 2016
2071 /* Explodes a fireball centered at player */ 2017 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 2018 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2019 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2074 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 2020 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x; 2021
2076 tmp->y = victim->y; 2022 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 2023 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 2024 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2025 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2081 {
2082 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2026 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2028 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 2030 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2031 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 2032 confuse_player (victim, victim, 99);
2092 } 2033 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2034 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2035 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 2036}
2098 2037
2099/* cast_transfer 2038/* cast_transfer
2100 * This spell transfers sp from the player to another person. 2039 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 2040 * We let the target go above their normal maximum SP.
2115 2054
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 2055 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 2056
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2057 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 2058 {
2120 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2059 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2060 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2122 break; 2061 break;
2123 } 2062 }
2124 2063
2125 2064
2126 /* If we did not find a player in the specified direction, transfer 2065 /* If we did not find a player in the specified direction, transfer
2127 * to anyone on top of us. This is used for the rune of transference mostly. 2066 * to anyone on top of us. This is used for the rune of transference mostly.
2128 */ 2067 */
2129 if (plyr == NULL) 2068 if (plyr == NULL)
2130 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2069 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2131 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2070 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2132 break; 2071 break;
2133 2072
2134 if (!plyr) 2073 if (!plyr)
2135 { 2074 {
2190 m = op->map; 2129 m = op->map;
2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2130 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2192 if (mflags & P_OUT_OF_MAP) 2131 if (mflags & P_OUT_OF_MAP)
2193 return; 2132 return;
2194 2133
2195 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2134 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2196 { 2135 {
2197 next = tmp->above; 2136 next = tmp->above;
2198 2137
2199 /* Need to look at the head object - otherwise, if tmp 2138 /* Need to look at the head object - otherwise, if tmp
2200 * points to a monster, we don't have all the necessary 2139 * points to a monster, we don't have all the necessary
2375 /* create the golem object */ 2314 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2315 tmp = arch_to_object (spell->other_arch);
2377 2316
2378 /* if animated by a player, give the player control of the golem */ 2317 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2318 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2319 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2320 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2321 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2322 tmp->set_owner (op);
2385 set_spell_skill (op, caster, spell, tmp); 2323 set_spell_skill (op, caster, spell, tmp);
2398 * so instead, just set it as equipped (otherwise, we need to update 2336 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2337 * body_info, skills, etc)
2400 */ 2338 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2339 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2340 SET_FLAG (weapon, FLAG_APPLIED);
2403 fix_player (tmp); 2341 tmp->update_stats ();
2404 2342
2405 /* There used to be 'odd' code that basically seemed to take the absolute 2343 /* There used to be 'odd' code that basically seemed to take the absolute
2406 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2344 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2407 * if you're using a crappy weapon, it shouldn't be as good. 2345 * if you're using a crappy weapon, it shouldn't be as good.
2408 */ 2346 */
2460 if (a > 14) 2398 if (a > 14)
2461 a = 14; 2399 a = 14;
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2400 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2401
2464 /* Determine golem's speed */ 2402 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2403 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469 2404
2470 if (!spell->race) 2405 if (!spell->race)
2471 { 2406 {
2472 sprintf (buf, "animated %s", &weapon->name); 2407 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2408 tmp->name = buf;
2475 tmp->face = weapon->face; 2410 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2411 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2412 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2413 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2414 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2415 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2481 {
2482 SET_FLAG (tmp, FLAG_ANIMATE);
2483 }
2484 else
2485 {
2486 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 update_ob_speed (tmp);
2489 } 2416 }
2490 2417
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2418 /* make experience increase in proportion to the strength of the summoned creature. */
2492 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2419 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2493 2420
2494 tmp->speed_left = -1; 2421 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2422 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2423
2424 m->insert (tmp, x, y, op);
2499 return 1; 2425 return 1;
2500} 2426}
2501 2427
2502/* cast_daylight() - changes the map darkness level *lower* */ 2428/* cast_daylight() - changes the map darkness level *lower* */
2503 2429
2511 int success; 2437 int success;
2512 2438
2513 if (!op->map) 2439 if (!op->map)
2514 return 0; /* shouldnt happen */ 2440 return 0; /* shouldnt happen */
2515 2441
2516 success = change_map_light (op->map, spell->stats.dam); 2442 success = op->map->change_map_light (spell->stats.dam);
2443
2517 if (!success) 2444 if (!success)
2518 { 2445 {
2519 if (spell->stats.dam < 0) 2446 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2447 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2448 else
2598 { 2525 {
2599 aura->destroy (); 2526 aura->destroy ();
2600 return; 2527 return;
2601 } 2528 }
2602 2529
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit 2530 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2531 * in order to hit the map conveniently.
2608 */ 2532 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2533 aura->insert_at (env, aura);
2610 2534
2611 for (i = 1; i < 9; i++) 2535 for (i = 1; i < 9; i++)
2612 { 2536 {
2613 sint16 nx, ny; 2537 sint16 nx, ny;
2614 2538
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2547 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2624 { 2548 {
2625 hit_map (aura, i, aura->attacktype, 0); 2549 hit_map (aura, i, aura->attacktype, 0);
2626 2550
2627 if (aura->other_arch) 2551 if (aura->other_arch)
2628 { 2552 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 } 2553 }
2636 }
2637 } 2554 }
2555
2638 /* put the aura back in the player's inventory */ 2556 /* put the aura back in the player's inventory */
2639 aura->remove (); 2557 aura->remove ();
2640 insert_ob_in_ob (aura, env); 2558 insert_ob_in_ob (aura, env);
2641} 2559}
2642 2560
2647void 2565void
2648move_peacemaker (object *op) 2566move_peacemaker (object *op)
2649{ 2567{
2650 object *tmp; 2568 object *tmp;
2651 2569
2652 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2570 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 { 2571 {
2654 int atk_lev, def_lev; 2572 int atk_lev, def_lev;
2655 object *victim = tmp; 2573 object *victim = tmp;
2656 2574
2657 if (tmp->head) 2575 if (tmp->head)
2723 2641
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2642 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2643
2726 tmp->race = op->name; /*Save the owner of the rune */ 2644 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2645 tmp->msg = rune;
2728 tmp->x = op->x; 2646
2729 tmp->y = op->y; 2647 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1; 2648 return 1;
2732} 2649}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines