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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.17 by root, Tue Dec 12 21:39:57 2006 UTC vs.
Revision 1.50 by root, Sat May 12 08:36:35 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
85 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
87 tmp->x = op->x; 88
88 tmp->y = op->y; 89 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 90 return 1;
91 } 91 }
92 92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 { 110 {
108 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->clone.speed);
110 update_ob_speed (wand);
111 } 113 }
114
112 return 1; 115 return 1;
113} 116}
114 117
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
151 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
152 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
153 { 156 {
154 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
155 158
156 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
157 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
158 break; 161 break;
159 162
160 if (!al) 163 if (!al)
161 { 164 {
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 306 return 0;
304 } 307 }
305 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
306 { 309 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 312 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 314 if (tmp->head != NULL)
312 tmp = tmp->head; 315 tmp = tmp->head;
370 * normal applies. 373 * normal applies.
371 */ 374 */
372int 375int
373cast_invisible (object *op, object *caster, object *spell_ob) 376cast_invisible (object *op, object *caster, object *spell_ob)
374{ 377{
375 object *tmp;
376
377 if (op->invisible > 1000) 378 if (op->invisible > 1000)
378 { 379 {
379 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
380 return 0; 381 return 0;
381 } 382 }
397 else 398 else
398 op->contr->tmp_invis = 1; 399 op->contr->tmp_invis = 1;
399 400
400 op->contr->hidden = 0; 401 op->contr->hidden = 0;
401 } 402 }
403
402 if (makes_invisible_to (op, op)) 404 if (makes_invisible_to (op, op))
403 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
404 else 406 else
405 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
406 408
407 update_object (op, UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
408 410
409 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
410 * harm to the player. 412 * harm to the player.
411 */ 413 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
413 if (tmp->enemy == op) 415 if (tmp->enemy == op)
414 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
415 return 1; 418 return 1;
416} 419}
417 420
418/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 422 */
440 443
441 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
442 continue; 445 continue;
443 446
444 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
446 { 449 {
447 next = tmp->above; 450 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 453 }
451 } 454 }
455
452 return 1; 456 return 1;
453} 457}
454
455 458
456void 459void
457execute_word_of_recall (object *op) 460execute_word_of_recall (object *op)
458{ 461{
459 object *wor = op; 462 if (object *pl = op->in_player ())
460 463 {
461 while (op != NULL && op->type != PLAYER) 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
468 enter_exit (op, wor); 470 pl->enter_exit (op);
471 }
472 }
469 473
470 wor->destroy (); 474 op->destroy ();
471} 475}
472 476
473/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
475 * time delay effect. 479 * time delay effect.
494 { 498 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 501 return 0;
498 } 502 }
503
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 505 if (time < 1)
501 time = 1; 506 time = 1;
502 507
503 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 509 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
506 */ 511 */
507 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
512 516
513 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
515 */ 519 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
519 523
520 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
522 return 1; 528 return 1;
523} 529}
524 530
525/* cast_wonder 531/* cast_wonder
526 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
556 return cast_spell (op, caster, dir, newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
557 } 563 }
558 return 1; 564 return 1;
559} 565}
560 566
561
562int 567int
563perceive_self (object *op) 568perceive_self (object *op)
564{ 569{
570 char buf[MAX_BUF];
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
566 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
567 object *tmp; 573 object *tmp;
568 int i; 574 int i;
569 575
570 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
600 { 606 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
602 { 608 {
603 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 610 sprintf (buf, "Your metabolism isn't focused on anything.");
606 }
607 else 611 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
610 } 613
611 new_draw_info (NDI_UNIQUE, 0, op, buf); 614 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 615 break;
613 } 616 }
614 } 617 }
615 } 618 }
619
616 return 1; 620 return 1;
617} 621}
618 622
619/* int cast_create_town_portal (object *op, object *caster, int dir) 623/* int cast_create_town_portal (object *op, object *caster, int dir)
620 * 624 *
634 * Code by Tchize (david.delbecq@usa.net) 638 * Code by Tchize (david.delbecq@usa.net)
635 */ 639 */
636int 640int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir) 641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{ 642{
639 object *dummy, *force, *old_force, *tmp; 643 object *dummy, *force, *old_force;
640 archetype *perm_portal; 644 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024]; 645 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap; 646 maptile *exitmap;
644 int op_level; 647 int op_level;
645
646 648
647 /* Check to see if the map the player is currently on is a per player unique 649 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the 650 * map. This can be determined in that per player unique maps have the
649 * full pathname listed. 651 * full pathname listed.
650 */ 652 */
662 { 664 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name); 666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0; 667 return 0;
666 } 668 }
669
667 force = check_inv_recursive (op, dummy); 670 force = check_inv_recursive (op, dummy);
668 671
669 if (force == NULL) 672 if (force == NULL)
670 { 673 {
671 /* Here we know there is no destination marked up. 674 /* Here we know there is no destination marked up.
675 */ 678 */
676 dummy->name = op->map->path; 679 dummy->name = op->map->path;
677 EXIT_X (dummy) = op->x; 680 EXIT_X (dummy) = op->x;
678 EXIT_Y (dummy) = op->y; 681 EXIT_Y (dummy) = op->y;
679 insert_ob_in_ob (dummy, op); 682 insert_ob_in_ob (dummy, op);
680 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."); 683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
681 return 1; 684 return 1;
682 } 685 }
683 686
684 dummy->destroy (); 687 dummy->destroy ();
685 688
705 { 708 {
706 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
707 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); 710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
708 return 0; 711 return 0;
709 } 712 }
713
710 perm_portal = archetype::find (spell->slaying); 714 perm_portal = archetype::find (spell->slaying);
711 715
712 /* To kill a town portal, we go trough the player's inventory, 716 /* To kill a town portal, we go trough the player's inventory,
713 * for each marked portal in player's inventory, 717 * for each marked portal in player's inventory,
714 * -We try load the associated map (if impossible, consider the portal destructed) 718 * -We try load the associated map (if impossible, consider the portal destructed)
716 * If it has the good name, we destruct it. 720 * If it has the good name, we destruct it.
717 * -We destruct the force indicating that portal. 721 * -We destruct the force indicating that portal.
718 */ 722 */
719 while ((old_force = check_inv_recursive (op, dummy))) 723 while ((old_force = check_inv_recursive (op, dummy)))
720 { 724 {
721 exitx = EXIT_X (old_force); 725 exitmap = maptile::find_sync (old_force->race, op->map);
722 exity = EXIT_Y (old_force);
723 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
724
725 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
726 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
727 else
728 exitmap = ready_map_name (old_force->race, 0);
729 726
730 if (exitmap) 727 if (exitmap)
731 { 728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
732 tmp = present_arch (perm_portal, exitmap, exitx, exity); 734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 while (tmp)
734 { 735 {
735 if (tmp->name == old_force->name) 736 if (tmp->name == old_force->name)
736 { 737 {
737 tmp->destroy (); 738 tmp->destroy ();
738 break; 739 break;
739 } 740 }
740
741 tmp = tmp->above;
742 } 741 }
743 } 742 }
744 743
745 old_force->destroy (); 744 old_force->destroy ();
746 LOG (llevDebug, "\n");
747 } 745 }
748 746
749 dummy->destroy (); 747 dummy->destroy ();
750 748
751 /* Creating the portals. 749 /* Creating the portals.
757 * 'force' is the destination of the town portal, which we got 755 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above. 756 * from the players inventory above.
759 */ 757 */
760 758
761 /* Ensure exit map is loaded */ 759 /* Ensure exit map is loaded */
762 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 760 exitmap = maptile::find_sync (force->name);
763 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
764 else
765 exitmap = ready_map_name (force->name, 0);
766 761
767 /* 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 */
768 if (exitmap == NULL) 763 if (!exitmap)
769 { 764 {
770 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. You can't remember where to go!?");
771 force->destroy (); 766 force->destroy ();
772 return 1; 767 return 1;
773 } 768 }
769
770 exitmap->load_sync ();
774 771
775 op_level = caster_level (caster, spell); 772 op_level = caster_level (caster, spell);
776 if (op_level < 15) 773 if (op_level < 15)
777 snprintf (portal_message, 1024, 774 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", 775 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
779 &op->name); 776 &op->name);
780 else if (op_level < 30) 777 else if (op_level < 30)
781 snprintf (portal_message, 1024, 778 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); 779 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
783 else if (op_level < 60) 780 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"); 781 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
785 else 782 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", 783 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
787 &op->name); 784 &op->name);
788 785
789 /* Create a portal in front of player 786 /* Create a portal in front of player
790 * dummy contain the portal and 787 * dummy contain the portal and
791 * force contain the track to kill it later 788 * force contain the track to kill it later
792 */ 789 */
793
794 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);
795 dummy = get_archetype (spell->slaying); /*The portal */ 791 dummy = get_archetype (spell->slaying); /*The portal */
796 if (dummy == NULL) 792 if (dummy == NULL)
797 { 793 {
798 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 794 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); 795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
800 return 0; 796 return 0;
801 } 797 }
798
802 EXIT_PATH (dummy) = force->name; 799 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force); 800 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force); 801 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name; 802 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message; 803 dummy->msg = portal_message;
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 }
819
821 tmp->race = op->map->path; 820 tmp->race = op->map->path;
822 tmp->name = portal_name; 821 tmp->name = portal_name;
823 EXIT_X (tmp) = dummy->x; 822 EXIT_X (tmp) = dummy->x;
824 EXIT_Y (tmp) = dummy->y; 823 EXIT_Y (tmp) = dummy->y;
825 insert_ob_in_ob (tmp, op); 824 op->insert (tmp);
826 825
827 /* Create a portal in the destination map 826 /* Create a portal in the destination map
828 * dummy contain the portal and 827 * dummy contain the portal and
829 * force the track to kill it later 828 * force the track to kill it later
830 * the 'force' variable still contains the 'reminder' of 829 * the 'force' variable still contains the 'reminder' of
831 * where this portal goes to. 830 * where this portal goes to.
832 */ 831 */
833 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);
834 dummy = get_archetype (spell->slaying); /*The portal */ 833 dummy = get_archetype (spell->slaying); /*The portal */
835 if (dummy == NULL) 834 if (dummy == NULL)
836 { 835 {
837 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
838 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);
839 return 0; 838 return 0;
840 } 839 }
840
841 EXIT_PATH (dummy) = op->map->path; 841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x; 842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y; 843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name; 844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message; 845 dummy->msg = portal_message;
846 dummy->x = EXIT_X (force);
847 dummy->y = EXIT_Y (force);
848 dummy->race = op->name; /*Save the owner of the portal */ 846 dummy->race = op->name; /*Save the owner of the portal */
849 insert_ob_in_map (dummy, exitmap, op, 0); 847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850 848
851 /* Now we create another town portal marker that 849 /* Now we create another town portal marker that
852 * points back to the one we just made 850 * points back to the one we just made
853 */ 851 */
854 tmp = get_archetype (spell->race); 852 tmp = get_archetype (spell->race);
856 { 854 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); 856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0; 857 return 0;
860 } 858 }
859
861 tmp->race = force->name; 860 tmp->race = force->name;
862 tmp->name = portal_name; 861 tmp->name = portal_name;
863 EXIT_X (tmp) = dummy->x; 862 EXIT_X (tmp) = dummy->x;
864 EXIT_Y (tmp) = dummy->y; 863 EXIT_Y (tmp) = dummy->y;
865 insert_ob_in_ob (tmp, op); 864 insert_ob_in_ob (tmp, op);
870 force->destroy (); 869 force->destroy ();
871 870
872 return 1; 871 return 1;
873} 872}
874 873
875
876/* This creates magic walls. Really, it can create most any object, 874/* This creates magic walls. Really, it can create most any object,
877 * within some reason. 875 * within some reason.
878 */ 876 */
879
880int 877int
881magic_wall (object *op, object *caster, int dir, object *spell_ob) 878magic_wall (object *op, object *caster, int dir, object *spell_ob)
882{ 879{
883 object *tmp, *tmp2; 880 object *tmp;
884 int i, posblocked, negblocked, maxrange; 881 int i, posblocked, negblocked, maxrange;
885 sint16 x, y; 882 sint16 x, y;
886 maptile *m; 883 maptile *m;
887 const char *name; 884 const char *name;
888 archetype *at; 885 archetype *at;
896 else 893 else
897 { 894 {
898 x = op->x + freearr_x[dir]; 895 x = op->x + freearr_x[dir];
899 y = op->y + freearr_y[dir]; 896 y = op->y + freearr_y[dir];
900 } 897 }
898
901 m = op->map; 899 m = op->map;
902 900
903 if ((spell_ob->move_block || x != op->x || y != op->y) && 901 if ((spell_ob->move_block || x != op->x || y != op->y) &&
904 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 902 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
905 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 903 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
906 { 904 {
907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
908 return 0; 906 return 0;
909 } 907 }
908
910 if (spell_ob->other_arch) 909 if (spell_ob->other_arch)
911 {
912 tmp = arch_to_object (spell_ob->other_arch); 910 tmp = arch_to_object (spell_ob->other_arch);
913 }
914 else if (spell_ob->race) 911 else if (spell_ob->race)
915 { 912 {
916 char buf1[MAX_BUF]; 913 char buf1[MAX_BUF];
917 914
918 sprintf (buf1, spell_ob->race, dir); 915 sprintf (buf1, spell_ob->race, dir);
921 { 918 {
922 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
923 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
924 return 0; 921 return 0;
925 } 922 }
923
926 tmp = arch_to_object (at); 924 tmp = arch_to_object (at);
927 } 925 }
928 else 926 else
929 { 927 {
930 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);
940 } 938 }
941 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 939 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
942 { 940 {
943 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 941 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 tmp->stats.maxhp = tmp->stats.hp; 942 tmp->stats.maxhp = tmp->stats.hp;
945 set_owner (tmp, op);
946 set_spell_skill (op, caster, spell_ob, tmp);
947 } 943 }
944
948 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 945 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
949 { 946 {
950 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 947 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
951 SET_FLAG (tmp, FLAG_IS_USED_UP); 948 SET_FLAG (tmp, FLAG_IS_USED_UP);
952 } 949 }
950
953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
954 { 952 {
955 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 953 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 954 tmp->stats.maxhp = tmp->stats.hp;
957 SET_FLAG (tmp, FLAG_TEAR_DOWN); 955 SET_FLAG (tmp, FLAG_TEAR_DOWN);
958 SET_FLAG (tmp, FLAG_ALIVE); 956 SET_FLAG (tmp, FLAG_ALIVE);
959 } 957 }
960 958
961 /* This can't really hurt - if the object doesn't kill anything, 959 /* This can't really hurt - if the object doesn't kill anything,
962 * these fields just won't be used. 960 * these fields just won't be used. Do not set the owner for
961 * earthwalls, though, so they survive restarts.
963 */ 962 */
964 set_owner (tmp, op); 963 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op);
965
965 set_spell_skill (op, caster, spell_ob, tmp); 966 set_spell_skill (op, caster, spell_ob, tmp);
966 tmp->x = x;
967 tmp->y = y;
968 tmp->level = caster_level (caster, spell_ob) / 2; 967 tmp->level = caster_level (caster, spell_ob) / 2;
969 968
970 name = tmp->name; 969 name = tmp->name;
971 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 970 if (!(tmp = m->insert (tmp, x, y, op)))
972 { 971 {
973 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);
974 return 0; 973 return 0;
975 } 974 }
975
976 /* If this is a spellcasting wall, need to insert the spell object */ 976 /* If this is a spellcasting wall, need to insert the spell object */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 979
980 /* This code causes the wall to extend some distance in 980 /* This code causes the wall to extend some distance in
998 m = tmp->map; 998 m = tmp->map;
999 999
1000 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)) &&
1001 ((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)
1002 { 1002 {
1003 tmp2 = object::create (); 1003 object *tmp2 = tmp->clone ();
1004 tmp->copy_to (tmp2); 1004 m->insert (tmp2, x, y, op);
1005 tmp2->x = x; 1005
1006 tmp2->y = y;
1007 insert_ob_in_map (tmp2, m, op, 0);
1008 /* 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 */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1010 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1008 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 1009
1012 } 1010 }
1013 else 1011 else
1014 posblocked = 1; 1012 posblocked = 1;
1015 1013
1018 m = tmp->map; 1016 m = tmp->map;
1019 1017
1020 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)) &&
1021 ((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)
1022 { 1020 {
1023 tmp2 = object::create (); 1021 object *tmp2 = tmp->clone ();
1024 tmp->copy_to (tmp2); 1022 m->insert (tmp2, x, y, op);
1025 tmp2->x = x; 1023
1026 tmp2->y = y;
1027 insert_ob_in_map (tmp2, m, op, 0);
1028 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1029 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1025 tmp2->insert (arch_to_object (tmp2->other_arch));
1030 } 1026 }
1031 else 1027 else
1032 negblocked = 1; 1028 negblocked = 1;
1033 } 1029 }
1034 1030
1083 { 1079 {
1084 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");
1085 op->contr->count = 0; 1081 op->contr->count = 0;
1086 return 0; 1082 return 0;
1087 } 1083 }
1084
1088 op->contr->count = 0; 1085 op->contr->count = 0;
1089 1086
1090 /* Remove code that puts player on random space on maps. IMO, 1087 /* Remove code that puts player on random space on maps. IMO,
1091 * 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,
1092 * 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
1141 return 0; 1138 return 0;
1142 } 1139 }
1143 } 1140 }
1144 1141
1145 /* Actually move the player now */ 1142 /* Actually move the player now */
1146 op->remove (); 1143 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1147 op->x += freearr_x[dir] * dist;
1148 op->y += freearr_y[dir] * dist;
1149 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1150 return 1; 1144 return 1;
1151 1145
1152 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 */
1153 return 1; 1147 return 1;
1154} 1148}
1167 object *poison; 1161 object *poison;
1168 int heal = 0, success = 0; 1162 int heal = 0, success = 0;
1169 1163
1170 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1171 1165
1172 if (tmp == NULL) 1166 if (!tmp)
1173 return 0; 1167 return 0;
1174 1168
1175 /* Figure out how many hp this spell might cure. 1169 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 1170 * could be zero if this spell heals effects, not damage.
1177 */ 1171 */
1180 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;
1181 1175
1182 if (heal) 1176 if (heal)
1183 { 1177 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 1178 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 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.");
1187 }
1188 else 1180 else
1189 { 1181 {
1190 /* See how many points we actually heal. Instead of messages 1182 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 1183 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 1184 * on amount of damage healed.
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 1187 heal = tmp->stats.maxhp - tmp->stats.hp;
1196 tmp->stats.hp += heal; 1188 tmp->stats.hp += heal;
1197 1189
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 1190 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 1192 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 1194 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 1196 else if (heal > 10)
1211 {
1212 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.");
1213 }
1214 else 1198 else
1215 {
1216 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.");
1217 } 1200
1218 success = 1; 1201 success = 1;
1219 } 1202 }
1220 } 1203 }
1204
1221 if (spell->attacktype & AT_DISEASE) 1205 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 1206 if (cure_disease (tmp, op))
1223 success = 1; 1207 success = 1;
1224 1208
1225 if (spell->attacktype & AT_POISON) 1209 if (spell->attacktype & AT_POISON)
1231 success = 1; 1215 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 1217 poison->stats.food = 1;
1234 } 1218 }
1235 } 1219 }
1220
1236 if (spell->attacktype & AT_CONFUSION) 1221 if (spell->attacktype & AT_CONFUSION)
1237 { 1222 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1239 if (poison) 1224 if (poison)
1240 { 1225 {
1241 success = 1; 1226 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 1228 poison->duration = 1;
1244 } 1229 }
1245 } 1230 }
1231
1246 if (spell->attacktype & AT_BLIND) 1232 if (spell->attacktype & AT_BLIND)
1247 { 1233 {
1248 at = archetype::find ("blindness"); 1234 at = archetype::find ("blindness");
1249 poison = present_arch_in_ob (at, tmp); 1235 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 1236 if (poison)
1252 success = 1; 1238 success = 1;
1253 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.");
1254 poison->stats.food = 1; 1240 poison->stats.food = 1;
1255 } 1241 }
1256 } 1242 }
1243
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 1244 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 1245 {
1259 tmp->stats.sp += spell->last_sp; 1246 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 1247 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 1248 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 1249 success = 1;
1263 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!");
1264 } 1251 }
1252
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1253 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 1254 {
1267 tmp->stats.grace += spell->last_grace; 1255 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 1256 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 1257 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 1258 success = 1;
1271 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!");
1272 } 1260 }
1261
1273 if (spell->stats.food && tmp->stats.food < 999) 1262 if (spell->stats.food && tmp->stats.food < 999)
1274 { 1263 {
1275 tmp->stats.food += spell->stats.food; 1264 tmp->stats.food += spell->stats.food;
1276 if (tmp->stats.food > 999) 1265 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999; 1266 tmp->stats.food = 999;
1278 success = 1; 1267 success = 1;
1279 /* 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 */
1280 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");
1281 } 1270 }
1271
1282 return success; 1272 return success;
1283} 1273}
1284 1274
1285 1275
1286/* 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
1298}; 1288};
1299 1289
1300int 1290int
1301cast_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)
1302{ 1292{
1303 object *tmp, *tmp2 = NULL;
1304 object *force = NULL; 1293 object *force = NULL;
1305 int i; 1294 int i;
1306 1295
1307 /* 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. */
1308 if (dir != 0) 1297 object *tmp = dir
1309 {
1310 tmp = find_target_for_friendly_spell (op, dir); 1298 ? find_target_for_friendly_spell (op, dir)
1311 } 1299 : op;
1312 else
1313 {
1314 tmp = op;
1315 }
1316 1300
1317 if (tmp == NULL) 1301 if (!tmp)
1318 return 0; 1302 return 0;
1319 1303
1320 /* 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. */
1321 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1322 { 1306 {
1323 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1324 { 1308 {
1325 if (tmp2->name == spell_ob->name) 1309 if (tmp2->name == spell_ob->name)
1326 { 1310 {
1428 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1429 force->attacktype = spell_ob->attacktype; 1413 force->attacktype = spell_ob->attacktype;
1430 1414
1431 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1432 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1433 fix_player (tmp); 1417 tmp->update_stats ();
1434 return 1; 1418 return 1;
1435} 1419}
1436 1420
1437/* This used to be part of cast_change_ability, but it really didn't make 1421/* This used to be part of cast_change_ability, but it really didn't make
1438 * a lot of sense, since most of the values it derives are from the god 1422 * a lot of sense, since most of the values it derives are from the god
1537 force->stats.wc = spell_ob->stats.wc; 1521 force->stats.wc = spell_ob->stats.wc;
1538 force->stats.ac = spell_ob->stats.ac; 1522 force->stats.ac = spell_ob->stats.ac;
1539 1523
1540 change_abil (tmp, force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1541 insert_ob_in_ob (force, tmp); 1525 insert_ob_in_ob (force, tmp);
1542 fix_player (tmp); 1526 tmp->update_stats ();
1543 return 1; 1527 return 1;
1544} 1528}
1545
1546
1547 1529
1548/* Alchemy code by Mark Wedel 1530/* Alchemy code by Mark Wedel
1549 * 1531 *
1550 * This code adds a new spell, called alchemy. Alchemy will turn 1532 * This code adds a new spell, called alchemy. Alchemy will turn
1551 * objects to gold nuggets, the value of the gold nuggets being 1533 * objects to gold nuggets, the value of the gold nuggets being
1561 * 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
1562 * 4 large nuggets, and from 0-10 small nuggets. 1544 * 4 large nuggets, and from 0-10 small nuggets.
1563 * 1545 *
1564 * 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
1565 * 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
1566 * alchemied. 1548 * alchemised.
1567 */ 1549 */
1568
1569/* I didn't feel like passing these as arguements to the
1570 * two functions that need them. Real values are put in them
1571 * when the spell is cast, and these are freed when the spell
1572 * is finished.
1573 */
1574static object *small, *large;
1575
1576static void 1550static void
1577alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1551alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1578{ 1552{
1579 uint64 value = query_cost (obj, NULL, F_TRUE); 1553 uint64 value = query_cost (obj, NULL, F_TRUE);
1580 1554
1581 /* Give third price when we alchemy money (This should hopefully 1555 /* Give third price when we alchemy money (This should hopefully
1582 * 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
1583 * the nuggets, alchemy the gold from that, etc. 1557 * the nuggets, alchemy the gold from that, etc.
1584 * Otherwise, give 9 silver on the gold for other objects, 1558 * Otherwise, give 9 silver on the gold for other objects,
1585 * so that it would still be more affordable to haul 1559 * so that it would still be more affordable to haul
1586 * the stuff back to town. 1560 * the stuff back to town.
1587 */ 1561 */
1588
1589 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1562 if (QUERY_FLAG (obj, FLAG_UNPAID))
1590 value = 0; 1563 value = 0;
1591 else if (obj->type == MONEY || obj->type == GEM) 1564 else if (obj->type == MONEY || obj->type == GEM)
1592 value /= 3; 1565 value /= 3;
1593 else 1566 else
1594 value = (value * 9) / 10; 1567 value = value * 9 / 10;
1595 1568
1596 value /= 4; // fix by GHJ, don't understand, pcg
1597
1598 if ((obj->value > 0) && rndm (0, 29)) 1569 if (obj->value > 0 && rndm (0, 29))
1599 { 1570 total_value += value;
1600 int count;
1601 1571
1602 count = value / large->value;
1603 *large_nuggets += count;
1604 value -= (uint64) count *(uint64) large->value;
1605
1606 count = value / small->value;
1607 *small_nuggets += count;
1608 }
1609
1610 /* Turn 25 small nuggets into 1 large nugget. If the value
1611 * of large nuggets is not evenly divisable by the small nugget
1612 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1613 */
1614 if (*small_nuggets * small->value >= large->value)
1615 {
1616 (*large_nuggets)++;
1617 *small_nuggets -= large->value / small->value;
1618 if (*small_nuggets && large->value % small->value)
1619 (*small_nuggets)--;
1620 }
1621 weight += obj->weight; 1572 total_weight += obj->total_weight ();
1573
1622 obj->destroy (); 1574 obj->destroy ();
1623} 1575}
1624 1576
1625static void 1577static void
1626update_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)
1627{ 1579{
1628 object *tmp;
1629 int flag = 0; 1580 int flag = 0;
1630 1581
1631 /* 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
1632 * flag if we are on the same space as the player 1583 * flag if we are on the same space as the player
1633 */ 1584 */
1634 if (x == op->x && y == op->y && op->map == m) 1585 if (x == op->x && y == op->y && op->map == m)
1635 flag = INS_BELOW_ORIGINATOR; 1586 flag = INS_BELOW_ORIGINATOR;
1636 1587
1637 if (small_nuggets) 1588 if (small_nuggets)
1638 { 1589 {
1639 tmp = object::create (); 1590 object *tmp = small->clone ();
1640 small->copy_to (tmp);
1641 tmp->nrof = small_nuggets; 1591 tmp->nrof = small_nuggets;
1642 tmp->x = x;
1643 tmp->y = y;
1644 insert_ob_in_map (tmp, m, op, flag); 1592 m->insert (tmp, x, y, op, flag);
1645 } 1593 }
1594
1646 if (large_nuggets) 1595 if (large_nuggets)
1647 { 1596 {
1648 tmp = object::create (); 1597 object *tmp = large->clone ();
1649 large->copy_to (tmp);
1650 tmp->nrof = large_nuggets; 1598 tmp->nrof = large_nuggets;
1651 tmp->x = x;
1652 tmp->y = y;
1653 insert_ob_in_map (tmp, m, op, flag); 1599 m->insert (tmp, x, y, op, flag);
1654 } 1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1655} 1605}
1656 1606
1657int 1607int
1658alchemy (object *op, object *caster, object *spell_ob) 1608alchemy (object *op, object *caster, object *spell_ob)
1659{ 1609{
1660 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1661 sint16 nx, ny;
1662 object *next, *tmp;
1663 maptile *mp;
1664
1665 if (op->type != PLAYER) 1610 if (op->type != PLAYER)
1666 return 0; 1611 return 0;
1667 1612
1613 object *large = get_archetype ("largenugget");
1614 object *small = get_archetype ("smallnugget");
1615
1668 /* 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
1669 * some, and also prevents people from alcheming every table/chair/clock 1617 * some, and also prevents people from alchemising every table/chair/clock
1670 * in sight 1618 * in sight
1671 */ 1619 */
1672 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);
1673 weight_max *= 1000; 1621 int weight_max = duration * 1000;
1674 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1622 uint64 value_max = duration * 1000;
1675 1623
1624 int weight = 0;
1625
1676 for (y = op->y - 1; y <= op->y + 1; y++) 1626 for (int y = op->y - 1; y <= op->y + 1; y++)
1677 { 1627 {
1678 for (x = op->x - 1; x <= op->x + 1; x++) 1628 for (int x = op->x - 1; x <= op->x + 1; x++)
1679 { 1629 {
1630 uint64 value = 0;
1631
1680 nx = x; 1632 sint16 nx = x;
1681 ny = y; 1633 sint16 ny = y;
1682 1634
1683 mp = op->map; 1635 maptile *mp = op->map;
1684 1636
1685 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1637 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1686 1638
1687 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1639 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1688 continue; 1640 continue;
1689 1641
1690 /* Treat alchemy a little differently - most spell effects 1642 /* Treat alchemy a little differently - most spell effects
1692 * ground level effect. 1644 * ground level effect.
1693 */ 1645 */
1694 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1646 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1695 continue; 1647 continue;
1696 1648
1697 small_nuggets = 0; 1649 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1698 large_nuggets = 0;
1699
1700 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1701 { 1650 {
1702 next = tmp->above; 1651 next = tmp->above;
1652
1703 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1704 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1705 { 1655 {
1706
1707 if (tmp->inv) 1656 if (tmp->inv)
1708 { 1657 {
1709 object *next1, *tmp1; 1658 object *next1, *tmp1;
1710 1659
1711 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1712 { 1661 {
1713 next1 = tmp1->below; 1662 next1 = tmp1->below;
1714 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1715 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1716 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1665 alchemy_object (tmp1, value, weight);
1717 } 1666 }
1718 } 1667 }
1668
1719 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1669 alchemy_object (tmp, value, weight);
1720 1670
1721 if (weight > weight_max) 1671 if (weight > weight_max)
1722 { 1672 break;
1723 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1724 large->destroy ();
1725 small->destroy ();
1726 return 1;
1727 } 1673 }
1728 } /* is alchemable object */ 1674 }
1729 } /* 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;
1730 1684
1731 /* 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
1732 * it also prevents us from alcheming nuggets that were just created 1686 * it also prevents us from alcheming nuggets that were just created
1733 * with this spell. 1687 * with this spell.
1734 */ 1688 */
1735 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1736 }
1737 }
1738 1690
1691 if (weight > weight_max)
1692 goto bailout;
1693 }
1694 }
1695
1696bailout:
1739 large->destroy (); 1697 large->destroy ();
1740 small->destroy (); 1698 small->destroy ();
1741 /* reset this so that if player standing on a big pile of stuff,
1742 * it is redrawn properly.
1743 */
1744 op->contr->socket.look_position = 0;
1745 return 1; 1699 return 1;
1746} 1700}
1747 1701
1748 1702
1749/* This function removes the cursed/damned status on equipped 1703/* This function removes the cursed/damned status on equipped
1758 for (tmp = op->inv; tmp; tmp = tmp->below) 1712 for (tmp = op->inv; tmp; tmp = tmp->below)
1759 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1713 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1760 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1714 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1761 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1715 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1762 { 1716 {
1763
1764 was_one++; 1717 was_one++;
1765 if (tmp->level <= caster_level (caster, spell)) 1718 if (tmp->level <= caster_level (caster, spell))
1766 { 1719 {
1767 success++; 1720 success++;
1768 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1721 if (QUERY_FLAG (spell, FLAG_DAMNED))
1777 } 1730 }
1778 1731
1779 if (op->type == PLAYER) 1732 if (op->type == PLAYER)
1780 { 1733 {
1781 if (success) 1734 if (success)
1782 {
1783 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.");
1784 }
1785 else 1736 else
1786 { 1737 {
1787 if (was_one) 1738 if (was_one)
1788 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.");
1789 else 1740 else
1790 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1741 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1791 } 1742 }
1792 } 1743 }
1744
1793 return success; 1745 return success;
1794} 1746}
1795 1747
1796/* Identifies objects in the players inventory/on the ground */ 1748/* Identifies objects in the players inventory/on the ground */
1797 1749
1804 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1756 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1805 1757
1806 if (num_ident < 1) 1758 if (num_ident < 1)
1807 num_ident = 1; 1759 num_ident = 1;
1808 1760
1809
1810 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1811 { 1762 {
1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1763 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1813 { 1764 {
1814 identify (tmp); 1765 identify (tmp);
1766
1815 if (op->type == PLAYER) 1767 if (op->type == PLAYER)
1816 { 1768 {
1817 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1769 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1770
1818 if (tmp->msg) 1771 if (tmp->msg)
1819 { 1772 {
1820 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1773 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1821 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1774 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1822 } 1775 }
1823 } 1776 }
1777
1824 num_ident--; 1778 num_ident--;
1825 success = 1; 1779 success = 1;
1826 if (!num_ident) 1780 if (!num_ident)
1827 break; 1781 break;
1828 } 1782 }
1829 } 1783 }
1784
1830 /* If all the power of the spell has been used up, don't go and identify 1785 /* If all the power of the spell has been used up, don't go and identify
1831 * stuff on the floor. Only identify stuff on the floor if the spell 1786 * stuff on the floor. Only identify stuff on the floor if the spell
1832 * was not fully used. 1787 * was not fully used.
1833 */ 1788 */
1834 if (num_ident) 1789 if (num_ident)
1835 { 1790 {
1836 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1791 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1837 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1792 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1838 { 1793 {
1839
1840 identify (tmp); 1794 identify (tmp);
1795
1841 if (op->type == PLAYER) 1796 if (op->type == PLAYER)
1842 { 1797 {
1843 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1799
1844 if (tmp->msg) 1800 if (tmp->msg)
1845 { 1801 {
1846 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1802 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1847 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1803 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1848 } 1804 }
1805
1849 esrv_send_item (op, tmp); 1806 esrv_send_item (op, tmp);
1850 } 1807 }
1808
1851 num_ident--; 1809 num_ident--;
1852 success = 1; 1810 success = 1;
1853 if (!num_ident) 1811 if (!num_ident)
1854 break; 1812 break;
1855 } 1813 }
1856 } 1814 }
1815
1857 if (!success) 1816 if (!success)
1858 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1817 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1859 else 1818 else
1860 {
1861 spell_effect (spell, op->x, op->y, op->map, op); 1819 spell_effect (spell, op->x, op->y, op->map, op);
1862 } 1820
1863 return success; 1821 return success;
1864} 1822}
1865
1866 1823
1867int 1824int
1868cast_detection (object *op, object *caster, object *spell, object *skill) 1825cast_detection (object *op, object *caster, object *spell, object *skill)
1869{ 1826{
1870 object *tmp, *last, *god, *detect; 1827 object *tmp, *last, *god, *detect;
1883 skill = caster; 1840 skill = caster;
1884 1841
1885 for (x = op->x - range; x <= op->x + range; x++) 1842 for (x = op->x - range; x <= op->x + range; x++)
1886 for (y = op->y - range; y <= op->y + range; y++) 1843 for (y = op->y - range; y <= op->y + range; y++)
1887 { 1844 {
1888
1889 m = op->map; 1845 m = op->map;
1890 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1846 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1891 if (mflags & P_OUT_OF_MAP) 1847 if (mflags & P_OUT_OF_MAP)
1892 continue; 1848 continue;
1893 1849
1895 * floor. But this is not true for show invisible. 1851 * floor. But this is not true for show invisible.
1896 * Basically, we just go and find the top object and work 1852 * Basically, we just go and find the top object and work
1897 * down - that is easier than working up. 1853 * down - that is easier than working up.
1898 */ 1854 */
1899 1855
1900 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1856 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1901 last = tmp; 1857 last = tmp;
1858
1902 /* Shouldn't happen, but if there are no objects on a space, this 1859 /* Shouldn't happen, but if there are no objects on a space, this
1903 * would happen. 1860 * would happen.
1904 */ 1861 */
1905 if (!last) 1862 if (!last)
1906 continue; 1863 continue;
1908 done_one = 0; 1865 done_one = 0;
1909 floor = 0; 1866 floor = 0;
1910 detect = NULL; 1867 detect = NULL;
1911 for (tmp = last; tmp; tmp = tmp->below) 1868 for (tmp = last; tmp; tmp = tmp->below)
1912 { 1869 {
1913
1914 /* show invisible */ 1870 /* show invisible */
1915 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1871 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1916 /* Might there be other objects that we can make visibile? */ 1872 /* Might there be other objects that we can make visible? */
1917 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1873 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1918 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1874 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1919 tmp->type == CF_HANDLE || 1875 tmp->type == CF_HANDLE ||
1920 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1876 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1921 tmp->type == BUTTON || tmp->type == TELEPORTER || 1877 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1928 { 1884 {
1929 tmp->invisible = 0; 1885 tmp->invisible = 0;
1930 done_one = 1; 1886 done_one = 1;
1931 } 1887 }
1932 } 1888 }
1889
1933 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1890 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1934 floor = 1; 1891 floor = 1;
1935 1892
1936 /* All detections below this point don't descend beneath the floor, 1893 /* All detections below this point don't descend beneath the floor,
1937 * so just continue on. We could be clever and look at the type of 1894 * so just continue on. We could be clever and look at the type of
1990 */ 1947 */
1991 if (done_one) 1948 if (done_one)
1992 { 1949 {
1993 object *detect_ob = arch_to_object (spell->other_arch); 1950 object *detect_ob = arch_to_object (spell->other_arch);
1994 1951
1995 detect_ob->x = nx;
1996 detect_ob->y = ny;
1997 /* if this is set, we want to copy the face */ 1952 /* if this is set, we want to copy the face */
1998 if (done_one == 2 && detect) 1953 if (done_one == 2 && detect)
1999 { 1954 {
2000 detect_ob->face = detect->face; 1955 detect_ob->face = detect->face;
2001 detect_ob->animation_id = detect->animation_id; 1956 detect_ob->animation_id = detect->animation_id;
2003 detect_ob->last_anim = 0; 1958 detect_ob->last_anim = 0;
2004 /* by default, the detect_ob is already animated */ 1959 /* by default, the detect_ob is already animated */
2005 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1960 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2006 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1961 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2007 } 1962 }
1963
2008 insert_ob_in_map (detect_ob, m, op, 0); 1964 m->insert (detect_ob, nx, ny, op);
2009 } 1965 }
2010 } /* for processing the surrounding spaces */ 1966 } /* for processing the surrounding spaces */
2011 1967
2012 1968
2013 /* 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 */
2062 2018
2063 /* Explodes a fireball centered at player */ 2019 /* Explodes a fireball centered at player */
2064 tmp = get_archetype (EXPLODING_FIREBALL); 2020 tmp = get_archetype (EXPLODING_FIREBALL);
2065 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;
2066 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;
2067 tmp->x = victim->x; 2023
2068 tmp->y = victim->y; 2024 tmp->insert_at (victim);
2069 insert_ob_in_map (tmp, victim->map, NULL, 0);
2070 victim->stats.sp = 2 * victim->stats.maxsp; 2025 victim->stats.sp = 2 * victim->stats.maxsp;
2071 } 2026 }
2072 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2073 {
2074 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.");
2075 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2077 {
2078 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!");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2031 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2081 { 2032 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2033 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2083 confuse_player (victim, victim, 99); 2034 confuse_player (victim, victim, 99);
2084 } 2035 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2086 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2037 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2088 }
2089} 2038}
2090 2039
2091/* cast_transfer 2040/* cast_transfer
2092 * This spell transfers sp from the player to another person. 2041 * This spell transfers sp from the player to another person.
2093 * We let the target go above their normal maximum SP. 2042 * We let the target go above their normal maximum SP.
2107 2056
2108 mflags = get_map_flags (m, &m, x, y, &x, &y); 2057 mflags = get_map_flags (m, &m, x, y, &x, &y);
2109 2058
2110 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2059 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2111 { 2060 {
2112 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2061 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2113 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2062 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2114 break; 2063 break;
2115 } 2064 }
2116 2065
2117 2066
2118 /* If we did not find a player in the specified direction, transfer 2067 /* If we did not find a player in the specified direction, transfer
2119 * to anyone on top of us. This is used for the rune of transference mostly. 2068 * to anyone on top of us. This is used for the rune of transference mostly.
2120 */ 2069 */
2121 if (plyr == NULL) 2070 if (plyr == NULL)
2122 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2071 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2123 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2072 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2124 break; 2073 break;
2125 2074
2126 if (!plyr) 2075 if (!plyr)
2127 { 2076 {
2182 m = op->map; 2131 m = op->map;
2183 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2132 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2184 if (mflags & P_OUT_OF_MAP) 2133 if (mflags & P_OUT_OF_MAP)
2185 return; 2134 return;
2186 2135
2187 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2136 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2188 { 2137 {
2189 next = tmp->above; 2138 next = tmp->above;
2190 2139
2191 /* Need to look at the head object - otherwise, if tmp 2140 /* Need to look at the head object - otherwise, if tmp
2192 * points to a monster, we don't have all the necessary 2141 * points to a monster, we don't have all the necessary
2204 /* Basically, if the object is magical and not counterspell, 2153 /* Basically, if the object is magical and not counterspell,
2205 * we will more or less remove the object. Don't counterspell 2154 * we will more or less remove the object. Don't counterspell
2206 * monsters either. 2155 * monsters either.
2207 */ 2156 */
2208 2157
2209 if (head->attacktype & AT_MAGIC && 2158 if (head->attacktype & AT_MAGIC
2210 !(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))
2211 head->destroy (); 2162 head->destroy ();
2212 else 2163 else
2213 switch (head->type) 2164 switch (head->type)
2214 { 2165 {
2215 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
2216 if (op->level > head->level) 2172 if (op->level > head->level)
2217 head->destroy (); 2173 head->destroy ();
2218 2174
2219 break; 2175 break;
2220 2176
2287 * This code was very odd - code early on would only let players use the spell, 2243 * This code was very odd - code early on would only let players use the spell,
2288 * yet the code wass full of player checks. I've presumed that the code 2244 * yet the code wass full of player checks. I've presumed that the code
2289 * that only let players use it was correct, and removed all the other 2245 * that only let players use it was correct, and removed all the other
2290 * player checks. MSW 2003-01-06 2246 * player checks. MSW 2003-01-06
2291 */ 2247 */
2292
2293int 2248int
2294animate_weapon (object *op, object *caster, object *spell, int dir) 2249animate_weapon (object *op, object *caster, object *spell, int dir)
2295{ 2250{
2296 object *weapon, *tmp; 2251 object *weapon, *tmp;
2297 char buf[MAX_BUF]; 2252 char buf[MAX_BUF];
2309 /* exit if it's not a player using this spell. */ 2264 /* exit if it's not a player using this spell. */
2310 if (op->type != PLAYER) 2265 if (op->type != PLAYER)
2311 return 0; 2266 return 0;
2312 2267
2313 /* if player already has a golem, abort */ 2268 /* if player already has a golem, abort */
2314 if (op->contr->ranges[range_golem]) 2269 if (object *golem = op->contr->golem)
2315 { 2270 {
2316 control_golem (op->contr->ranges[range_golem], dir); 2271 control_golem (golem, dir);
2317 return 0; 2272 return 0;
2318 } 2273 }
2319 2274
2320 /* if no direction specified, pick one */ 2275 /* if no direction specified, pick one */
2321 if (!dir) 2276 if (!dir)
2367 /* create the golem object */ 2322 /* create the golem object */
2368 tmp = arch_to_object (spell->other_arch); 2323 tmp = arch_to_object (spell->other_arch);
2369 2324
2370 /* if animated by a player, give the player control of the golem */ 2325 /* if animated by a player, give the player control of the golem */
2371 CLEAR_FLAG (tmp, FLAG_MONSTER); 2326 CLEAR_FLAG (tmp, FLAG_MONSTER);
2372 SET_FLAG (tmp, FLAG_FRIENDLY);
2373 tmp->stats.exp = 0; 2327 tmp->stats.exp = 0;
2374 add_friendly_object (tmp); 2328 add_friendly_object (tmp);
2375 tmp->type = GOLEM; 2329 tmp->type = GOLEM;
2376 set_owner (tmp, op); 2330 tmp->set_owner (op);
2331 op->contr->golem = tmp;
2377 set_spell_skill (op, caster, spell, tmp); 2332 set_spell_skill (op, caster, spell, tmp);
2378 op->contr->ranges[range_golem] = tmp;
2379 op->contr->shoottype = range_golem;
2380 2333
2381 /* Give the weapon to the golem now. A bit of a hack to check the 2334 /* Give the weapon to the golem now. A bit of a hack to check the
2382 * removed flag - it should only be set if get_split_object was 2335 * removed flag - it should only be set if get_split_object was
2383 * used above. 2336 * used above.
2384 */ 2337 */
2385 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2338 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2386 weapon->remove (); 2339 weapon->remove ();
2340
2387 insert_ob_in_ob (weapon, tmp); 2341 insert_ob_in_ob (weapon, tmp);
2388 esrv_send_item (op, weapon); 2342 esrv_send_item (op, weapon);
2389 /* To do everything necessary to let a golem use the weapon is a pain, 2343 /* To do everything necessary to let a golem use the weapon is a pain,
2390 * so instead, just set it as equipped (otherwise, we need to update 2344 * so instead, just set it as equipped (otherwise, we need to update
2391 * body_info, skills, etc) 2345 * body_info, skills, etc)
2392 */ 2346 */
2393 SET_FLAG (tmp, FLAG_USE_WEAPON); 2347 SET_FLAG (tmp, FLAG_USE_WEAPON);
2394 SET_FLAG (weapon, FLAG_APPLIED); 2348 SET_FLAG (weapon, FLAG_APPLIED);
2395 fix_player (tmp); 2349 tmp->update_stats ();
2396 2350
2397 /* There used to be 'odd' code that basically seemed to take the absolute 2351 /* There used to be 'odd' code that basically seemed to take the absolute
2398 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2352 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2399 * if you're using a crappy weapon, it shouldn't be as good. 2353 * if you're using a crappy weapon, it shouldn't be as good.
2400 */ 2354 */
2452 if (a > 14) 2406 if (a > 14)
2453 a = 14; 2407 a = 14;
2454 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2408 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2455 2409
2456 /* Determine golem's speed */ 2410 /* Determine golem's speed */
2457 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2411 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2458
2459 if (tmp->speed > 3.33)
2460 tmp->speed = 3.33;
2461 2412
2462 if (!spell->race) 2413 if (!spell->race)
2463 { 2414 {
2464 sprintf (buf, "animated %s", &weapon->name); 2415 sprintf (buf, "animated %s", &weapon->name);
2465 tmp->name = buf; 2416 tmp->name = buf;
2467 tmp->face = weapon->face; 2418 tmp->face = weapon->face;
2468 tmp->animation_id = weapon->animation_id; 2419 tmp->animation_id = weapon->animation_id;
2469 tmp->anim_speed = weapon->anim_speed; 2420 tmp->anim_speed = weapon->anim_speed;
2470 tmp->last_anim = weapon->last_anim; 2421 tmp->last_anim = weapon->last_anim;
2471 tmp->state = weapon->state; 2422 tmp->state = weapon->state;
2472 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2423 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2473 {
2474 SET_FLAG (tmp, FLAG_ANIMATE);
2475 }
2476 else
2477 {
2478 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2479 }
2480 update_ob_speed (tmp);
2481 } 2424 }
2482 2425
2483 /* make experience increase in proportion to the strength of the summoned creature. */ 2426 /* make experience increase in proportion to the strength of the summoned creature. */
2484 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2427 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2485 2428
2486 tmp->speed_left = -1; 2429 tmp->speed_left = -1;
2487 tmp->x = x;
2488 tmp->y = y;
2489 tmp->direction = dir; 2430 tmp->direction = dir;
2490 insert_ob_in_map (tmp, m, op, 0); 2431
2432 m->insert (tmp, x, y, op);
2491 return 1; 2433 return 1;
2492} 2434}
2493 2435
2494/* cast_daylight() - changes the map darkness level *lower* */ 2436/* cast_daylight() - changes the map darkness level *lower* */
2495 2437
2503 int success; 2445 int success;
2504 2446
2505 if (!op->map) 2447 if (!op->map)
2506 return 0; /* shouldnt happen */ 2448 return 0; /* shouldnt happen */
2507 2449
2508 success = change_map_light (op->map, spell->stats.dam); 2450 success = op->map->change_map_light (spell->stats.dam);
2451
2509 if (!success) 2452 if (!success)
2510 { 2453 {
2511 if (spell->stats.dam < 0) 2454 if (spell->stats.dam < 0)
2512 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2455 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2513 else 2456 else
2538 2481
2539 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2482 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2540 2483
2541 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2484 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2542 2485
2543 set_owner (new_aura, op); 2486 new_aura->set_owner (op);
2544 set_spell_skill (op, caster, spell, new_aura); 2487 set_spell_skill (op, caster, spell, new_aura);
2545 new_aura->attacktype = spell->attacktype; 2488 new_aura->attacktype = spell->attacktype;
2546 2489
2547 new_aura->level = caster_level (caster, spell); 2490 new_aura->level = caster_level (caster, spell);
2548 if (refresh) 2491 if (refresh)
2590 { 2533 {
2591 aura->destroy (); 2534 aura->destroy ();
2592 return; 2535 return;
2593 } 2536 }
2594 2537
2595 aura->x = env->x;
2596 aura->y = env->y;
2597
2598 /* we need to jump out of the inventory for a bit 2538 /* we need to jump out of the inventory for a bit
2599 * in order to hit the map conveniently. 2539 * in order to hit the map conveniently.
2600 */ 2540 */
2601 insert_ob_in_map (aura, env->map, aura, 0); 2541 aura->insert_at (env, aura);
2602 2542
2603 for (i = 1; i < 9; i++) 2543 for (i = 1; i < 9; i++)
2604 { 2544 {
2605 sint16 nx, ny; 2545 sint16 nx, ny;
2606 2546
2615 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2555 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2616 { 2556 {
2617 hit_map (aura, i, aura->attacktype, 0); 2557 hit_map (aura, i, aura->attacktype, 0);
2618 2558
2619 if (aura->other_arch) 2559 if (aura->other_arch)
2620 { 2560 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2621 object *new_ob;
2622
2623 new_ob = arch_to_object (aura->other_arch);
2624 new_ob->x = nx;
2625 new_ob->y = ny;
2626 insert_ob_in_map (new_ob, m, aura, 0);
2627 } 2561 }
2628 }
2629 } 2562 }
2563
2630 /* put the aura back in the player's inventory */ 2564 /* put the aura back in the player's inventory */
2631 aura->remove (); 2565 aura->remove ();
2632 insert_ob_in_ob (aura, env); 2566 insert_ob_in_ob (aura, env);
2633} 2567}
2634 2568
2639void 2573void
2640move_peacemaker (object *op) 2574move_peacemaker (object *op)
2641{ 2575{
2642 object *tmp; 2576 object *tmp;
2643 2577
2644 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2578 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2645 { 2579 {
2646 int atk_lev, def_lev; 2580 int atk_lev, def_lev;
2647 object *victim = tmp; 2581 object *victim = tmp;
2648 2582
2649 if (tmp->head) 2583 if (tmp->head)
2660 2594
2661 if (rndm (0, atk_lev - 1) > def_lev) 2595 if (rndm (0, atk_lev - 1) > def_lev)
2662 { 2596 {
2663 /* make this sucker peaceful. */ 2597 /* make this sucker peaceful. */
2664 2598
2665 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2599 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2666 victim->stats.exp = 0; 2600 victim->stats.exp = 0;
2667#if 0 2601#if 0
2668 /* No idea why these were all set to zero - if something 2602 /* No idea why these were all set to zero - if something
2669 * makes this creature agressive, he should still do damage. 2603 * makes this creature agressive, he should still do damage.
2670 */ 2604 */
2715 2649
2716 snprintf (rune, sizeof (rune), "%s\n", msg); 2650 snprintf (rune, sizeof (rune), "%s\n", msg);
2717 2651
2718 tmp->race = op->name; /*Save the owner of the rune */ 2652 tmp->race = op->name; /*Save the owner of the rune */
2719 tmp->msg = rune; 2653 tmp->msg = rune;
2720 tmp->x = op->x; 2654
2721 tmp->y = op->y; 2655 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2722 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2723 return 1; 2656 return 1;
2724} 2657}

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