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 1.25 by root, Sat Dec 23 09:58:23 2006 UTC vs.
Revision 1.31 by root, Thu Jan 4 16:19:32 2007 UTC

37void 37void
38cast_magic_storm (object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
39{ 39{
40 if (!tmp) 40 if (!tmp)
41 return; /* error */ 41 return; /* error */
42
42 tmp->level = op->level; 43 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 44 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 45 tmp->duration += lvl / 5;
47 46
48 /* Put a cap on duration for this - if the player fails in their 47 /* 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 48 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 49 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 50 * so don't really need to increase the duration as much either.
52 */ 51 */
53 if (tmp->duration >= 40) 52 if (tmp->duration >= 40)
54 tmp->duration = 40; 53 tmp->duration = 40;
54
55 tmp->stats.dam = lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 57
58 tmp->insert_at (op, op);
59} 59}
60
61 60
62int 61int
63recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
64{ 63{
65 object *wand, *tmp; 64 object *wand, *tmp;
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 77 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 78 wand->destroy ();
80 tmp = get_archetype ("fireball"); 79 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81
82 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
84
84 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
86
85 if (tmp->stats.hp < 2) 87 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 88 tmp->stats.hp = 2;
87 tmp->x = op->x; 89
88 tmp->y = op->y; 90 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 91 return 1;
91 } 92 }
92 93
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
94 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
96 else 98 else
97 { 99 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 101 return 0;
100 } 102 }
103
101 if (!ncharges) 104 if (!ncharges)
102 ncharges = 1; 105 ncharges = 1;
103 106
104 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 { 111 {
108 SET_FLAG (wand, FLAG_ANIMATE); 112 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->clone.speed);
110 update_ob_speed (wand);
111 } 114 }
115
112 return 1; 116 return 1;
113} 117}
114 118
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 119/* 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 120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
447 next = tmp->above; 451 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 454 }
451 } 455 }
456
452 return 1; 457 return 1;
453} 458}
454
455 459
456void 460void
457execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
458{ 462{
459 object *wor = op; 463 if (object *pl = op->in_player ())
460 464 {
461 while (op != NULL && op->type != PLAYER) 465 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."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 467 else
468 {
469 // remove first so we do not call update_stats
470 op->remove ();
468 enter_exit (op, wor); 471 pl->enter_exit (op);
472 }
473 }
469 474
470 wor->destroy (); 475 op->destroy ();
471} 476}
472 477
473/* Word of recall causes the player to return 'home'. 478/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 479 * we put a force into the player object, so that there is a
475 * time delay effect. 480 * time delay effect.
494 { 499 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 502 return 0;
498 } 503 }
504
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 506 if (time < 1)
501 time = 1; 507 time = 1;
502 508
503 /* value of speed really doesn't make much difference, as long as it is 509 /* 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 510 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 511 * do anything really odd if it say a -1000 or something.
506 */ 512 */
507 dummy->speed = 0.002; 513 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 514 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 515 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 516 dummy->subtype = SP_WORD_OF_RECALL;
512 517
513 /* If we could take advantage of enter_player_savebed() here, it would be 518 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
515 */ 520 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 521 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
519 524
520 (void) insert_ob_in_ob (dummy, op); 525 op->insert (dummy);
526
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
522 return 1; 529 return 1;
523} 530}
524 531
525/* cast_wonder 532/* cast_wonder
526 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
633 * Code by Tchize (david.delbecq@usa.net) 640 * Code by Tchize (david.delbecq@usa.net)
634 */ 641 */
635int 642int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir) 643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{ 644{
638 object *dummy, *force, *old_force, *tmp; 645 object *dummy, *force, *old_force;
639 archetype *perm_portal; 646 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024]; 647 char portal_name[1024], portal_message[1024];
641 sint16 exitx, exity;
642 maptile *exitmap; 648 maptile *exitmap;
643 int op_level; 649 int op_level;
644 650
645 /* Check to see if the map the player is currently on is a per player unique 651 /* Check to see if the map the player is currently on is a per player unique
646 * map. This can be determined in that per player unique maps have the 652 * map. This can be determined in that per player unique maps have the
716 * If it has the good name, we destruct it. 722 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal. 723 * -We destruct the force indicating that portal.
718 */ 724 */
719 while ((old_force = check_inv_recursive (op, dummy))) 725 while ((old_force = check_inv_recursive (op, dummy)))
720 { 726 {
721 exitx = EXIT_X (old_force); 727 exitmap = maptile::find_sync (old_force->race, op->map);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729 728
730 if (exitmap) 729 if (exitmap)
731 { 730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
732 tmp = present_arch (perm_portal, exitmap, exitx, exity); 736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 while (tmp)
734 { 737 {
735 if (tmp->name == old_force->name) 738 if (tmp->name == old_force->name)
736 { 739 {
737 tmp->destroy (); 740 tmp->destroy ();
738 break; 741 break;
739 } 742 }
740
741 tmp = tmp->above;
742 } 743 }
743 } 744 }
744 745
745 old_force->destroy (); 746 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 } 747 }
748 748
749 dummy->destroy (); 749 dummy->destroy ();
750 750
751 /* Creating the portals. 751 /* Creating the portals.
757 * 'force' is the destination of the town portal, which we got 757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above. 758 * from the players inventory above.
759 */ 759 */
760 760
761 /* Ensure exit map is loaded */ 761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 762 exitmap = maptile::find_sync (force->name);
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766 763
767 /* If we were unable to load (ex. random map deleted), warn player */ 764 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL) 765 if (!exitmap)
769 { 766 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy (); 768 force->destroy ();
772 return 1; 769 return 1;
773 } 770 }
771
772 exitmap->load_sync ();
774 773
775 op_level = caster_level (caster, spell); 774 op_level = caster_level (caster, spell);
776 if (op_level < 15) 775 if (op_level < 15)
777 snprintf (portal_message, 1024, 776 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", 777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
788 787
789 /* Create a portal in front of player 788 /* Create a portal in front of player
790 * dummy contain the portal and 789 * dummy contain the portal and
791 * force contain the track to kill it later 790 * force contain the track to kill it later
792 */ 791 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */ 793 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL) 794 if (dummy == NULL)
797 { 795 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
810 808
811 /* Now we need to to create a town portal marker inside the player 809 /* Now we need to to create a town portal marker inside the player
812 * object, so on future castings, we can know that he has an active 810 * object, so on future castings, we can know that he has an active
813 * town portal. 811 * town portal.
814 */ 812 */
815 tmp = get_archetype (spell->race); 813 object *tmp = get_archetype (spell->race);
816 if (tmp == NULL) 814
815 if (!tmp)
817 { 816 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); 818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0; 819 return 0;
821 } 820 }
822 821
823 tmp->race = op->map->path; 822 tmp->race = op->map->path;
824 tmp->name = portal_name; 823 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x; 824 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y; 825 EXIT_Y (tmp) = dummy->y;
827 insert_ob_in_ob (tmp, op); 826 op->insert (tmp);
828 827
829 /* Create a portal in the destination map 828 /* Create a portal in the destination map
830 * dummy contain the portal and 829 * dummy contain the portal and
831 * force the track to kill it later 830 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of 831 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to. 832 * where this portal goes to.
834 */ 833 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */ 835 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL) 836 if (dummy == NULL)
838 { 837 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 EXIT_PATH (dummy) = op->map->path; 843 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x; 844 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y; 845 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name; 846 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message; 847 dummy->msg = portal_message;
849 dummy->x = EXIT_X (force);
850 dummy->y = EXIT_Y (force);
851 dummy->race = op->name; /*Save the owner of the portal */ 848 dummy->race = op->name; /*Save the owner of the portal */
852 insert_ob_in_map (dummy, exitmap, op, 0); 849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
853 850
854 /* Now we create another town portal marker that 851 /* Now we create another town portal marker that
855 * points back to the one we just made 852 * points back to the one we just made
856 */ 853 */
857 tmp = get_archetype (spell->race); 854 tmp = get_archetype (spell->race);
880 * within some reason. 877 * within some reason.
881 */ 878 */
882int 879int
883magic_wall (object *op, object *caster, int dir, object *spell_ob) 880magic_wall (object *op, object *caster, int dir, object *spell_ob)
884{ 881{
885 object *tmp, *tmp2; 882 object *tmp;
886 int i, posblocked, negblocked, maxrange; 883 int i, posblocked, negblocked, maxrange;
887 sint16 x, y; 884 sint16 x, y;
888 maptile *m; 885 maptile *m;
889 const char *name; 886 const char *name;
890 archetype *at; 887 archetype *at;
923 { 920 {
924 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 921 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
925 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 922 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
926 return 0; 923 return 0;
927 } 924 }
925
928 tmp = arch_to_object (at); 926 tmp = arch_to_object (at);
929 } 927 }
930 else 928 else
931 { 929 {
932 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 930 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
966 */ 964 */
967 if (tmp->type != EARTHWALL) //TODO 965 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 966 tmp->set_owner (op);
969 967
970 set_spell_skill (op, caster, spell_ob, tmp); 968 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 969 tmp->level = caster_level (caster, spell_ob) / 2;
974 970
975 name = tmp->name; 971 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 972 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 973 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 974 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 975 return 0;
980 } 976 }
981 977
1004 m = tmp->map; 1000 m = tmp->map;
1005 1001
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1002 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) 1003 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 1004 {
1009 tmp2 = tmp->clone (); 1005 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 1006 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 1007
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 1008 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1010 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 1011
1017 } 1012 }
1018 else 1013 else
1019 posblocked = 1; 1014 posblocked = 1;
1020 1015
1023 m = tmp->map; 1018 m = tmp->map;
1024 1019
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1020 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) 1021 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 1022 {
1028 tmp2 = tmp->clone (); 1023 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 1024 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 1025
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1027 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1028 }
1035 else 1029 else
1036 negblocked = 1; 1030 negblocked = 1;
1037 } 1031 }
1038 1032
1087 { 1081 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1082 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 1083 op->contr->count = 0;
1090 return 0; 1084 return 0;
1091 } 1085 }
1086
1092 op->contr->count = 0; 1087 op->contr->count = 0;
1093 1088
1094 /* Remove code that puts player on random space on maps. IMO, 1089 /* 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, 1090 * 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 1091 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1140 return 0;
1146 } 1141 }
1147 } 1142 }
1148 1143
1149 /* Actually move the player now */ 1144 /* Actually move the player now */
1150 op->remove (); 1145 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; 1146 return 1;
1155 1147
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1148 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 1149 return 1;
1158} 1150}
1302}; 1294};
1303 1295
1304int 1296int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1297cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1298{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1299 object *force = NULL;
1309 int i; 1300 int i;
1310 1301
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1302 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1303 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1304 ? find_target_for_friendly_spell (op, dir)
1315 } 1305 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1306
1321 if (tmp == NULL) 1307 if (!tmp)
1322 return 0; 1308 return 0;
1323 1309
1324 /* If we've already got a force of this type, don't add a new one. */ 1310 /* 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) 1311 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1312 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1313 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1314 {
1329 if (tmp2->name == spell_ob->name) 1315 if (tmp2->name == spell_ob->name)
1330 { 1316 {
1640 1626
1641 if (small_nuggets) 1627 if (small_nuggets)
1642 { 1628 {
1643 tmp = small->clone (); 1629 tmp = small->clone ();
1644 tmp->nrof = small_nuggets; 1630 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag); 1631 m->insert (tmp, x, y, op, flag);
1648 } 1632 }
1649 1633
1650 if (large_nuggets) 1634 if (large_nuggets)
1651 { 1635 {
1652 tmp = large->clone (); 1636 tmp = large->clone ();
1653 tmp->nrof = large_nuggets; 1637 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag); 1638 m->insert (tmp, x, y, op, flag);
1657 } 1639 }
1658} 1640}
1659 1641
1660int 1642int
1661alchemy (object *op, object *caster, object *spell_ob) 1643alchemy (object *op, object *caster, object *spell_ob)
1998 */ 1980 */
1999 if (done_one) 1981 if (done_one)
2000 { 1982 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1983 object *detect_ob = arch_to_object (spell->other_arch);
2002 1984
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1985 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1986 if (done_one == 2 && detect)
2007 { 1987 {
2008 detect_ob->face = detect->face; 1988 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1989 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1991 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1992 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1993 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1994 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1995 }
1996
2016 insert_ob_in_map (detect_ob, m, op, 0); 1997 m->insert (detect_ob, nx, ny, op);
2017 } 1998 }
2018 } /* for processing the surrounding spaces */ 1999 } /* for processing the surrounding spaces */
2019 2000
2020 2001
2021 /* Now process objects in the players inventory if detect curse or magic */ 2002 /* Now process objects in the players inventory if detect curse or magic */
2070 2051
2071 /* Explodes a fireball centered at player */ 2052 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 2053 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2054 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; 2055 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x; 2056
2076 tmp->y = victim->y; 2057 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 2058 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 2059 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2060 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."); 2061 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) 2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2063 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 2065 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2066 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 2067 confuse_player (victim, victim, 99);
2092 } 2068 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2069 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2070 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 2071}
2098 2072
2099/* cast_transfer 2073/* cast_transfer
2100 * This spell transfers sp from the player to another person. 2074 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 2075 * We let the target go above their normal maximum SP.
2460 if (a > 14) 2434 if (a > 14)
2461 a = 14; 2435 a = 14;
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2436 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2437
2464 /* Determine golem's speed */ 2438 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2439 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 2440
2470 if (!spell->race) 2441 if (!spell->race)
2471 { 2442 {
2472 sprintf (buf, "animated %s", &weapon->name); 2443 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2444 tmp->name = buf;
2475 tmp->face = weapon->face; 2446 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2447 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2448 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2449 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2450 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2451 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 } 2452 }
2490 2453
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2454 /* 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)); 2455 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2493 2456
2494 tmp->speed_left = -1; 2457 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2458 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2459
2460 m->insert (tmp, x, y, op);
2499 return 1; 2461 return 1;
2500} 2462}
2501 2463
2502/* cast_daylight() - changes the map darkness level *lower* */ 2464/* cast_daylight() - changes the map darkness level *lower* */
2503 2465
2511 int success; 2473 int success;
2512 2474
2513 if (!op->map) 2475 if (!op->map)
2514 return 0; /* shouldnt happen */ 2476 return 0; /* shouldnt happen */
2515 2477
2516 success = change_map_light (op->map, spell->stats.dam); 2478 success = op->map->change_map_light (spell->stats.dam);
2479
2517 if (!success) 2480 if (!success)
2518 { 2481 {
2519 if (spell->stats.dam < 0) 2482 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2483 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2484 else
2598 { 2561 {
2599 aura->destroy (); 2562 aura->destroy ();
2600 return; 2563 return;
2601 } 2564 }
2602 2565
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit 2566 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2567 * in order to hit the map conveniently.
2608 */ 2568 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2569 aura->insert_at (env, aura);
2610 2570
2611 for (i = 1; i < 9; i++) 2571 for (i = 1; i < 9; i++)
2612 { 2572 {
2613 sint16 nx, ny; 2573 sint16 nx, ny;
2614 2574
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2583 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2624 { 2584 {
2625 hit_map (aura, i, aura->attacktype, 0); 2585 hit_map (aura, i, aura->attacktype, 0);
2626 2586
2627 if (aura->other_arch) 2587 if (aura->other_arch)
2628 { 2588 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 } 2589 }
2636 }
2637 } 2590 }
2591
2638 /* put the aura back in the player's inventory */ 2592 /* put the aura back in the player's inventory */
2639 aura->remove (); 2593 aura->remove ();
2640 insert_ob_in_ob (aura, env); 2594 insert_ob_in_ob (aura, env);
2641} 2595}
2642 2596
2723 2677
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2678 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2679
2726 tmp->race = op->name; /*Save the owner of the rune */ 2680 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2681 tmp->msg = rune;
2728 tmp->x = op->x; 2682
2729 tmp->y = op->y; 2683 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1; 2684 return 1;
2732} 2685}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines