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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.26 by root, Tue Dec 26 08:55:00 2006 UTC vs.
Revision 1.45 by root, Mon Apr 16 06:23:43 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
85 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
87 tmp->x = op->x; 88
88 tmp->y = op->y; 89 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 90 return 1;
91 } 91 }
92 92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 { 110 {
108 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->clone.speed);
110 } 113 }
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
511 516
512 /* 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
513 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
514 */ 519 */
515 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
516 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
517 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
518 523
519 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
520 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
521 return 1; 528 return 1;
522} 529}
523 530
524/* cast_wonder 531/* cast_wonder
525 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
558} 565}
559 566
560int 567int
561perceive_self (object *op) 568perceive_self (object *op)
562{ 569{
570 char buf[MAX_BUF];
563 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
564 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
565 object *tmp; 573 object *tmp;
566 int i; 574 int i;
567 575
568 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
597 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
598 { 606 {
599 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
600 { 608 {
601 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
602 {
603 sprintf (buf, "Your metabolism isn't focused on anything."); 610 sprintf (buf, "Your metabolism isn't focused on anything.");
604 }
605 else 611 else
606 {
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
608 } 613
609 new_draw_info (NDI_UNIQUE, 0, op, buf); 614 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 615 break;
611 } 616 }
612 } 617 }
613 } 618 }
619
614 return 1; 620 return 1;
615} 621}
616 622
617/* int cast_create_town_portal (object *op, object *caster, int dir) 623/* int cast_create_town_portal (object *op, object *caster, int dir)
618 * 624 *
632 * Code by Tchize (david.delbecq@usa.net) 638 * Code by Tchize (david.delbecq@usa.net)
633 */ 639 */
634int 640int
635cast_create_town_portal (object *op, object *caster, object *spell, int dir) 641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
636{ 642{
637 object *dummy, *force, *old_force, *tmp; 643 object *dummy, *force, *old_force;
638 archetype *perm_portal; 644 archetype *perm_portal;
639 char portal_name[1024], portal_message[1024]; 645 char portal_name[1024], portal_message[1024];
640 sint16 exitx, exity;
641 maptile *exitmap; 646 maptile *exitmap;
642 int op_level; 647 int op_level;
643 648
644 /* Check to see if the map the player is currently on is a per player unique 649 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the 650 * map. This can be determined in that per player unique maps have the
715 * If it has the good name, we destruct it. 720 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal. 721 * -We destruct the force indicating that portal.
717 */ 722 */
718 while ((old_force = check_inv_recursive (op, dummy))) 723 while ((old_force = check_inv_recursive (op, dummy)))
719 { 724 {
720 exitx = EXIT_X (old_force); 725 exitmap = maptile::find_sync (old_force->race, op->map);
721 exity = EXIT_Y (old_force);
722 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
723
724 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
725 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
726 else
727 exitmap = ready_map_name (old_force->race, 0);
728 726
729 if (exitmap) 727 if (exitmap)
730 { 728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
731 tmp = present_arch (perm_portal, exitmap, exitx, exity); 734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
732 while (tmp)
733 { 735 {
734 if (tmp->name == old_force->name) 736 if (tmp->name == old_force->name)
735 { 737 {
736 tmp->destroy (); 738 tmp->destroy ();
737 break; 739 break;
738 } 740 }
739
740 tmp = tmp->above;
741 } 741 }
742 } 742 }
743 743
744 old_force->destroy (); 744 old_force->destroy ();
745 LOG (llevDebug, "\n");
746 } 745 }
747 746
748 dummy->destroy (); 747 dummy->destroy ();
749 748
750 /* Creating the portals. 749 /* Creating the portals.
756 * 'force' is the destination of the town portal, which we got 755 * 'force' is the destination of the town portal, which we got
757 * from the players inventory above. 756 * from the players inventory above.
758 */ 757 */
759 758
760 /* Ensure exit map is loaded */ 759 /* Ensure exit map is loaded */
761 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 760 exitmap = maptile::find_sync (force->name);
762 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
763 else
764 exitmap = ready_map_name (force->name, 0);
765 761
766 /* If we were unable to load (ex. random map deleted), warn player */ 762 /* If we were unable to load (ex. random map deleted), warn player */
767 if (exitmap == NULL) 763 if (!exitmap)
768 { 764 {
769 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
770 force->destroy (); 766 force->destroy ();
771 return 1; 767 return 1;
772 } 768 }
769
770 exitmap->load_sync ();
773 771
774 op_level = caster_level (caster, spell); 772 op_level = caster_level (caster, spell);
775 if (op_level < 15) 773 if (op_level < 15)
776 snprintf (portal_message, 1024, 774 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", 775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
787 785
788 /* Create a portal in front of player 786 /* Create a portal in front of player
789 * dummy contain the portal and 787 * dummy contain the portal and
790 * force contain the track to kill it later 788 * force contain the track to kill it later
791 */ 789 */
792
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */ 791 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL) 792 if (dummy == NULL)
796 { 793 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
809 806
810 /* Now we need to to create a town portal marker inside the player 807 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active 808 * object, so on future castings, we can know that he has an active
812 * town portal. 809 * town portal.
813 */ 810 */
814 tmp = get_archetype (spell->race); 811 object *tmp = get_archetype (spell->race);
815 if (tmp == NULL) 812
813 if (!tmp)
816 { 814 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); 816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0; 817 return 0;
820 } 818 }
821 819
822 tmp->race = op->map->path; 820 tmp->race = op->map->path;
823 tmp->name = portal_name; 821 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x; 822 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y; 823 EXIT_Y (tmp) = dummy->y;
826 insert_ob_in_ob (tmp, op); 824 op->insert (tmp);
827 825
828 /* Create a portal in the destination map 826 /* Create a portal in the destination map
829 * dummy contain the portal and 827 * dummy contain the portal and
830 * force the track to kill it later 828 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of 829 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to. 830 * where this portal goes to.
833 */ 831 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */ 833 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL) 834 if (dummy == NULL)
837 { 835 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 EXIT_PATH (dummy) = op->map->path; 841 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x; 842 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y; 843 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name; 844 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message; 845 dummy->msg = portal_message;
848 dummy->x = EXIT_X (force);
849 dummy->y = EXIT_Y (force);
850 dummy->race = op->name; /*Save the owner of the portal */ 846 dummy->race = op->name; /*Save the owner of the portal */
851 insert_ob_in_map (dummy, exitmap, op, 0); 847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
852 848
853 /* Now we create another town portal marker that 849 /* Now we create another town portal marker that
854 * points back to the one we just made 850 * points back to the one we just made
855 */ 851 */
856 tmp = get_archetype (spell->race); 852 tmp = get_archetype (spell->race);
879 * within some reason. 875 * within some reason.
880 */ 876 */
881int 877int
882magic_wall (object *op, object *caster, int dir, object *spell_ob) 878magic_wall (object *op, object *caster, int dir, object *spell_ob)
883{ 879{
884 object *tmp, *tmp2; 880 object *tmp;
885 int i, posblocked, negblocked, maxrange; 881 int i, posblocked, negblocked, maxrange;
886 sint16 x, y; 882 sint16 x, y;
887 maptile *m; 883 maptile *m;
888 const char *name; 884 const char *name;
889 archetype *at; 885 archetype *at;
922 { 918 {
923 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
924 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
925 return 0; 921 return 0;
926 } 922 }
923
927 tmp = arch_to_object (at); 924 tmp = arch_to_object (at);
928 } 925 }
929 else 926 else
930 { 927 {
931 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
965 */ 962 */
966 if (tmp->type != EARTHWALL) //TODO 963 if (tmp->type != EARTHWALL) //TODO
967 tmp->set_owner (op); 964 tmp->set_owner (op);
968 965
969 set_spell_skill (op, caster, spell_ob, tmp); 966 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 967 tmp->level = caster_level (caster, spell_ob) / 2;
973 968
974 name = tmp->name; 969 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 970 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 971 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 973 return 0;
979 } 974 }
980 975
1003 m = tmp->map; 998 m = tmp->map;
1004 999
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1000 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 1001 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 1002 {
1008 tmp2 = tmp->clone (); 1003 object *tmp2 = tmp->clone ();
1009 tmp2->x = x; 1004 m->insert (tmp2, x, y, op);
1010 tmp2->y = y; 1005
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 1006 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1008 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 1009
1016 } 1010 }
1017 else 1011 else
1018 posblocked = 1; 1012 posblocked = 1;
1019 1013
1022 m = tmp->map; 1016 m = tmp->map;
1023 1017
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1018 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 1020 {
1027 tmp2 = tmp->clone (); 1021 object *tmp2 = tmp->clone ();
1028 tmp2->x = x; 1022 m->insert (tmp2, x, y, op);
1029 tmp2->y = y; 1023
1030 insert_ob_in_map (tmp2, m, op, 0);
1031 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1032 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1025 tmp2->insert (arch_to_object (tmp2->other_arch));
1033 } 1026 }
1034 else 1027 else
1035 negblocked = 1; 1028 negblocked = 1;
1036 } 1029 }
1037 1030
1086 { 1079 {
1087 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1088 op->contr->count = 0; 1081 op->contr->count = 0;
1089 return 0; 1082 return 0;
1090 } 1083 }
1084
1091 op->contr->count = 0; 1085 op->contr->count = 0;
1092 1086
1093 /* Remove code that puts player on random space on maps. IMO, 1087 /* Remove code that puts player on random space on maps. IMO,
1094 * a lot of maps probably have areas the player should not get to, 1088 * a lot of maps probably have areas the player should not get to,
1095 * but may not be marked as NO_MAGIC (as they may be bounded 1089 * but may not be marked as NO_MAGIC (as they may be bounded
1144 return 0; 1138 return 0;
1145 } 1139 }
1146 } 1140 }
1147 1141
1148 /* Actually move the player now */ 1142 /* Actually move the player now */
1149 op->remove (); 1143 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1150 op->x += freearr_x[dir] * dist;
1151 op->y += freearr_y[dir] * dist;
1152 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1153 return 1; 1144 return 1;
1154 1145
1155 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1156 return 1; 1147 return 1;
1157} 1148}
1170 object *poison; 1161 object *poison;
1171 int heal = 0, success = 0; 1162 int heal = 0, success = 0;
1172 1163
1173 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1174 1165
1175 if (tmp == NULL) 1166 if (!tmp)
1176 return 0; 1167 return 0;
1177 1168
1178 /* Figure out how many hp this spell might cure. 1169 /* Figure out how many hp this spell might cure.
1179 * could be zero if this spell heals effects, not damage. 1170 * could be zero if this spell heals effects, not damage.
1180 */ 1171 */
1183 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1184 1175
1185 if (heal) 1176 if (heal)
1186 { 1177 {
1187 if (tmp->stats.hp >= tmp->stats.maxhp) 1178 if (tmp->stats.hp >= tmp->stats.maxhp)
1188 {
1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 1179 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1190 }
1191 else 1180 else
1192 { 1181 {
1193 /* See how many points we actually heal. Instead of messages 1182 /* See how many points we actually heal. Instead of messages
1194 * based on type of spell, we instead do messages based 1183 * based on type of spell, we instead do messages based
1195 * on amount of damage healed. 1184 * on amount of damage healed.
1197 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1198 heal = tmp->stats.maxhp - tmp->stats.hp; 1187 heal = tmp->stats.maxhp - tmp->stats.hp;
1199 tmp->stats.hp += heal; 1188 tmp->stats.hp += heal;
1200 1189
1201 if (tmp->stats.hp >= tmp->stats.maxhp) 1190 if (tmp->stats.hp >= tmp->stats.maxhp)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1204 }
1205 else if (heal > 50) 1192 else if (heal > 50)
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1208 }
1209 else if (heal > 25) 1194 else if (heal > 25)
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1212 }
1213 else if (heal > 10) 1196 else if (heal > 10)
1214 {
1215 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1216 }
1217 else 1198 else
1218 {
1219 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1220 } 1200
1221 success = 1; 1201 success = 1;
1222 } 1202 }
1223 } 1203 }
1204
1224 if (spell->attacktype & AT_DISEASE) 1205 if (spell->attacktype & AT_DISEASE)
1225 if (cure_disease (tmp, op)) 1206 if (cure_disease (tmp, op))
1226 success = 1; 1207 success = 1;
1227 1208
1228 if (spell->attacktype & AT_POISON) 1209 if (spell->attacktype & AT_POISON)
1234 success = 1; 1215 success = 1;
1235 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1236 poison->stats.food = 1; 1217 poison->stats.food = 1;
1237 } 1218 }
1238 } 1219 }
1220
1239 if (spell->attacktype & AT_CONFUSION) 1221 if (spell->attacktype & AT_CONFUSION)
1240 { 1222 {
1241 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1242 if (poison) 1224 if (poison)
1243 { 1225 {
1244 success = 1; 1226 success = 1;
1245 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1246 poison->duration = 1; 1228 poison->duration = 1;
1247 } 1229 }
1248 } 1230 }
1231
1249 if (spell->attacktype & AT_BLIND) 1232 if (spell->attacktype & AT_BLIND)
1250 { 1233 {
1251 at = archetype::find ("blindness"); 1234 at = archetype::find ("blindness");
1252 poison = present_arch_in_ob (at, tmp); 1235 poison = present_arch_in_ob (at, tmp);
1253 if (poison) 1236 if (poison)
1255 success = 1; 1238 success = 1;
1256 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1257 poison->stats.food = 1; 1240 poison->stats.food = 1;
1258 } 1241 }
1259 } 1242 }
1243
1260 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 1244 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1261 { 1245 {
1262 tmp->stats.sp += spell->last_sp; 1246 tmp->stats.sp += spell->last_sp;
1263 if (tmp->stats.sp > tmp->stats.maxsp) 1247 if (tmp->stats.sp > tmp->stats.maxsp)
1264 tmp->stats.sp = tmp->stats.maxsp; 1248 tmp->stats.sp = tmp->stats.maxsp;
1265 success = 1; 1249 success = 1;
1266 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1267 } 1251 }
1252
1268 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1253 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1269 { 1254 {
1270 tmp->stats.grace += spell->last_grace; 1255 tmp->stats.grace += spell->last_grace;
1271 if (tmp->stats.grace > tmp->stats.maxgrace) 1256 if (tmp->stats.grace > tmp->stats.maxgrace)
1272 tmp->stats.grace = tmp->stats.maxgrace; 1257 tmp->stats.grace = tmp->stats.maxgrace;
1273 success = 1; 1258 success = 1;
1274 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1259 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1275 } 1260 }
1261
1276 if (spell->stats.food && tmp->stats.food < 999) 1262 if (spell->stats.food && tmp->stats.food < 999)
1277 { 1263 {
1278 tmp->stats.food += spell->stats.food; 1264 tmp->stats.food += spell->stats.food;
1279 if (tmp->stats.food > 999) 1265 if (tmp->stats.food > 999)
1280 tmp->stats.food = 999; 1266 tmp->stats.food = 999;
1281 success = 1; 1267 success = 1;
1282 /* We could do something a bit better like the messages for healing above */ 1268 /* We could do something a bit better like the messages for healing above */
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1284 } 1270 }
1271
1285 return success; 1272 return success;
1286} 1273}
1287 1274
1288 1275
1289/* This is used for the spells that gain stats. There are no spells 1276/* This is used for the spells that gain stats. There are no spells
1301}; 1288};
1302 1289
1303int 1290int
1304cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1305{ 1292{
1306 object *tmp, *tmp2 = NULL;
1307 object *force = NULL; 1293 object *force = NULL;
1308 int i; 1294 int i;
1309 1295
1310 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1311 if (dir != 0) 1297 object *tmp = dir
1312 {
1313 tmp = find_target_for_friendly_spell (op, dir); 1298 ? find_target_for_friendly_spell (op, dir)
1314 } 1299 : op;
1315 else
1316 {
1317 tmp = op;
1318 }
1319 1300
1320 if (tmp == NULL) 1301 if (!tmp)
1321 return 0; 1302 return 0;
1322 1303
1323 /* If we've already got a force of this type, don't add a new one. */ 1304 /* If we've already got a force of this type, don't add a new one. */
1324 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1325 { 1306 {
1326 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1327 { 1308 {
1328 if (tmp2->name == spell_ob->name) 1309 if (tmp2->name == spell_ob->name)
1329 { 1310 {
1543 change_abil (tmp, force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1544 insert_ob_in_ob (force, tmp); 1525 insert_ob_in_ob (force, tmp);
1545 tmp->update_stats (); 1526 tmp->update_stats ();
1546 return 1; 1527 return 1;
1547} 1528}
1548
1549
1550 1529
1551/* Alchemy code by Mark Wedel 1530/* Alchemy code by Mark Wedel
1552 * 1531 *
1553 * This code adds a new spell, called alchemy. Alchemy will turn 1532 * This code adds a new spell, called alchemy. Alchemy will turn
1554 * objects to gold nuggets, the value of the gold nuggets being 1533 * objects to gold nuggets, the value of the gold nuggets being
1564 * For example, if an item is worth 110 gold, you will get 1543 * For example, if an item is worth 110 gold, you will get
1565 * 4 large nuggets, and from 0-10 small nuggets. 1544 * 4 large nuggets, and from 0-10 small nuggets.
1566 * 1545 *
1567 * There is also a chance (1:30) that you will get nothing at all 1546 * There is also a chance (1:30) that you will get nothing at all
1568 * for the object. There is also a maximum weight that will be 1547 * for the object. There is also a maximum weight that will be
1569 * alchemied. 1548 * alchemised.
1570 */ 1549 */
1571
1572/* I didn't feel like passing these as arguements to the
1573 * two functions that need them. Real values are put in them
1574 * when the spell is cast, and these are freed when the spell
1575 * is finished.
1576 */
1577static object *small, *large;
1578
1579static void 1550static void
1580alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1551alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1581{ 1552{
1582 uint64 value = query_cost (obj, NULL, F_TRUE); 1553 uint64 value = query_cost (obj, NULL, F_TRUE);
1583 1554
1584 /* Give third price when we alchemy money (This should hopefully 1555 /* Give third price when we alchemy money (This should hopefully
1585 * make it so that it isn't worth it to alchemy money, sell 1556 * make it so that it isn't worth it to alchemy money, sell
1586 * the nuggets, alchemy the gold from that, etc. 1557 * the nuggets, alchemy the gold from that, etc.
1587 * Otherwise, give 9 silver on the gold for other objects, 1558 * Otherwise, give 9 silver on the gold for other objects,
1588 * so that it would still be more affordable to haul 1559 * so that it would still be more affordable to haul
1589 * the stuff back to town. 1560 * the stuff back to town.
1590 */ 1561 */
1591
1592 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1562 if (QUERY_FLAG (obj, FLAG_UNPAID))
1593 value = 0; 1563 value = 0;
1594 else if (obj->type == MONEY || obj->type == GEM) 1564 else if (obj->type == MONEY || obj->type == GEM)
1595 value /= 3; 1565 value /= 3;
1596 else 1566 else
1597 value = (value * 9) / 10; 1567 value = value * 9 / 10;
1598 1568
1599 value /= 4; // fix by GHJ, don't understand, pcg
1600
1601 if ((obj->value > 0) && rndm (0, 29)) 1569 if (obj->value > 0 && rndm (0, 29))
1602 { 1570 total_value += value;
1603 int count;
1604 1571
1605 count = value / large->value;
1606 *large_nuggets += count;
1607 value -= (uint64) count *(uint64) large->value;
1608
1609 count = value / small->value;
1610 *small_nuggets += count;
1611 }
1612
1613 /* Turn 25 small nuggets into 1 large nugget. If the value
1614 * of large nuggets is not evenly divisable by the small nugget
1615 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1616 */
1617 if (*small_nuggets * small->value >= large->value)
1618 {
1619 (*large_nuggets)++;
1620 *small_nuggets -= large->value / small->value;
1621 if (*small_nuggets && large->value % small->value)
1622 (*small_nuggets)--;
1623 }
1624 weight += obj->weight; 1572 total_weight += obj->total_weight ();
1573
1625 obj->destroy (); 1574 obj->destroy ();
1626} 1575}
1627 1576
1628static void 1577static void
1629update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1630{ 1579{
1631 object *tmp;
1632 int flag = 0; 1580 int flag = 0;
1633 1581
1634 /* Put any nuggets below the player, but we can only pass this 1582 /* Put any nuggets below the player, but we can only pass this
1635 * flag if we are on the same space as the player 1583 * flag if we are on the same space as the player
1636 */ 1584 */
1637 if (x == op->x && y == op->y && op->map == m) 1585 if (x == op->x && y == op->y && op->map == m)
1638 flag = INS_BELOW_ORIGINATOR; 1586 flag = INS_BELOW_ORIGINATOR;
1639 1587
1640 if (small_nuggets) 1588 if (small_nuggets)
1641 { 1589 {
1642 tmp = small->clone (); 1590 object *tmp = small->clone ();
1643 tmp->nrof = small_nuggets; 1591 tmp->nrof = small_nuggets;
1644 tmp->x = x;
1645 tmp->y = y;
1646 insert_ob_in_map (tmp, m, op, flag); 1592 m->insert (tmp, x, y, op, flag);
1647 } 1593 }
1648 1594
1649 if (large_nuggets) 1595 if (large_nuggets)
1650 { 1596 {
1651 tmp = large->clone (); 1597 object *tmp = large->clone ();
1652 tmp->nrof = large_nuggets; 1598 tmp->nrof = large_nuggets;
1653 tmp->x = x;
1654 tmp->y = y;
1655 insert_ob_in_map (tmp, m, op, flag); 1599 m->insert (tmp, x, y, op, flag);
1656 } 1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1657} 1605}
1658 1606
1659int 1607int
1660alchemy (object *op, object *caster, object *spell_ob) 1608alchemy (object *op, object *caster, object *spell_ob)
1661{ 1609{
1662 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1663 sint16 nx, ny;
1664 object *next, *tmp;
1665 maptile *mp;
1666
1667 if (op->type != PLAYER) 1610 if (op->type != PLAYER)
1668 return 0; 1611 return 0;
1669 1612
1613 object *large = get_archetype ("largenugget");
1614 object *small = get_archetype ("smallnugget");
1615
1670 /* Put a maximum weight of items that can be alchemied. Limits the power 1616 /* Put a maximum weight of items that can be alchemised. Limits the power
1671 * some, and also prevents people from alcheming every table/chair/clock 1617 * some, and also prevents people from alchemising every table/chair/clock
1672 * in sight 1618 * in sight
1673 */ 1619 */
1674 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1620 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1675 weight_max *= 1000; 1621 int weight_max = duration * 1000;
1676 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1622 uint64 value_max = duration * 1000;
1677 1623
1624 int weight = 0;
1625
1678 for (y = op->y - 1; y <= op->y + 1; y++) 1626 for (int y = op->y - 1; y <= op->y + 1; y++)
1679 { 1627 {
1680 for (x = op->x - 1; x <= op->x + 1; x++) 1628 for (int x = op->x - 1; x <= op->x + 1; x++)
1681 { 1629 {
1630 uint64 value = 0;
1631
1682 nx = x; 1632 sint16 nx = x;
1683 ny = y; 1633 sint16 ny = y;
1684 1634
1685 mp = op->map; 1635 maptile *mp = op->map;
1686 1636
1687 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1637 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1688 1638
1689 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1639 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1690 continue; 1640 continue;
1691 1641
1692 /* Treat alchemy a little differently - most spell effects 1642 /* Treat alchemy a little differently - most spell effects
1694 * ground level effect. 1644 * ground level effect.
1695 */ 1645 */
1696 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1646 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1697 continue; 1647 continue;
1698 1648
1699 small_nuggets = 0; 1649 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1700 large_nuggets = 0;
1701
1702 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1703 { 1650 {
1704 next = tmp->above; 1651 next = tmp->above;
1652
1705 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1706 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1707 { 1655 {
1708
1709 if (tmp->inv) 1656 if (tmp->inv)
1710 { 1657 {
1711 object *next1, *tmp1; 1658 object *next1, *tmp1;
1712 1659
1713 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1714 { 1661 {
1715 next1 = tmp1->below; 1662 next1 = tmp1->below;
1716 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1718 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1665 alchemy_object (tmp1, value, weight);
1719 } 1666 }
1720 } 1667 }
1668
1721 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1669 alchemy_object (tmp, value, weight);
1722 1670
1723 if (weight > weight_max) 1671 if (weight > weight_max)
1724 { 1672 break;
1725 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1726 large->destroy ();
1727 small->destroy ();
1728 return 1;
1729 } 1673 }
1730 } /* is alchemable object */ 1674 }
1731 } /* process all objects on this space */ 1675
1676 value = min (value, value_max);
1677
1678 uint64 count = value / large->value;
1679 int large_nuggets = count;
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1732 1684
1733 /* Insert all the nuggets at one time. This probably saves time, but 1685 /* Insert all the nuggets at one time. This probably saves time, but
1734 * it also prevents us from alcheming nuggets that were just created 1686 * it also prevents us from alcheming nuggets that were just created
1735 * with this spell. 1687 * with this spell.
1736 */ 1688 */
1737 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1738 }
1739 }
1740 1690
1691 if (weight > weight_max)
1692 goto bailout;
1693 }
1694 }
1695
1696bailout:
1741 large->destroy (); 1697 large->destroy ();
1742 small->destroy (); 1698 small->destroy ();
1743 /* reset this so that if player standing on a big pile of stuff,
1744 * it is redrawn properly.
1745 */
1746 op->contr->ns->look_position = 0;
1747 return 1; 1699 return 1;
1748} 1700}
1749 1701
1750 1702
1751/* This function removes the cursed/damned status on equipped 1703/* This function removes the cursed/damned status on equipped
1778 } 1730 }
1779 1731
1780 if (op->type == PLAYER) 1732 if (op->type == PLAYER)
1781 { 1733 {
1782 if (success) 1734 if (success)
1783 {
1784 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1735 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1785 }
1786 else 1736 else
1787 { 1737 {
1788 if (was_one) 1738 if (was_one)
1789 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1739 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1790 else 1740 else
1997 */ 1947 */
1998 if (done_one) 1948 if (done_one)
1999 { 1949 {
2000 object *detect_ob = arch_to_object (spell->other_arch); 1950 object *detect_ob = arch_to_object (spell->other_arch);
2001 1951
2002 detect_ob->x = nx;
2003 detect_ob->y = ny;
2004 /* if this is set, we want to copy the face */ 1952 /* if this is set, we want to copy the face */
2005 if (done_one == 2 && detect) 1953 if (done_one == 2 && detect)
2006 { 1954 {
2007 detect_ob->face = detect->face; 1955 detect_ob->face = detect->face;
2008 detect_ob->animation_id = detect->animation_id; 1956 detect_ob->animation_id = detect->animation_id;
2010 detect_ob->last_anim = 0; 1958 detect_ob->last_anim = 0;
2011 /* by default, the detect_ob is already animated */ 1959 /* by default, the detect_ob is already animated */
2012 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2013 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2014 } 1962 }
1963
2015 insert_ob_in_map (detect_ob, m, op, 0); 1964 m->insert (detect_ob, nx, ny, op);
2016 } 1965 }
2017 } /* for processing the surrounding spaces */ 1966 } /* for processing the surrounding spaces */
2018 1967
2019 1968
2020 /* Now process objects in the players inventory if detect curse or magic */ 1969 /* Now process objects in the players inventory if detect curse or magic */
2069 2018
2070 /* Explodes a fireball centered at player */ 2019 /* Explodes a fireball centered at player */
2071 tmp = get_archetype (EXPLODING_FIREBALL); 2020 tmp = get_archetype (EXPLODING_FIREBALL);
2072 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2021 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2073 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 2022 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2074 tmp->x = victim->x; 2023
2075 tmp->y = victim->y; 2024 tmp->insert_at (victim);
2076 insert_ob_in_map (tmp, victim->map, NULL, 0);
2077 victim->stats.sp = 2 * victim->stats.maxsp; 2025 victim->stats.sp = 2 * victim->stats.maxsp;
2078 } 2026 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2080 {
2081 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2028 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2084 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2030 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2086 }
2087 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2088 { 2032 {
2089 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2090 confuse_player (victim, victim, 99); 2034 confuse_player (victim, victim, 99);
2091 } 2035 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2093 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2037 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2095 }
2096} 2038}
2097 2039
2098/* cast_transfer 2040/* cast_transfer
2099 * This spell transfers sp from the player to another person. 2041 * This spell transfers sp from the player to another person.
2100 * We let the target go above their normal maximum SP. 2042 * We let the target go above their normal maximum SP.
2211 /* Basically, if the object is magical and not counterspell, 2153 /* Basically, if the object is magical and not counterspell,
2212 * we will more or less remove the object. Don't counterspell 2154 * we will more or less remove the object. Don't counterspell
2213 * monsters either. 2155 * monsters either.
2214 */ 2156 */
2215 2157
2216 if (head->attacktype & AT_MAGIC && 2158 if (head->attacktype & AT_MAGIC
2217 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 2159 && !(head->attacktype & AT_COUNTERSPELL)
2160 && !QUERY_FLAG (head, FLAG_MONSTER)
2161 && (op->level > head->level))
2218 head->destroy (); 2162 head->destroy ();
2219 else 2163 else
2220 switch (head->type) 2164 switch (head->type)
2221 { 2165 {
2222 case SPELL_EFFECT: 2166 case SPELL_EFFECT:
2167 // XXX: Don't affect floor spelleffects. See also XXX comment
2168 // about sanctuary in spell_util.C
2169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2170 continue;
2171
2223 if (op->level > head->level) 2172 if (op->level > head->level)
2224 head->destroy (); 2173 head->destroy ();
2225 2174
2226 break; 2175 break;
2227 2176
2374 /* create the golem object */ 2323 /* create the golem object */
2375 tmp = arch_to_object (spell->other_arch); 2324 tmp = arch_to_object (spell->other_arch);
2376 2325
2377 /* if animated by a player, give the player control of the golem */ 2326 /* if animated by a player, give the player control of the golem */
2378 CLEAR_FLAG (tmp, FLAG_MONSTER); 2327 CLEAR_FLAG (tmp, FLAG_MONSTER);
2379 SET_FLAG (tmp, FLAG_FRIENDLY);
2380 tmp->stats.exp = 0; 2328 tmp->stats.exp = 0;
2381 add_friendly_object (tmp); 2329 add_friendly_object (tmp);
2382 tmp->type = GOLEM; 2330 tmp->type = GOLEM;
2383 tmp->set_owner (op); 2331 tmp->set_owner (op);
2384 set_spell_skill (op, caster, spell, tmp); 2332 set_spell_skill (op, caster, spell, tmp);
2478 2426
2479 /* make experience increase in proportion to the strength of the summoned creature. */ 2427 /* make experience increase in proportion to the strength of the summoned creature. */
2480 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2428 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2481 2429
2482 tmp->speed_left = -1; 2430 tmp->speed_left = -1;
2483 tmp->x = x;
2484 tmp->y = y;
2485 tmp->direction = dir; 2431 tmp->direction = dir;
2486 insert_ob_in_map (tmp, m, op, 0); 2432
2433 m->insert (tmp, x, y, op);
2487 return 1; 2434 return 1;
2488} 2435}
2489 2436
2490/* cast_daylight() - changes the map darkness level *lower* */ 2437/* cast_daylight() - changes the map darkness level *lower* */
2491 2438
2499 int success; 2446 int success;
2500 2447
2501 if (!op->map) 2448 if (!op->map)
2502 return 0; /* shouldnt happen */ 2449 return 0; /* shouldnt happen */
2503 2450
2504 success = change_map_light (op->map, spell->stats.dam); 2451 success = op->map->change_map_light (spell->stats.dam);
2452
2505 if (!success) 2453 if (!success)
2506 { 2454 {
2507 if (spell->stats.dam < 0) 2455 if (spell->stats.dam < 0)
2508 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2456 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2509 else 2457 else
2586 { 2534 {
2587 aura->destroy (); 2535 aura->destroy ();
2588 return; 2536 return;
2589 } 2537 }
2590 2538
2591 aura->x = env->x;
2592 aura->y = env->y;
2593
2594 /* we need to jump out of the inventory for a bit 2539 /* we need to jump out of the inventory for a bit
2595 * in order to hit the map conveniently. 2540 * in order to hit the map conveniently.
2596 */ 2541 */
2597 insert_ob_in_map (aura, env->map, aura, 0); 2542 aura->insert_at (env, aura);
2598 2543
2599 for (i = 1; i < 9; i++) 2544 for (i = 1; i < 9; i++)
2600 { 2545 {
2601 sint16 nx, ny; 2546 sint16 nx, ny;
2602 2547
2611 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2556 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2612 { 2557 {
2613 hit_map (aura, i, aura->attacktype, 0); 2558 hit_map (aura, i, aura->attacktype, 0);
2614 2559
2615 if (aura->other_arch) 2560 if (aura->other_arch)
2616 { 2561 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2617 object *new_ob;
2618
2619 new_ob = arch_to_object (aura->other_arch);
2620 new_ob->x = nx;
2621 new_ob->y = ny;
2622 insert_ob_in_map (new_ob, m, aura, 0);
2623 } 2562 }
2624 }
2625 } 2563 }
2564
2626 /* put the aura back in the player's inventory */ 2565 /* put the aura back in the player's inventory */
2627 aura->remove (); 2566 aura->remove ();
2628 insert_ob_in_ob (aura, env); 2567 insert_ob_in_ob (aura, env);
2629} 2568}
2630 2569
2711 2650
2712 snprintf (rune, sizeof (rune), "%s\n", msg); 2651 snprintf (rune, sizeof (rune), "%s\n", msg);
2713 2652
2714 tmp->race = op->name; /*Save the owner of the rune */ 2653 tmp->race = op->name; /*Save the owner of the rune */
2715 tmp->msg = rune; 2654 tmp->msg = rune;
2716 tmp->x = op->x; 2655
2717 tmp->y = op->y; 2656 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2718 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2719 return 1; 2657 return 1;
2720} 2658}

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