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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.25 by root, Sat Dec 23 09:58:23 2006 UTC vs.
Revision 1.53 by root, Tue May 22 10:50:01 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 {
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 */
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
559} 565}
560 566
561int 567int
562perceive_self (object *op) 568perceive_self (object *op)
563{ 569{
570 char buf[MAX_BUF];
564 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
565 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
566 object *tmp; 573 object *tmp;
567 int i; 574 int i;
568 575
569 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
578 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
579 else 586 else
580 { 587 {
581 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
582 new_draw_info (NDI_UNIQUE, 0, op, cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590
583 if (tmp != NULL) 591 if (tmp)
584 {
585 for (i = 0; i < NUM_STATS; i++) 592 for (i = 0; i < NUM_STATS; i++)
586 { 593 if (tmp->stats.stat (i) < 0)
587 if (get_attr_value (&tmp->stats, i) < 0)
588 {
589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); 594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
590 }
591 }
592 }
593 } 595 }
594 596
595 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
596 { 598 {
597 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
598 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
599 { 601 {
600 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
601 { 603 {
602 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
603 {
604 sprintf (buf, "Your metabolism isn't focused on anything."); 605 sprintf (buf, "Your metabolism isn't focused on anything.");
605 }
606 else 606 else
607 {
608 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
609 } 608
610 new_draw_info (NDI_UNIQUE, 0, op, buf); 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
611 break; 610 break;
612 } 611 }
613 } 612 }
614 } 613 }
615 return 1;
616}
617
618/* int cast_create_town_portal (object *op, object *caster, int dir)
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force, *tmp;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 sint16 exitx, exity;
642 maptile *exitmap;
643 int op_level;
644
645 /* 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
647 * full pathname listed.
648 */
649 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
650 {
651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
652 return 0;
653 }
654
655 /* The first thing to do is to check if we have a marked destination
656 * dummy is used to make a check inventory for the force
657 */
658 dummy = arch_to_object (spell->other_arch);
659 if (dummy == NULL)
660 {
661 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
662 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
663 return 0;
664 }
665
666 force = check_inv_recursive (op, dummy);
667
668 if (force == NULL)
669 {
670 /* Here we know there is no destination marked up.
671 * We have 2 things to do:
672 * 1. Mark the destination in the player inventory.
673 * 2. Let the player know it worked.
674 */
675 dummy->name = op->map->path;
676 EXIT_X (dummy) = op->x;
677 EXIT_Y (dummy) = op->y;
678 insert_ob_in_ob (dummy, op);
679 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
680 return 1;
681 }
682
683 dummy->destroy ();
684
685 /* Here we know where the town portal should go to
686 * We should kill any existing portal associated with the player.
687 * Than we should create the 2 portals.
688 * For each of them, we need:
689 * - To create the portal with the name of the player+destination map
690 * - set the owner of the town portal
691 * - To mark the position of the portal in the player's inventory
692 * for easier destruction.
693 *
694 * The mark works has follow:
695 * slaying: Existing town portal
696 * hp, sp : x & y of the associated portal
697 * name : name of the portal
698 * race : map the portal is in
699 */
700
701 /* First step: killing existing town portals */
702 dummy = get_archetype (spell->race);
703 if (dummy == NULL)
704 {
705 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
706 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
707 return 0;
708 }
709
710 perm_portal = archetype::find (spell->slaying);
711
712 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed)
715 * -We find any portal in the specified location.
716 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal.
718 */
719 while ((old_force = check_inv_recursive (op, dummy)))
720 {
721 exitx = EXIT_X (old_force);
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
730 if (exitmap)
731 {
732 tmp = present_arch (perm_portal, exitmap, exitx, exity);
733 while (tmp)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740
741 tmp = tmp->above;
742 }
743 }
744
745 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766
767 /* If we were unable to load (ex. random map deleted), warn player */
768 if (exitmap == NULL)
769 {
770 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
771 force->destroy ();
772 return 1;
773 }
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 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",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793
794 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
795 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL)
797 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
799 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0;
801 }
802
803 EXIT_PATH (dummy) = force->name;
804 EXIT_X (dummy) = EXIT_X (force);
805 EXIT_Y (dummy) = EXIT_Y (force);
806 dummy->name = dummy->name_pl = portal_name;
807 dummy->msg = portal_message;
808 dummy->race = op->name; /*Save the owner of the portal */
809 cast_create_obj (op, caster, dummy, 0);
810
811 /* 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
813 * town portal.
814 */
815 tmp = get_archetype (spell->race);
816 if (tmp == NULL)
817 {
818 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);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 insert_ob_in_ob (tmp, op);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 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);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 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 */
852 insert_ob_in_map (dummy, exitmap, op, 0);
853
854 /* Now we create another town portal marker that
855 * points back to the one we just made
856 */
857 tmp = get_archetype (spell->race);
858 if (tmp == NULL)
859 {
860 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
861 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
862 return 0;
863 }
864
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->destroy ();
875 614
876 return 1; 615 return 1;
877} 616}
878 617
879/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
880 * within some reason. 619 * within some reason.
881 */ 620 */
882int 621int
883magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
884{ 623{
885 object *tmp, *tmp2; 624 object *tmp;
886 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
887 sint16 x, y; 626 sint16 x, y;
888 maptile *m; 627 maptile *m;
889 const char *name; 628 const char *name;
890 archetype *at; 629 archetype *at;
923 { 662 {
924 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
925 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
926 return 0; 665 return 0;
927 } 666 }
667
928 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
929 } 669 }
930 else 670 else
931 { 671 {
932 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
966 */ 706 */
967 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 708 tmp->set_owner (op);
969 709
970 set_spell_skill (op, caster, spell_ob, tmp); 710 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; 711 tmp->level = caster_level (caster, spell_ob) / 2;
974 712
975 name = tmp->name; 713 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 715 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 717 return 0;
980 } 718 }
981 719
1004 m = tmp->map; 742 m = tmp->map;
1005 743
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 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) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 746 {
1009 tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 748 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 749
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 753
1017 } 754 }
1018 else 755 else
1019 posblocked = 1; 756 posblocked = 1;
1020 757
1023 m = tmp->map; 760 m = tmp->map;
1024 761
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 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) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 764 {
1028 tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 766 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 767
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 770 }
1035 else 771 else
1036 negblocked = 1; 772 negblocked = 1;
1037 } 773 }
1038 774
1087 { 823 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 825 op->contr->count = 0;
1090 return 0; 826 return 0;
1091 } 827 }
828
1092 op->contr->count = 0; 829 op->contr->count = 0;
1093 830
1094 /* Remove code that puts player on random space on maps. IMO, 831 /* 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, 832 * 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 833 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 882 return 0;
1146 } 883 }
1147 } 884 }
1148 885
1149 /* Actually move the player now */ 886 /* Actually move the player now */
1150 op->remove (); 887 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; 888 return 1;
1155 889
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 891 return 1;
1158} 892}
1171 object *poison; 905 object *poison;
1172 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1173 907
1174 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1175 909
1176 if (tmp == NULL) 910 if (!tmp)
1177 return 0; 911 return 0;
1178 912
1179 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1181 */ 915 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 919
1186 if (heal) 920 if (heal)
1187 { 921 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 924 else
1193 { 925 {
1194 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 928 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1201 933
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 936 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 938 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 940 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 942 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 944
1222 success = 1; 945 success = 1;
1223 } 946 }
1224 } 947 }
948
1225 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op))
1227 success = 1; 951 success = 1;
1228 952
1229 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1235 success = 1; 959 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 961 poison->stats.food = 1;
1238 } 962 }
1239 } 963 }
964
1240 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1241 { 966 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 968 if (poison)
1244 { 969 {
1245 success = 1; 970 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 972 poison->duration = 1;
1248 } 973 }
1249 } 974 }
975
1250 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1251 { 977 {
1252 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 980 if (poison)
1256 success = 1; 982 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 984 poison->stats.food = 1;
1259 } 985 }
1260 } 986 }
987
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 989 {
1263 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 993 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 995 }
996
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 998 {
1271 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1002 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1004 }
1005
1277 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1007 {
1279 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1282 success = 1; 1011 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1012 /* 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"); 1013 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1014 }
1015
1286 return success; 1016 return success;
1287} 1017}
1288 1018
1289 1019
1290/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1302}; 1032};
1303 1033
1304int 1034int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1035cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1036{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1037 object *force = NULL;
1309 int i; 1038 int i;
1310 1039
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1040 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1041 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1042 ? find_target_for_friendly_spell (op, dir)
1315 } 1043 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1044
1321 if (tmp == NULL) 1045 if (!tmp)
1322 return 0; 1046 return 0;
1323 1047
1324 /* If we've already got a force of this type, don't add a new one. */ 1048 /* 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) 1049 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1050 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1051 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1052 {
1329 if (tmp2->name == spell_ob->name) 1053 if (tmp2->name == spell_ob->name)
1330 { 1054 {
1388 if (tmp->type == PLAYER) 1112 if (tmp->type == PLAYER)
1389 { 1113 {
1390 /* Stat adjustment spells */ 1114 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1115 for (i = 0; i < NUM_STATS; i++)
1392 { 1116 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1117 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1118 {
1397 sm = 0; 1119 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1120 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1121 sm += rndm (1, 3);
1400 1122
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1123 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1124 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1125
1404 if (sm < 0) 1126 force->stats.stat (i) = sm;
1405 sm = 0; 1127
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1128 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1129 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1130 }
1411 } 1131 }
1412 } 1132 }
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1264 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1265 insert_ob_in_ob (force, tmp);
1546 tmp->update_stats (); 1266 tmp->update_stats ();
1547 return 1; 1267 return 1;
1548} 1268}
1549
1550
1551 1269
1552/* Alchemy code by Mark Wedel 1270/* Alchemy code by Mark Wedel
1553 * 1271 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1272 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1273 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1283 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1284 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1285 *
1568 * There is also a chance (1:30) that you will get nothing at all 1286 * 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 1287 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1288 * alchemised.
1571 */ 1289 */
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 1290static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1291alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1292{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1293 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1294
1585 /* Give third price when we alchemy money (This should hopefully 1295 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1296 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1297 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1298 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1299 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1300 * the stuff back to town.
1591 */ 1301 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1302 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1303 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1304 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1305 value /= 3;
1597 else 1306 else
1598 value = (value * 9) / 10; 1307 value = value * 9 / 10;
1599 1308
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1309 if (obj->value > 0 && rndm (0, 29))
1603 { 1310 total_value += value;
1604 int count;
1605 1311
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; 1312 total_weight += obj->total_weight ();
1313
1626 obj->destroy (); 1314 obj->destroy ();
1627} 1315}
1628 1316
1629static void 1317static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1318update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1631{ 1319{
1632 object *tmp;
1633 int flag = 0; 1320 int flag = 0;
1634 1321
1635 /* Put any nuggets below the player, but we can only pass this 1322 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player 1323 * flag if we are on the same space as the player
1637 */ 1324 */
1638 if (x == op->x && y == op->y && op->map == m) 1325 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR; 1326 flag = INS_BELOW_ORIGINATOR;
1640 1327
1641 if (small_nuggets) 1328 if (small_nuggets)
1642 { 1329 {
1643 tmp = small->clone (); 1330 object *tmp = small->clone ();
1644 tmp->nrof = small_nuggets; 1331 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag); 1332 m->insert (tmp, x, y, op, flag);
1648 } 1333 }
1649 1334
1650 if (large_nuggets) 1335 if (large_nuggets)
1651 { 1336 {
1652 tmp = large->clone (); 1337 object *tmp = large->clone ();
1653 tmp->nrof = large_nuggets; 1338 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag); 1339 m->insert (tmp, x, y, op, flag);
1657 } 1340 }
1341
1342 if (object *pl = m->at (x, y).player ())
1343 if (pl->contr->ns)
1344 pl->contr->ns->look_position = 0;
1658} 1345}
1659 1346
1660int 1347int
1661alchemy (object *op, object *caster, object *spell_ob) 1348alchemy (object *op, object *caster, object *spell_ob)
1662{ 1349{
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) 1350 if (op->type != PLAYER)
1669 return 0; 1351 return 0;
1670 1352
1353 object *large = get_archetype ("largenugget");
1354 object *small = get_archetype ("smallnugget");
1355
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1356 /* 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 1357 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1358 * in sight
1674 */ 1359 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1360 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1361 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1362 uint64 value_max = duration * 1000;
1678 1363
1364 int weight = 0;
1365
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1366 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1367 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1368 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1369 {
1370 uint64 value = 0;
1371
1683 nx = x; 1372 sint16 nx = x;
1684 ny = y; 1373 sint16 ny = y;
1685 1374
1686 mp = op->map; 1375 maptile *mp = op->map;
1687 1376
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1377 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1378
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1379 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1380 continue;
1692 1381
1693 /* Treat alchemy a little differently - most spell effects 1382 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1384 * ground level effect.
1696 */ 1385 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1386 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1387 continue;
1699 1388
1700 small_nuggets = 0; 1389 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 { 1390 {
1705 next = tmp->above; 1391 next = tmp->above;
1392
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1393 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1394 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1395 {
1709
1710 if (tmp->inv) 1396 if (tmp->inv)
1711 { 1397 {
1712 object *next1, *tmp1; 1398 object *next1, *tmp1;
1713 1399
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1400 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1401 {
1716 next1 = tmp1->below; 1402 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1403 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1404 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1405 alchemy_object (tmp1, value, weight);
1720 } 1406 }
1721 } 1407 }
1408
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1409 alchemy_object (tmp, value, weight);
1723 1410
1724 if (weight > weight_max) 1411 if (weight > weight_max)
1725 { 1412 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1413 }
1731 } /* is alchemable object */ 1414 }
1732 } /* process all objects on this space */ 1415
1416 value = min (value, value_max);
1417
1418 uint64 count = value / large->value;
1419 int large_nuggets = count;
1420 value -= count * large->value;
1421
1422 count = value / small->value;
1423 int small_nuggets = count;
1733 1424
1734 /* Insert all the nuggets at one time. This probably saves time, but 1425 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created 1426 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell. 1427 * with this spell.
1737 */ 1428 */
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1429 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1739 }
1740 }
1741 1430
1431 if (weight > weight_max)
1432 goto bailout;
1433 }
1434 }
1435
1436bailout:
1742 large->destroy (); 1437 large->destroy ();
1743 small->destroy (); 1438 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->ns->look_position = 0;
1748 return 1; 1439 return 1;
1749} 1440}
1750 1441
1751 1442
1752/* This function removes the cursed/damned status on equipped 1443/* This function removes the cursed/damned status on equipped
1779 } 1470 }
1780 1471
1781 if (op->type == PLAYER) 1472 if (op->type == PLAYER)
1782 { 1473 {
1783 if (success) 1474 if (success)
1784 {
1785 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1475 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1786 }
1787 else 1476 else
1788 { 1477 {
1789 if (was_one) 1478 if (was_one)
1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1479 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1791 else 1480 else
1815 { 1504 {
1816 identify (tmp); 1505 identify (tmp);
1817 1506
1818 if (op->type == PLAYER) 1507 if (op->type == PLAYER)
1819 { 1508 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1509 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1821 1510
1822 if (tmp->msg) 1511 if (tmp->msg)
1823 { 1512 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1513 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1514 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1837 * stuff on the floor. Only identify stuff on the floor if the spell 1526 * stuff on the floor. Only identify stuff on the floor if the spell
1838 * was not fully used. 1527 * was not fully used.
1839 */ 1528 */
1840 if (num_ident) 1529 if (num_ident)
1841 { 1530 {
1842 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1531 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)) 1532 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1844 { 1533 {
1845 identify (tmp); 1534 identify (tmp);
1846 1535
1847 if (op->type == PLAYER) 1536 if (op->type == PLAYER)
1848 { 1537 {
1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1538 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1850 1539
1851 if (tmp->msg) 1540 if (tmp->msg)
1852 { 1541 {
1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1542 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1543 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1998 */ 1687 */
1999 if (done_one) 1688 if (done_one)
2000 { 1689 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1690 object *detect_ob = arch_to_object (spell->other_arch);
2002 1691
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1692 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1693 if (done_one == 2 && detect)
2007 { 1694 {
2008 detect_ob->face = detect->face; 1695 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1696 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1698 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1699 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1700 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1701 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1702 }
1703
2016 insert_ob_in_map (detect_ob, m, op, 0); 1704 m->insert (detect_ob, nx, ny, op);
2017 } 1705 }
2018 } /* for processing the surrounding spaces */ 1706 } /* for processing the surrounding spaces */
2019 1707
2020 1708
2021 /* Now process objects in the players inventory if detect curse or magic */ 1709 /* Now process objects in the players inventory if detect curse or magic */
2070 1758
2071 /* Explodes a fireball centered at player */ 1759 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 1760 tmp = get_archetype (EXPLODING_FIREBALL);
2073 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1761 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; 1762 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2075 tmp->x = victim->x; 1763
2076 tmp->y = victim->y; 1764 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 1765 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 1766 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1767 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."); 1768 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) 1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1770 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 1772 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1773 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 1774 confuse_player (victim, victim, 99);
2092 } 1775 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1777 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 1778}
2098 1779
2099/* cast_transfer 1780/* cast_transfer
2100 * This spell transfers sp from the player to another person. 1781 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 1782 * We let the target go above their normal maximum SP.
2212 /* Basically, if the object is magical and not counterspell, 1893 /* Basically, if the object is magical and not counterspell,
2213 * we will more or less remove the object. Don't counterspell 1894 * we will more or less remove the object. Don't counterspell
2214 * monsters either. 1895 * monsters either.
2215 */ 1896 */
2216 1897
2217 if (head->attacktype & AT_MAGIC && 1898 if (head->attacktype & AT_MAGIC
2218 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1899 && !(head->attacktype & AT_COUNTERSPELL)
1900 && !QUERY_FLAG (head, FLAG_MONSTER)
1901 && (op->level > head->level))
2219 head->destroy (); 1902 head->destroy ();
2220 else 1903 else
2221 switch (head->type) 1904 switch (head->type)
2222 { 1905 {
2223 case SPELL_EFFECT: 1906 case SPELL_EFFECT:
1907 // XXX: Don't affect floor spelleffects. See also XXX comment
1908 // about sanctuary in spell_util.C
1909 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1910 continue;
1911
2224 if (op->level > head->level) 1912 if (op->level > head->level)
2225 head->destroy (); 1913 head->destroy ();
2226 1914
2227 break; 1915 break;
2228 1916
2295 * This code was very odd - code early on would only let players use the spell, 1983 * 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 1984 * 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 1985 * that only let players use it was correct, and removed all the other
2298 * player checks. MSW 2003-01-06 1986 * player checks. MSW 2003-01-06
2299 */ 1987 */
2300
2301int 1988int
2302animate_weapon (object *op, object *caster, object *spell, int dir) 1989animate_weapon (object *op, object *caster, object *spell, int dir)
2303{ 1990{
2304 object *weapon, *tmp; 1991 object *weapon, *tmp;
2305 char buf[MAX_BUF]; 1992 char buf[MAX_BUF];
2317 /* exit if it's not a player using this spell. */ 2004 /* exit if it's not a player using this spell. */
2318 if (op->type != PLAYER) 2005 if (op->type != PLAYER)
2319 return 0; 2006 return 0;
2320 2007
2321 /* if player already has a golem, abort */ 2008 /* if player already has a golem, abort */
2322 if (op->contr->ranges[range_golem]) 2009 if (object *golem = op->contr->golem)
2323 { 2010 {
2324 control_golem (op->contr->ranges[range_golem], dir); 2011 control_golem (golem, dir);
2325 return 0; 2012 return 0;
2326 } 2013 }
2327 2014
2328 /* if no direction specified, pick one */ 2015 /* if no direction specified, pick one */
2329 if (!dir) 2016 if (!dir)
2375 /* create the golem object */ 2062 /* create the golem object */
2376 tmp = arch_to_object (spell->other_arch); 2063 tmp = arch_to_object (spell->other_arch);
2377 2064
2378 /* if animated by a player, give the player control of the golem */ 2065 /* if animated by a player, give the player control of the golem */
2379 CLEAR_FLAG (tmp, FLAG_MONSTER); 2066 CLEAR_FLAG (tmp, FLAG_MONSTER);
2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2381 tmp->stats.exp = 0; 2067 tmp->stats.exp = 0;
2382 add_friendly_object (tmp); 2068 add_friendly_object (tmp);
2383 tmp->type = GOLEM; 2069 tmp->type = GOLEM;
2384 tmp->set_owner (op); 2070 tmp->set_owner (op);
2071 op->contr->golem = tmp;
2385 set_spell_skill (op, caster, spell, tmp); 2072 set_spell_skill (op, caster, spell, tmp);
2386 op->contr->ranges[range_golem] = tmp;
2387 op->contr->shoottype = range_golem;
2388 2073
2389 /* Give the weapon to the golem now. A bit of a hack to check the 2074 /* 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 2075 * removed flag - it should only be set if get_split_object was
2391 * used above. 2076 * used above.
2392 */ 2077 */
2393 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2078 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2394 weapon->remove (); 2079 weapon->remove ();
2080
2395 insert_ob_in_ob (weapon, tmp); 2081 insert_ob_in_ob (weapon, tmp);
2396 esrv_send_item (op, weapon); 2082 esrv_send_item (op, weapon);
2397 /* To do everything necessary to let a golem use the weapon is a pain, 2083 /* 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 2084 * so instead, just set it as equipped (otherwise, we need to update
2399 * body_info, skills, etc) 2085 * body_info, skills, etc)
2460 if (a > 14) 2146 if (a > 14)
2461 a = 14; 2147 a = 14;
2462 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2148 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2463 2149
2464 /* Determine golem's speed */ 2150 /* Determine golem's speed */
2465 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2151 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 2152
2470 if (!spell->race) 2153 if (!spell->race)
2471 { 2154 {
2472 sprintf (buf, "animated %s", &weapon->name); 2155 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2156 tmp->name = buf;
2475 tmp->face = weapon->face; 2158 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2159 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2160 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2161 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2162 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2163 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 } 2164 }
2490 2165
2491 /* make experience increase in proportion to the strength of the summoned creature. */ 2166 /* 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)); 2167 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2493 2168
2494 tmp->speed_left = -1; 2169 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2170 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2171
2172 m->insert (tmp, x, y, op);
2499 return 1; 2173 return 1;
2500} 2174}
2501 2175
2502/* cast_daylight() - changes the map darkness level *lower* */ 2176/* cast_daylight() - changes the map darkness level *lower* */
2503 2177
2511 int success; 2185 int success;
2512 2186
2513 if (!op->map) 2187 if (!op->map)
2514 return 0; /* shouldnt happen */ 2188 return 0; /* shouldnt happen */
2515 2189
2516 success = change_map_light (op->map, spell->stats.dam); 2190 success = op->map->change_map_light (spell->stats.dam);
2191
2517 if (!success) 2192 if (!success)
2518 { 2193 {
2519 if (spell->stats.dam < 0) 2194 if (spell->stats.dam < 0)
2520 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2521 else 2196 else
2598 { 2273 {
2599 aura->destroy (); 2274 aura->destroy ();
2600 return; 2275 return;
2601 } 2276 }
2602 2277
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit 2278 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2279 * in order to hit the map conveniently.
2608 */ 2280 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2281 aura->insert_at (env, aura);
2610 2282
2611 for (i = 1; i < 9; i++) 2283 for (i = 1; i < 9; i++)
2612 { 2284 {
2613 sint16 nx, ny; 2285 sint16 nx, ny;
2614 2286
2623 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2295 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2624 { 2296 {
2625 hit_map (aura, i, aura->attacktype, 0); 2297 hit_map (aura, i, aura->attacktype, 0);
2626 2298
2627 if (aura->other_arch) 2299 if (aura->other_arch)
2628 { 2300 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 } 2301 }
2636 }
2637 } 2302 }
2303
2638 /* put the aura back in the player's inventory */ 2304 /* put the aura back in the player's inventory */
2639 aura->remove (); 2305 aura->remove ();
2640 insert_ob_in_ob (aura, env); 2306 insert_ob_in_ob (aura, env);
2641} 2307}
2642 2308
2723 2389
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2390 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2391
2726 tmp->race = op->name; /*Save the owner of the rune */ 2392 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2393 tmp->msg = rune;
2728 tmp->x = op->x; 2394
2729 tmp->y = op->y; 2395 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1; 2396 return 1;
2732} 2397}

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