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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.21 by root, Tue Dec 19 05:41:22 2006 UTC vs.
Revision 1.48 by root, Tue Apr 24 16:33:38 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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
151 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
153 { 156 {
154 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
155 158
156 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
158 break; 161 break;
159 162
160 if (!al) 163 if (!al)
161 { 164 {
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
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}
560 566
561
562int 567int
563perceive_self (object *op) 568perceive_self (object *op)
564{ 569{
570 char buf[MAX_BUF];
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp; 573 object *tmp;
568 int i; 574 int i;
569 575
570 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
600 { 606 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
602 { 608 {
603 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 610 sprintf (buf, "Your metabolism isn't focused on anything.");
606 }
607 else 611 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
610 } 613
611 new_draw_info (NDI_UNIQUE, 0, op, buf); 614 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 615 break;
613 } 616 }
614 } 617 }
615 } 618 }
619
616 return 1; 620 return 1;
617} 621}
618 622
619/* int cast_create_town_portal (object *op, object *caster, int dir) 623/* int cast_create_town_portal (object *op, object *caster, int dir)
620 * 624 *
634 * Code by Tchize (david.delbecq@usa.net) 638 * Code by Tchize (david.delbecq@usa.net)
635 */ 639 */
636int 640int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir) 641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{ 642{
639 object *dummy, *force, *old_force, *tmp; 643 object *dummy, *force, *old_force;
640 archetype *perm_portal; 644 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024]; 645 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap; 646 maptile *exitmap;
644 int op_level; 647 int op_level;
645
646 648
647 /* Check to see if the map the player is currently on is a per player unique 649 /* 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 650 * map. This can be determined in that per player unique maps have the
649 * full pathname listed. 651 * full pathname listed.
650 */ 652 */
718 * If it has the good name, we destruct it. 720 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal. 721 * -We destruct the force indicating that portal.
720 */ 722 */
721 while ((old_force = check_inv_recursive (op, dummy))) 723 while ((old_force = check_inv_recursive (op, dummy)))
722 { 724 {
723 exitx = EXIT_X (old_force); 725 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);
731 726
732 if (exitmap) 727 if (exitmap)
733 { 728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 tmp = present_arch (perm_portal, exitmap, exitx, exity); 734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 while (tmp)
736 { 735 {
737 if (tmp->name == old_force->name) 736 if (tmp->name == old_force->name)
738 { 737 {
739 tmp->destroy (); 738 tmp->destroy ();
740 break; 739 break;
741 } 740 }
742
743 tmp = tmp->above;
744 } 741 }
745 } 742 }
746 743
747 old_force->destroy (); 744 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 } 745 }
750 746
751 dummy->destroy (); 747 dummy->destroy ();
752 748
753 /* Creating the portals. 749 /* Creating the portals.
759 * 'force' is the destination of the town portal, which we got 755 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above. 756 * from the players inventory above.
761 */ 757 */
762 758
763 /* Ensure exit map is loaded */ 759 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 760 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);
768 761
769 /* If we were unable to load (ex. random map deleted), warn player */ 762 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL) 763 if (!exitmap)
771 { 764 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy (); 766 force->destroy ();
774 return 1; 767 return 1;
775 } 768 }
769
770 exitmap->load_sync ();
776 771
777 op_level = caster_level (caster, spell); 772 op_level = caster_level (caster, spell);
778 if (op_level < 15) 773 if (op_level < 15)
779 snprintf (portal_message, 1024, 774 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", 775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
790 785
791 /* Create a portal in front of player 786 /* Create a portal in front of player
792 * dummy contain the portal and 787 * dummy contain the portal and
793 * force contain the track to kill it later 788 * force contain the track to kill it later
794 */ 789 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */ 791 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL) 792 if (dummy == NULL)
799 { 793 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 806
813 /* Now we need to to create a town portal marker inside the player 807 /* 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 808 * object, so on future castings, we can know that he has an active
815 * town portal. 809 * town portal.
816 */ 810 */
817 tmp = get_archetype (spell->race); 811 object *tmp = get_archetype (spell->race);
818 if (tmp == NULL) 812
813 if (!tmp)
819 { 814 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 815 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); 816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0; 817 return 0;
823 } 818 }
824 819
825 tmp->race = op->map->path; 820 tmp->race = op->map->path;
826 tmp->name = portal_name; 821 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x; 822 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y; 823 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op); 824 op->insert (tmp);
830 825
831 /* Create a portal in the destination map 826 /* Create a portal in the destination map
832 * dummy contain the portal and 827 * dummy contain the portal and
833 * force the track to kill it later 828 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of 829 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to. 830 * where this portal goes to.
836 */ 831 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */ 833 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL) 834 if (dummy == NULL)
840 { 835 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 836 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); 837 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; 841 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x; 842 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y; 843 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name; 844 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message; 845 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 */ 846 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0); 847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
855 848
856 /* Now we create another town portal marker that 849 /* Now we create another town portal marker that
857 * points back to the one we just made 850 * points back to the one we just made
858 */ 851 */
859 tmp = get_archetype (spell->race); 852 tmp = get_archetype (spell->race);
876 force->destroy (); 869 force->destroy ();
877 870
878 return 1; 871 return 1;
879} 872}
880 873
881
882/* This creates magic walls. Really, it can create most any object, 874/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 875 * within some reason.
884 */ 876 */
885
886int 877int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 878magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 879{
889 object *tmp, *tmp2; 880 object *tmp;
890 int i, posblocked, negblocked, maxrange; 881 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 882 sint16 x, y;
892 maptile *m; 883 maptile *m;
893 const char *name; 884 const char *name;
894 archetype *at; 885 archetype *at;
902 else 893 else
903 { 894 {
904 x = op->x + freearr_x[dir]; 895 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 896 y = op->y + freearr_y[dir];
906 } 897 }
898
907 m = op->map; 899 m = op->map;
908 900
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 901 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) || 902 (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))) 903 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 904 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 906 return 0;
915 } 907 }
908
916 if (spell_ob->other_arch) 909 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 910 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 911 else if (spell_ob->race)
921 { 912 {
922 char buf1[MAX_BUF]; 913 char buf1[MAX_BUF];
923 914
924 sprintf (buf1, spell_ob->race, dir); 915 sprintf (buf1, spell_ob->race, dir);
927 { 918 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 921 return 0;
931 } 922 }
923
932 tmp = arch_to_object (at); 924 tmp = arch_to_object (at);
933 } 925 }
934 else 926 else
935 { 927 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 938 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 939 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 940 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 941 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 942 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 943 }
944
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 945 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 946 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 947 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 948 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 949 }
950
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 952 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 953 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 954 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 955 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 956 SET_FLAG (tmp, FLAG_ALIVE);
965 } 957 }
966 958
967 /* This can't really hurt - if the object doesn't kill anything, 959 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 960 * these fields just won't be used. Do not set the owner for
961 * earthwalls, though, so they survive restarts.
969 */ 962 */
963 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 964 tmp->set_owner (op);
965
971 set_spell_skill (op, caster, spell_ob, tmp); 966 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; 967 tmp->level = caster_level (caster, spell_ob) / 2;
975 968
976 name = tmp->name; 969 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 970 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 971 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 973 return 0;
981 } 974 }
975
982 /* If this is a spellcasting wall, need to insert the spell object */ 976 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 979
986 /* This code causes the wall to extend some distance in 980 /* This code causes the wall to extend some distance in
1004 m = tmp->map; 998 m = tmp->map;
1005 999
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1000 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) 1001 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 1002 {
1009 tmp2 = tmp->clone (); 1003 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 1004 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 1005
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 1006 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1008 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 1009
1017 } 1010 }
1018 else 1011 else
1019 posblocked = 1; 1012 posblocked = 1;
1020 1013
1023 m = tmp->map; 1016 m = tmp->map;
1024 1017
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1018 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) 1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 1020 {
1028 tmp2 = tmp->clone (); 1021 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 1022 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 1023
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1025 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1026 }
1035 else 1027 else
1036 negblocked = 1; 1028 negblocked = 1;
1037 } 1029 }
1038 1030
1087 { 1079 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 1081 op->contr->count = 0;
1090 return 0; 1082 return 0;
1091 } 1083 }
1084
1092 op->contr->count = 0; 1085 op->contr->count = 0;
1093 1086
1094 /* Remove code that puts player on random space on maps. IMO, 1087 /* 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, 1088 * 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 1089 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1138 return 0;
1146 } 1139 }
1147 } 1140 }
1148 1141
1149 /* Actually move the player now */ 1142 /* Actually move the player now */
1150 op->remove (); 1143 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; 1144 return 1;
1155 1145
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 1147 return 1;
1158} 1148}
1171 object *poison; 1161 object *poison;
1172 int heal = 0, success = 0; 1162 int heal = 0, success = 0;
1173 1163
1174 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1175 1165
1176 if (tmp == NULL) 1166 if (!tmp)
1177 return 0; 1167 return 0;
1178 1168
1179 /* Figure out how many hp this spell might cure. 1169 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 1170 * could be zero if this spell heals effects, not damage.
1181 */ 1171 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 1175
1186 if (heal) 1176 if (heal)
1187 { 1177 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 1178 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 1179 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 1180 else
1193 { 1181 {
1194 /* See how many points we actually heal. Instead of messages 1182 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 1183 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 1184 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 1187 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 1188 tmp->stats.hp += heal;
1201 1189
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 1190 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 1192 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 1194 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 1196 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 1198 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 1200
1222 success = 1; 1201 success = 1;
1223 } 1202 }
1224 } 1203 }
1204
1225 if (spell->attacktype & AT_DISEASE) 1205 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 1206 if (cure_disease (tmp, op))
1227 success = 1; 1207 success = 1;
1228 1208
1229 if (spell->attacktype & AT_POISON) 1209 if (spell->attacktype & AT_POISON)
1235 success = 1; 1215 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 1217 poison->stats.food = 1;
1238 } 1218 }
1239 } 1219 }
1220
1240 if (spell->attacktype & AT_CONFUSION) 1221 if (spell->attacktype & AT_CONFUSION)
1241 { 1222 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 1224 if (poison)
1244 { 1225 {
1245 success = 1; 1226 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 1228 poison->duration = 1;
1248 } 1229 }
1249 } 1230 }
1231
1250 if (spell->attacktype & AT_BLIND) 1232 if (spell->attacktype & AT_BLIND)
1251 { 1233 {
1252 at = archetype::find ("blindness"); 1234 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 1235 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 1236 if (poison)
1256 success = 1; 1238 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 1240 poison->stats.food = 1;
1259 } 1241 }
1260 } 1242 }
1243
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 1244 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 1245 {
1263 tmp->stats.sp += spell->last_sp; 1246 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 1247 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 1248 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 1249 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1251 }
1252
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1253 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1254 {
1271 tmp->stats.grace += spell->last_grace; 1255 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1256 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1257 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1258 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1259 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1260 }
1261
1277 if (spell->stats.food && tmp->stats.food < 999) 1262 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1263 {
1279 tmp->stats.food += spell->stats.food; 1264 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1265 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1266 tmp->stats.food = 999;
1282 success = 1; 1267 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1268 /* 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"); 1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1270 }
1271
1286 return success; 1272 return success;
1287} 1273}
1288 1274
1289 1275
1290/* This is used for the spells that gain stats. There are no spells 1276/* This is used for the spells that gain stats. There are no spells
1302}; 1288};
1303 1289
1304int 1290int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1292{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1293 object *force = NULL;
1309 int i; 1294 int i;
1310 1295
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1297 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1298 ? find_target_for_friendly_spell (op, dir)
1315 } 1299 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1300
1321 if (tmp == NULL) 1301 if (!tmp)
1322 return 0; 1302 return 0;
1323 1303
1324 /* If we've already got a force of this type, don't add a new one. */ 1304 /* 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) 1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1306 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1308 {
1329 if (tmp2->name == spell_ob->name) 1309 if (tmp2->name == spell_ob->name)
1330 { 1310 {
1432 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1413 force->attacktype = spell_ob->attacktype;
1434 1414
1435 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1417 tmp->update_stats ();
1438 return 1; 1418 return 1;
1439} 1419}
1440 1420
1441/* This used to be part of cast_change_ability, but it really didn't make 1421/* 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 1422 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1521 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1522 force->stats.ac = spell_ob->stats.ac;
1543 1523
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1525 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1526 tmp->update_stats ();
1547 return 1; 1527 return 1;
1548} 1528}
1549
1550
1551 1529
1552/* Alchemy code by Mark Wedel 1530/* Alchemy code by Mark Wedel
1553 * 1531 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1532 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1533 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1543 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1544 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1545 *
1568 * There is also a chance (1:30) that you will get nothing at all 1546 * 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 1547 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1548 * alchemised.
1571 */ 1549 */
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 1550static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1551alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1552{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1553 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1554
1585 /* Give third price when we alchemy money (This should hopefully 1555 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1556 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1557 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1558 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1559 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1560 * the stuff back to town.
1591 */ 1561 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1562 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1563 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1564 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1565 value /= 3;
1597 else 1566 else
1598 value = (value * 9) / 10; 1567 value = value * 9 / 10;
1599 1568
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1569 if (obj->value > 0 && rndm (0, 29))
1603 { 1570 total_value += value;
1604 int count;
1605 1571
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; 1572 total_weight += obj->total_weight ();
1573
1626 obj->destroy (); 1574 obj->destroy ();
1627} 1575}
1628 1576
1629static void 1577static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1631{ 1579{
1632 object *tmp;
1633 int flag = 0; 1580 int flag = 0;
1634 1581
1635 /* Put any nuggets below the player, but we can only pass this 1582 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player 1583 * flag if we are on the same space as the player
1637 */ 1584 */
1638 if (x == op->x && y == op->y && op->map == m) 1585 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR; 1586 flag = INS_BELOW_ORIGINATOR;
1640 1587
1641 if (small_nuggets) 1588 if (small_nuggets)
1642 { 1589 {
1643 tmp = small->clone (); 1590 object *tmp = small->clone ();
1644 tmp->nrof = small_nuggets; 1591 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag); 1592 m->insert (tmp, x, y, op, flag);
1648 } 1593 }
1649 1594
1650 if (large_nuggets) 1595 if (large_nuggets)
1651 { 1596 {
1652 tmp = large->clone (); 1597 object *tmp = large->clone ();
1653 tmp->nrof = large_nuggets; 1598 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag); 1599 m->insert (tmp, x, y, op, flag);
1657 } 1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1658} 1605}
1659 1606
1660int 1607int
1661alchemy (object *op, object *caster, object *spell_ob) 1608alchemy (object *op, object *caster, object *spell_ob)
1662{ 1609{
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) 1610 if (op->type != PLAYER)
1669 return 0; 1611 return 0;
1670 1612
1613 object *large = get_archetype ("largenugget");
1614 object *small = get_archetype ("smallnugget");
1615
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1616 /* 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 1617 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1618 * in sight
1674 */ 1619 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1620 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1621 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1622 uint64 value_max = duration * 1000;
1678 1623
1624 int weight = 0;
1625
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1626 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1627 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1628 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1629 {
1630 uint64 value = 0;
1631
1683 nx = x; 1632 sint16 nx = x;
1684 ny = y; 1633 sint16 ny = y;
1685 1634
1686 mp = op->map; 1635 maptile *mp = op->map;
1687 1636
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1637 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1638
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1639 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1640 continue;
1692 1641
1693 /* Treat alchemy a little differently - most spell effects 1642 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1644 * ground level effect.
1696 */ 1645 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1646 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1647 continue;
1699 1648
1700 small_nuggets = 0; 1649 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 { 1650 {
1705 next = tmp->above; 1651 next = tmp->above;
1652
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1655 {
1709
1710 if (tmp->inv) 1656 if (tmp->inv)
1711 { 1657 {
1712 object *next1, *tmp1; 1658 object *next1, *tmp1;
1713 1659
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1661 {
1716 next1 = tmp1->below; 1662 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1665 alchemy_object (tmp1, value, weight);
1720 } 1666 }
1721 } 1667 }
1668
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1669 alchemy_object (tmp, value, weight);
1723 1670
1724 if (weight > weight_max) 1671 if (weight > weight_max)
1725 { 1672 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1673 }
1731 } /* is alchemable object */ 1674 }
1732 } /* process all objects on this space */ 1675
1676 value = min (value, value_max);
1677
1678 uint64 count = value / large->value;
1679 int large_nuggets = count;
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1733 1684
1734 /* Insert all the nuggets at one time. This probably saves time, but 1685 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created 1686 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell. 1687 * with this spell.
1737 */ 1688 */
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1739 }
1740 }
1741 1690
1691 if (weight > weight_max)
1692 goto bailout;
1693 }
1694 }
1695
1696bailout:
1742 large->destroy (); 1697 large->destroy ();
1743 small->destroy (); 1698 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; 1699 return 1;
1749} 1700}
1750 1701
1751 1702
1752/* This function removes the cursed/damned status on equipped 1703/* This function removes the cursed/damned status on equipped
1779 } 1730 }
1780 1731
1781 if (op->type == PLAYER) 1732 if (op->type == PLAYER)
1782 { 1733 {
1783 if (success) 1734 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1735 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1736 else
1788 { 1737 {
1789 if (was_one) 1738 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1739 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1740 else
1815 { 1764 {
1816 identify (tmp); 1765 identify (tmp);
1817 1766
1818 if (op->type == PLAYER) 1767 if (op->type == PLAYER)
1819 { 1768 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1821 1770
1822 if (tmp->msg) 1771 if (tmp->msg)
1823 { 1772 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1786 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1787 * was not fully used.
1839 */ 1788 */
1840 if (num_ident) 1789 if (num_ident)
1841 { 1790 {
1842 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1793 {
1845 identify (tmp); 1794 identify (tmp);
1846 1795
1847 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1848 { 1797 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1850 1799
1851 if (tmp->msg) 1800 if (tmp->msg)
1852 { 1801 {
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1902 * floor. But this is not true for show invisible. 1851 * floor. But this is not true for show invisible.
1903 * Basically, we just go and find the top object and work 1852 * Basically, we just go and find the top object and work
1904 * down - that is easier than working up. 1853 * down - that is easier than working up.
1905 */ 1854 */
1906 1855
1907 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1908 last = tmp; 1857 last = tmp;
1909 1858
1910 /* Shouldn't happen, but if there are no objects on a space, this 1859 /* Shouldn't happen, but if there are no objects on a space, this
1911 * would happen. 1860 * would happen.
1912 */ 1861 */
1998 */ 1947 */
1999 if (done_one) 1948 if (done_one)
2000 { 1949 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1950 object *detect_ob = arch_to_object (spell->other_arch);
2002 1951
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1952 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1953 if (done_one == 2 && detect)
2007 { 1954 {
2008 detect_ob->face = detect->face; 1955 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1956 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1958 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1959 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1962 }
1963
2016 insert_ob_in_map (detect_ob, m, op, 0); 1964 m->insert (detect_ob, nx, ny, op);
2017 } 1965 }
2018 } /* for processing the surrounding spaces */ 1966 } /* for processing the surrounding spaces */
2019 1967
2020 1968
2021 /* Now process objects in the players inventory if detect curse or magic */ 1969 /* Now process objects in the players inventory if detect curse or magic */
2070 2018
2071 /* Explodes a fireball centered at player */ 2019 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 2020 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2021 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; 2022 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x; 2023
2076 tmp->y = victim->y; 2024 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 2025 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 2026 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2027 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."); 2028 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) 2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 2032 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 2034 confuse_player (victim, victim, 99);
2092 } 2035 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2037 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 2038}
2098 2039
2099/* cast_transfer 2040/* cast_transfer
2100 * This spell transfers sp from the player to another person. 2041 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 2042 * We let the target go above their normal maximum SP.
2115 2056
2116 mflags = get_map_flags (m, &m, x, y, &x, &y); 2057 mflags = get_map_flags (m, &m, x, y, &x, &y);
2117 2058
2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2059 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2119 { 2060 {
2120 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2061 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2062 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2122 break; 2063 break;
2123 } 2064 }
2124 2065
2125 2066
2126 /* If we did not find a player in the specified direction, transfer 2067 /* 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. 2068 * to anyone on top of us. This is used for the rune of transference mostly.
2128 */ 2069 */
2129 if (plyr == NULL) 2070 if (plyr == NULL)
2130 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2071 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)) 2072 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2132 break; 2073 break;
2133 2074
2134 if (!plyr) 2075 if (!plyr)
2135 { 2076 {
2190 m = op->map; 2131 m = op->map;
2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2132 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2192 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2193 return; 2134 return;
2194 2135
2195 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2136 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2196 { 2137 {
2197 next = tmp->above; 2138 next = tmp->above;
2198 2139
2199 /* Need to look at the head object - otherwise, if tmp 2140 /* Need to look at the head object - otherwise, if tmp
2200 * points to a monster, we don't have all the necessary 2141 * points to a monster, we don't have all the necessary
2212 /* Basically, if the object is magical and not counterspell, 2153 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 2154 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 2155 * monsters either.
2215 */ 2156 */
2216 2157
2217 if (head->attacktype & AT_MAGIC && 2158 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 2159 && !(head->attacktype & AT_COUNTERSPELL)
2160 && !QUERY_FLAG (head, FLAG_MONSTER)
2161 && (op->level > head->level))
2219 head->destroy (); 2162 head->destroy ();
2220 else 2163 else
2221 switch (head->type) 2164 switch (head->type)
2222 { 2165 {
2223 case SPELL_EFFECT: 2166 case SPELL_EFFECT:
2167 // XXX: Don't affect floor spelleffects. See also XXX comment
2168 // about sanctuary in spell_util.C
2169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2170 continue;
2171
2224 if (op->level > head->level) 2172 if (op->level > head->level)
2225 head->destroy (); 2173 head->destroy ();
2226 2174
2227 break; 2175 break;
2228 2176
2295 * This code was very odd - code early on would only let players use the spell, 2243 * This code was very odd - code early on would only let players use the spell,
2296 * yet the code wass full of player checks. I've presumed that the code 2244 * yet the code wass full of player checks. I've presumed that the code
2297 * that only let players use it was correct, and removed all the other 2245 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 2246 * player checks. MSW 2003-01-06
2299 */ 2247 */
2300
2301int 2248int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 2249animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 2250{
2304 object *weapon, *tmp; 2251 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 2252 char buf[MAX_BUF];
2317 /* exit if it's not a player using this spell. */ 2264 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 2265 if (op->type != PLAYER)
2319 return 0; 2266 return 0;
2320 2267
2321 /* if player already has a golem, abort */ 2268 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 2269 if (object *golem = op->contr->ranges[range_golem])
2323 { 2270 {
2324 control_golem (op->contr->ranges[range_golem], dir); 2271 control_golem (golem, dir);
2325 return 0; 2272 return 0;
2326 } 2273 }
2327 2274
2328 /* if no direction specified, pick one */ 2275 /* if no direction specified, pick one */
2329 if (!dir) 2276 if (!dir)
2375 /* create the golem object */ 2322 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2323 tmp = arch_to_object (spell->other_arch);
2377 2324
2378 /* if animated by a player, give the player control of the golem */ 2325 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2326 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2327 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2328 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2329 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2330 tmp->set_owner (op);
2385 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp; 2331 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem; 2332 op->contr->shoottype = range_golem;
2333 set_spell_skill (op, caster, spell, tmp);
2388 2334
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2335 /* Give the weapon to the golem now. A bit of a hack to check the
2390 * removed flag - it should only be set if get_split_object was 2336 * removed flag - it should only be set if get_split_object was
2391 * used above. 2337 * used above.
2392 */ 2338 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2339 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove (); 2340 weapon->remove ();
2341
2395 insert_ob_in_ob (weapon, tmp); 2342 insert_ob_in_ob (weapon, tmp);
2396 esrv_send_item (op, weapon); 2343 esrv_send_item (op, weapon);
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2344 /* To do everything necessary to let a golem use the weapon is a pain,
2398 * so instead, just set it as equipped (otherwise, we need to update 2345 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2346 * body_info, skills, etc)
2400 */ 2347 */
2401 SET_FLAG (tmp, FLAG_USE_WEAPON); 2348 SET_FLAG (tmp, FLAG_USE_WEAPON);
2402 SET_FLAG (weapon, FLAG_APPLIED); 2349 SET_FLAG (weapon, FLAG_APPLIED);
2403 fix_player (tmp); 2350 tmp->update_stats ();
2404 2351
2405 /* There used to be 'odd' code that basically seemed to take the absolute 2352 /* 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 - 2353 * 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. 2354 * if you're using a crappy weapon, it shouldn't be as good.
2408 */ 2355 */
2460 if (a > 14) 2407 if (a > 14)
2461 a = 14; 2408 a = 14;
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2409 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2410
2464 /* Determine golem's speed */ 2411 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2412 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 2413
2470 if (!spell->race) 2414 if (!spell->race)
2471 { 2415 {
2472 sprintf (buf, "animated %s", &weapon->name); 2416 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2417 tmp->name = buf;
2475 tmp->face = weapon->face; 2419 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2420 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2421 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2422 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2423 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2424 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 } 2425 }
2490 2426
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2427 /* 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)); 2428 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2493 2429
2494 tmp->speed_left = -1; 2430 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2431 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2432
2433 m->insert (tmp, x, y, op);
2499 return 1; 2434 return 1;
2500} 2435}
2501 2436
2502/* cast_daylight() - changes the map darkness level *lower* */ 2437/* cast_daylight() - changes the map darkness level *lower* */
2503 2438
2511 int success; 2446 int success;
2512 2447
2513 if (!op->map) 2448 if (!op->map)
2514 return 0; /* shouldnt happen */ 2449 return 0; /* shouldnt happen */
2515 2450
2516 success = change_map_light (op->map, spell->stats.dam); 2451 success = op->map->change_map_light (spell->stats.dam);
2452
2517 if (!success) 2453 if (!success)
2518 { 2454 {
2519 if (spell->stats.dam < 0) 2455 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2456 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2457 else
2598 { 2534 {
2599 aura->destroy (); 2535 aura->destroy ();
2600 return; 2536 return;
2601 } 2537 }
2602 2538
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit 2539 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2540 * in order to hit the map conveniently.
2608 */ 2541 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2542 aura->insert_at (env, aura);
2610 2543
2611 for (i = 1; i < 9; i++) 2544 for (i = 1; i < 9; i++)
2612 { 2545 {
2613 sint16 nx, ny; 2546 sint16 nx, ny;
2614 2547
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2556 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2624 { 2557 {
2625 hit_map (aura, i, aura->attacktype, 0); 2558 hit_map (aura, i, aura->attacktype, 0);
2626 2559
2627 if (aura->other_arch) 2560 if (aura->other_arch)
2628 { 2561 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 } 2562 }
2636 }
2637 } 2563 }
2564
2638 /* put the aura back in the player's inventory */ 2565 /* put the aura back in the player's inventory */
2639 aura->remove (); 2566 aura->remove ();
2640 insert_ob_in_ob (aura, env); 2567 insert_ob_in_ob (aura, env);
2641} 2568}
2642 2569
2647void 2574void
2648move_peacemaker (object *op) 2575move_peacemaker (object *op)
2649{ 2576{
2650 object *tmp; 2577 object *tmp;
2651 2578
2652 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2653 { 2580 {
2654 int atk_lev, def_lev; 2581 int atk_lev, def_lev;
2655 object *victim = tmp; 2582 object *victim = tmp;
2656 2583
2657 if (tmp->head) 2584 if (tmp->head)
2723 2650
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2651 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2652
2726 tmp->race = op->name; /*Save the owner of the rune */ 2653 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2654 tmp->msg = rune;
2728 tmp->x = op->x; 2655
2729 tmp->y = op->y; 2656 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1; 2657 return 1;
2732} 2658}

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