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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.53 by root, Tue May 22 10:50:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 72 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 73 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
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->remove ();
80 wand->destroy (0); 77 wand->destroy ();
81 tmp = get_archetype ("fireball"); 78 tmp = get_archetype ("fireball");
82 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
83 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
85 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
86 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
88 tmp->x = op->x; 88
89 tmp->y = op->y; 89 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 90 return 1;
92 } 91 }
93 92
94 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
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 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));
100 return 0; 100 return 0;
101 } 101 }
102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 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
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
108 { 110 {
109 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->clone.speed);
111 update_ob_speed (wand);
112 } 113 }
114
113 return 1; 115 return 1;
114} 116}
115 117
116/* 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
117 * 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
152 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
154 { 156 {
155 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
156 158
157 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
159 break; 161 break;
160 162
161 if (!al) 163 if (!al)
162 { 164 {
163 missile->destroy (0); 165 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 167 return 0;
166 } 168 }
167 169
168 if (al->item->slaying) 170 if (al->item->slaying)
169 { 171 {
170 missile->destroy (0); 172 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 174 return 0;
173 } 175 }
174 176
175 give_artifact_abilities (missile, al->item); 177 give_artifact_abilities (missile, al->item);
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 306 return 0;
305 } 307 }
306 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
307 { 309 {
308 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)
309 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)))
310 { 312 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 314 if (tmp->head != NULL)
313 tmp = tmp->head; 315 tmp = tmp->head;
371 * normal applies. 373 * normal applies.
372 */ 374 */
373int 375int
374cast_invisible (object *op, object *caster, object *spell_ob) 376cast_invisible (object *op, object *caster, object *spell_ob)
375{ 377{
376 object *tmp;
377
378 if (op->invisible > 1000) 378 if (op->invisible > 1000)
379 { 379 {
380 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");
381 return 0; 381 return 0;
382 } 382 }
398 else 398 else
399 op->contr->tmp_invis = 1; 399 op->contr->tmp_invis = 1;
400 400
401 op->contr->hidden = 0; 401 op->contr->hidden = 0;
402 } 402 }
403
403 if (makes_invisible_to (op, op)) 404 if (makes_invisible_to (op, op))
404 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!");
405 else 406 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 408
408 update_object (op, UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
409 410
410 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
411 * harm to the player. 412 * harm to the player.
412 */ 413 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
414 if (tmp->enemy == op) 415 if (tmp->enemy == op)
415 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
416 return 1; 418 return 1;
417} 419}
418 420
419/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 422 */
441 443
442 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
443 continue; 445 continue;
444 446
445 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be teared down
446 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)
447 { 449 {
448 next = tmp->above; 450 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 453 }
452 } 454 }
455
453 return 1; 456 return 1;
454} 457}
455
456 458
457void 459void
458execute_word_of_recall (object *op) 460execute_word_of_recall (object *op)
459{ 461{
460 object *wor = op; 462 if (object *pl = op->in_player ())
461 463 {
462 while (op != NULL && op->type != PLAYER) 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 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.");
468 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
469 enter_exit (op, wor); 470 pl->enter_exit (op);
471 }
472 }
470 473
471 wor->remove ();
472 wor->destroy (0); 474 op->destroy ();
473} 475}
474 476
475/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
476 * 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
477 * time delay effect. 479 * time delay effect.
496 { 498 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 501 return 0;
500 } 502 }
503
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 505 if (time < 1)
503 time = 1; 506 time = 1;
504 507
505 /* 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
506 * 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
507 * do anything really odd if it say a -1000 or something. 510 * do anything really odd if it say a -1000 or something.
508 */ 511 */
509 dummy->speed = 0.002; 512 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 513 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 514 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 515 dummy->subtype = SP_WORD_OF_RECALL;
514 516
515 /* 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
516 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
517 */ 519 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
521 523
522 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
523 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
524 return 1; 528 return 1;
525} 529}
526 530
527/* cast_wonder 531/* cast_wonder
528 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 562 return cast_spell (op, caster, dir, newspell, NULL);
559 } 563 }
560 return 1; 564 return 1;
561} 565}
562 566
563
564int 567int
565perceive_self (object *op) 568perceive_self (object *op)
566{ 569{
570 char buf[MAX_BUF];
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp; 573 object *tmp;
570 int i; 574 int i;
571 575
572 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
582 else 586 else
583 { 587 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590
586 if (tmp != NULL) 591 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 592 for (i = 0; i < NUM_STATS; i++)
589 { 593 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0)
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); 594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
593 }
594 }
595 }
596 } 595 }
597 596
598 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
599 { 598 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
602 { 601 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
604 { 603 {
605 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 605 sprintf (buf, "Your metabolism isn't focused on anything.");
608 }
609 else 606 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
612 } 608
613 new_draw_info (NDI_UNIQUE, 0, op, buf); 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 610 break;
615 } 611 }
616 } 612 }
617 } 613 }
614
618 return 1; 615 return 1;
619} 616}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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 return 1;
684 }
685 dummy->destroy (0);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\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);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877}
878
879 617
880/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 619 * within some reason.
882 */ 620 */
883
884int 621int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 622magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 623{
887 object *tmp, *tmp2; 624 object *tmp;
888 int i, posblocked, negblocked, maxrange; 625 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 626 sint16 x, y;
890 maptile *m; 627 maptile *m;
891 const char *name; 628 const char *name;
892 archetype *at; 629 archetype *at;
900 else 637 else
901 { 638 {
902 x = op->x + freearr_x[dir]; 639 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 640 y = op->y + freearr_y[dir];
904 } 641 }
642
905 m = op->map; 643 m = op->map;
906 644
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 645 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 646 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 647 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 648 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 650 return 0;
913 } 651 }
652
914 if (spell_ob->other_arch) 653 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 654 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 655 else if (spell_ob->race)
919 { 656 {
920 char buf1[MAX_BUF]; 657 char buf1[MAX_BUF];
921 658
922 sprintf (buf1, spell_ob->race, dir); 659 sprintf (buf1, spell_ob->race, dir);
925 { 662 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 663 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 664 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 665 return 0;
929 } 666 }
667
930 tmp = arch_to_object (at); 668 tmp = arch_to_object (at);
931 } 669 }
932 else 670 else
933 { 671 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 672 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 682 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 683 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 684 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 685 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 686 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 687 }
688
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 689 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 690 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 692 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 693 }
694
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 695 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 696 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 697 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 698 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 699 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 700 SET_FLAG (tmp, FLAG_ALIVE);
963 } 701 }
964 702
965 /* This can't really hurt - if the object doesn't kill anything, 703 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 704 * these fields just won't be used. Do not set the owner for
705 * earthwalls, though, so they survive restarts.
967 */ 706 */
968 set_owner (tmp, op); 707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op);
709
969 set_spell_skill (op, caster, spell_ob, tmp); 710 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; 711 tmp->level = caster_level (caster, spell_ob) / 2;
973 712
974 name = tmp->name; 713 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 714 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 715 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 717 return 0;
979 } 718 }
719
980 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 723
984 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
1002 m = tmp->map; 742 m = tmp->map;
1003 743
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 744 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 745 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 746 {
1007 tmp2 = get_object (); 747 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 748 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 749
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 753
1016 } 754 }
1017 else 755 else
1018 posblocked = 1; 756 posblocked = 1;
1019 757
1022 m = tmp->map; 760 m = tmp->map;
1023 761
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 762 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 764 {
1027 tmp2 = get_object (); 765 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 766 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 767
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 770 }
1035 else 771 else
1036 negblocked = 1; 772 negblocked = 1;
1037 } 773 }
1038 774
1087 { 823 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 825 op->contr->count = 0;
1090 return 0; 826 return 0;
1091 } 827 }
828
1092 op->contr->count = 0; 829 op->contr->count = 0;
1093 830
1094 /* Remove code that puts player on random space on maps. IMO, 831 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 832 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 833 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 882 return 0;
1146 } 883 }
1147 } 884 }
1148 885
1149 /* Actually move the player now */ 886 /* Actually move the player now */
1150 op->remove (); 887 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 888 return 1;
1155 889
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 891 return 1;
1158} 892}
1171 object *poison; 905 object *poison;
1172 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1173 907
1174 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1175 909
1176 if (tmp == NULL) 910 if (!tmp)
1177 return 0; 911 return 0;
1178 912
1179 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1181 */ 915 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 919
1186 if (heal) 920 if (heal)
1187 { 921 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 924 else
1193 { 925 {
1194 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 928 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1201 933
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 936 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 938 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 940 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 942 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 944
1222 success = 1; 945 success = 1;
1223 } 946 }
1224 } 947 }
948
1225 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op))
1227 success = 1; 951 success = 1;
1228 952
1229 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1235 success = 1; 959 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 961 poison->stats.food = 1;
1238 } 962 }
1239 } 963 }
964
1240 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1241 { 966 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 968 if (poison)
1244 { 969 {
1245 success = 1; 970 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 972 poison->duration = 1;
1248 } 973 }
1249 } 974 }
975
1250 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1251 { 977 {
1252 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 980 if (poison)
1256 success = 1; 982 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 984 poison->stats.food = 1;
1259 } 985 }
1260 } 986 }
987
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 989 {
1263 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 993 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 995 }
996
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 998 {
1271 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1002 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1004 }
1005
1277 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1007 {
1279 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1282 success = 1; 1011 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1012 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1013 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1014 }
1015
1286 return success; 1016 return success;
1287} 1017}
1288 1018
1289 1019
1290/* This is used for the spells that gain stats. There are no spells 1020/* This is used for the spells that gain stats. There are no spells
1302}; 1032};
1303 1033
1304int 1034int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1035cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1036{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1037 object *force = NULL;
1309 int i; 1038 int i;
1310 1039
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1040 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1041 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1042 ? find_target_for_friendly_spell (op, dir)
1315 } 1043 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1044
1321 if (tmp == NULL) 1045 if (!tmp)
1322 return 0; 1046 return 0;
1323 1047
1324 /* If we've already got a force of this type, don't add a new one. */ 1048 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1049 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1050 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1051 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1052 {
1329 if (tmp2->name == spell_ob->name) 1053 if (tmp2->name == spell_ob->name)
1330 { 1054 {
1388 if (tmp->type == PLAYER) 1112 if (tmp->type == PLAYER)
1389 { 1113 {
1390 /* Stat adjustment spells */ 1114 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1115 for (i = 0; i < NUM_STATS; i++)
1392 { 1116 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1117 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1118 {
1397 sm = 0; 1119 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1120 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1121 sm += rndm (1, 3);
1400 1122
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1123 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1124 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1125
1404 if (sm < 0) 1126 force->stats.stat (i) = sm;
1405 sm = 0; 1127
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1128 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1129 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1130 }
1411 } 1131 }
1412 } 1132 }
1432 force->stats.ac = spell_ob->stats.ac; 1152 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1153 force->attacktype = spell_ob->attacktype;
1434 1154
1435 insert_ob_in_ob (force, tmp); 1155 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1156 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1157 tmp->update_stats ();
1438 return 1; 1158 return 1;
1439} 1159}
1440 1160
1441/* This used to be part of cast_change_ability, but it really didn't make 1161/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1162 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1261 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1262 force->stats.ac = spell_ob->stats.ac;
1543 1263
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1264 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1265 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1266 tmp->update_stats ();
1547 return 1; 1267 return 1;
1548} 1268}
1549
1550
1551 1269
1552/* Alchemy code by Mark Wedel 1270/* Alchemy code by Mark Wedel
1553 * 1271 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1272 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1273 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1283 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1284 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1285 *
1568 * There is also a chance (1:30) that you will get nothing at all 1286 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1287 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1288 * alchemised.
1571 */ 1289 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1290static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1291alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1292{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1293 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1294
1585 /* Give third price when we alchemy money (This should hopefully 1295 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1296 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1297 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1298 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1299 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1300 * the stuff back to town.
1591 */ 1301 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1302 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1303 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1304 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1305 value /= 3;
1597 else 1306 else
1598 value = (value * 9) / 10; 1307 value = value * 9 / 10;
1599 1308
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1309 if (obj->value > 0 && rndm (0, 29))
1603 { 1310 total_value += value;
1604 int count;
1605 1311
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1312 total_weight += obj->total_weight ();
1626 obj->remove (); 1313
1627 obj->destroy (0); 1314 obj->destroy ();
1628} 1315}
1629 1316
1630static void 1317static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1318update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1632{ 1319{
1633 object *tmp;
1634 int flag = 0; 1320 int flag = 0;
1635 1321
1636 /* Put any nuggets below the player, but we can only pass this 1322 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player 1323 * flag if we are on the same space as the player
1638 */ 1324 */
1639 if (x == op->x && y == op->y && op->map == m) 1325 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR; 1326 flag = INS_BELOW_ORIGINATOR;
1641 1327
1642 if (small_nuggets) 1328 if (small_nuggets)
1643 { 1329 {
1644 tmp = get_object (); 1330 object *tmp = small->clone ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets; 1331 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag); 1332 m->insert (tmp, x, y, op, flag);
1650 } 1333 }
1334
1651 if (large_nuggets) 1335 if (large_nuggets)
1652 { 1336 {
1653 tmp = get_object (); 1337 object *tmp = large->clone ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets; 1338 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag); 1339 m->insert (tmp, x, y, op, flag);
1659 } 1340 }
1341
1342 if (object *pl = m->at (x, y).player ())
1343 if (pl->contr->ns)
1344 pl->contr->ns->look_position = 0;
1660} 1345}
1661 1346
1662int 1347int
1663alchemy (object *op, object *caster, object *spell_ob) 1348alchemy (object *op, object *caster, object *spell_ob)
1664{ 1349{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1350 if (op->type != PLAYER)
1671 return 0; 1351 return 0;
1672 1352
1353 object *large = get_archetype ("largenugget");
1354 object *small = get_archetype ("smallnugget");
1355
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1356 /* Put a maximum weight of items that can be alchemised. Limits the power
1674 * some, and also prevents people from alcheming every table/chair/clock 1357 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1358 * in sight
1676 */ 1359 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1360 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1361 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1362 uint64 value_max = duration * 1000;
1680 1363
1364 int weight = 0;
1365
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1366 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1367 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1368 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1369 {
1370 uint64 value = 0;
1371
1685 nx = x; 1372 sint16 nx = x;
1686 ny = y; 1373 sint16 ny = y;
1687 1374
1688 mp = op->map; 1375 maptile *mp = op->map;
1689 1376
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1377 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1378
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1379 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1380 continue;
1694 1381
1695 /* Treat alchemy a little differently - most spell effects 1382 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1384 * ground level effect.
1698 */ 1385 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1386 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1387 continue;
1701 1388
1702 small_nuggets = 0; 1389 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1390 {
1707 next = tmp->above; 1391 next = tmp->above;
1392
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1393 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1394 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1395 {
1711
1712 if (tmp->inv) 1396 if (tmp->inv)
1713 { 1397 {
1714 object *next1, *tmp1; 1398 object *next1, *tmp1;
1715 1399
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1400 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1401 {
1718 next1 = tmp1->below; 1402 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1403 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1404 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1405 alchemy_object (tmp1, value, weight);
1722 } 1406 }
1723 } 1407 }
1408
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1409 alchemy_object (tmp, value, weight);
1725 1410
1726 if (weight > weight_max) 1411 if (weight > weight_max)
1727 { 1412 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1413 }
1733 } /* is alchemable object */ 1414 }
1734 } /* process all objects on this space */ 1415
1416 value = min (value, value_max);
1417
1418 uint64 count = value / large->value;
1419 int large_nuggets = count;
1420 value -= count * large->value;
1421
1422 count = value / small->value;
1423 int small_nuggets = count;
1735 1424
1736 /* Insert all the nuggets at one time. This probably saves time, but 1425 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created 1426 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell. 1427 * with this spell.
1739 */ 1428 */
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1429 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1430
1431 if (weight > weight_max)
1432 goto bailout;
1741 } 1433 }
1742 } 1434 }
1435
1436bailout:
1743 large->destroy (0); 1437 large->destroy ();
1744 small->destroy (0); 1438 small->destroy ();
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1439 return 1;
1750} 1440}
1751 1441
1752 1442
1753/* This function removes the cursed/damned status on equipped 1443/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1452 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1453 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1454 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1455 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1456 {
1767
1768 was_one++; 1457 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1458 if (tmp->level <= caster_level (caster, spell))
1770 { 1459 {
1771 success++; 1460 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1461 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 } 1470 }
1782 1471
1783 if (op->type == PLAYER) 1472 if (op->type == PLAYER)
1784 { 1473 {
1785 if (success) 1474 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1475 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1476 else
1790 { 1477 {
1791 if (was_one) 1478 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1479 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1480 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1482 }
1796 } 1483 }
1484
1797 return success; 1485 return success;
1798} 1486}
1799 1487
1800/* Identifies objects in the players inventory/on the ground */ 1488/* Identifies objects in the players inventory/on the ground */
1801 1489
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1496 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1497
1810 if (num_ident < 1) 1498 if (num_ident < 1)
1811 num_ident = 1; 1499 num_ident = 1;
1812 1500
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1501 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1502 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1504 {
1818 identify (tmp); 1505 identify (tmp);
1506
1819 if (op->type == PLAYER) 1507 if (op->type == PLAYER)
1820 { 1508 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1509 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1510
1822 if (tmp->msg) 1511 if (tmp->msg)
1823 { 1512 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1513 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1514 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 } 1515 }
1827 } 1516 }
1517
1828 num_ident--; 1518 num_ident--;
1829 success = 1; 1519 success = 1;
1830 if (!num_ident) 1520 if (!num_ident)
1831 break; 1521 break;
1832 } 1522 }
1833 } 1523 }
1524
1834 /* If all the power of the spell has been used up, don't go and identify 1525 /* If all the power of the spell has been used up, don't go and identify
1835 * stuff on the floor. Only identify stuff on the floor if the spell 1526 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1527 * was not fully used.
1837 */ 1528 */
1838 if (num_ident) 1529 if (num_ident)
1839 { 1530 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1531 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1532 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1533 {
1843
1844 identify (tmp); 1534 identify (tmp);
1535
1845 if (op->type == PLAYER) 1536 if (op->type == PLAYER)
1846 { 1537 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1538 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1539
1848 if (tmp->msg) 1540 if (tmp->msg)
1849 { 1541 {
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1542 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1543 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 } 1544 }
1545
1853 esrv_send_item (op, tmp); 1546 esrv_send_item (op, tmp);
1854 } 1547 }
1548
1855 num_ident--; 1549 num_ident--;
1856 success = 1; 1550 success = 1;
1857 if (!num_ident) 1551 if (!num_ident)
1858 break; 1552 break;
1859 } 1553 }
1860 } 1554 }
1555
1861 if (!success) 1556 if (!success)
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1557 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1863 else 1558 else
1864 {
1865 spell_effect (spell, op->x, op->y, op->map, op); 1559 spell_effect (spell, op->x, op->y, op->map, op);
1866 } 1560
1867 return success; 1561 return success;
1868} 1562}
1869
1870 1563
1871int 1564int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1565cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1566{
1874 object *tmp, *last, *god, *detect; 1567 object *tmp, *last, *god, *detect;
1887 skill = caster; 1580 skill = caster;
1888 1581
1889 for (x = op->x - range; x <= op->x + range; x++) 1582 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1583 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1584 {
1892
1893 m = op->map; 1585 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1587 if (mflags & P_OUT_OF_MAP)
1896 continue; 1588 continue;
1897 1589
1899 * floor. But this is not true for show invisible. 1591 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1592 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1593 * down - that is easier than working up.
1902 */ 1594 */
1903 1595
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1596 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp; 1597 last = tmp;
1598
1906 /* Shouldn't happen, but if there are no objects on a space, this 1599 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1600 * would happen.
1908 */ 1601 */
1909 if (!last) 1602 if (!last)
1910 continue; 1603 continue;
1912 done_one = 0; 1605 done_one = 0;
1913 floor = 0; 1606 floor = 0;
1914 detect = NULL; 1607 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1608 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1609 {
1917
1918 /* show invisible */ 1610 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1611 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1612 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1613 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1614 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1615 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1616 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1617 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1624 {
1933 tmp->invisible = 0; 1625 tmp->invisible = 0;
1934 done_one = 1; 1626 done_one = 1;
1935 } 1627 }
1936 } 1628 }
1629
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1630 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1631 floor = 1;
1939 1632
1940 /* All detections below this point don't descend beneath the floor, 1633 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of 1634 * so just continue on. We could be clever and look at the type of
1994 */ 1687 */
1995 if (done_one) 1688 if (done_one)
1996 { 1689 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1690 object *detect_ob = arch_to_object (spell->other_arch);
1998 1691
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1692 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1693 if (done_one == 2 && detect)
2003 { 1694 {
2004 detect_ob->face = detect->face; 1695 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1696 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1698 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1699 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1700 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1701 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1702 }
1703
2012 insert_ob_in_map (detect_ob, m, op, 0); 1704 m->insert (detect_ob, nx, ny, op);
2013 } 1705 }
2014 } /* for processing the surrounding spaces */ 1706 } /* for processing the surrounding spaces */
2015 1707
2016 1708
2017 /* Now process objects in the players inventory if detect curse or magic */ 1709 /* Now process objects in the players inventory if detect curse or magic */
2066 1758
2067 /* Explodes a fireball centered at player */ 1759 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 1760 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1761 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1762 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x; 1763
2072 tmp->y = victim->y; 1764 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1765 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 1766 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1767 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1768 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1770 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1772 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1773 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1774 confuse_player (victim, victim, 99);
2088 } 1775 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1776 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1777 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1778}
2094 1779
2095/* cast_transfer 1780/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1781 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1782 * We let the target go above their normal maximum SP.
2111 1796
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1797 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1798
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1799 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1800 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1801 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1802 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1803 break;
2119 } 1804 }
2120 1805
2121 1806
2122 /* If we did not find a player in the specified direction, transfer 1807 /* If we did not find a player in the specified direction, transfer
2123 * to anyone on top of us. This is used for the rune of transference mostly. 1808 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1809 */
2125 if (plyr == NULL) 1810 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1811 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1812 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1813 break;
2129 1814
2130 if (!plyr) 1815 if (!plyr)
2131 { 1816 {
2186 m = op->map; 1871 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1872 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
2189 return; 1874 return;
2190 1875
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1876 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1877 {
2193 next = tmp->above; 1878 next = tmp->above;
2194 1879
2195 /* Need to look at the head object - otherwise, if tmp 1880 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1881 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1893 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1894 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1895 * monsters either.
2211 */ 1896 */
2212 1897
2213 if (head->attacktype & AT_MAGIC && 1898 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1899 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1900 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1901 && (op->level > head->level))
2217 head->destroy (0); 1902 head->destroy ();
2218 }
2219 else 1903 else
2220 switch (head->type) 1904 switch (head->type)
2221 { 1905 {
2222 case SPELL_EFFECT: 1906 case SPELL_EFFECT:
1907 // XXX: Don't affect floor spelleffects. See also XXX comment
1908 // about sanctuary in spell_util.C
1909 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1910 continue;
1911
2223 if (op->level > head->level) 1912 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1913 head->destroy ();
2227 } 1914
2228 break; 1915 break;
2229 1916
2230 /* I really don't get this rune code that much - that 1917 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1918 * random chance seems really low.
2232 */ 1919 */
2233 case RUNE: 1920 case RUNE:
2234 if (rndm (0, 149) == 0) 1921 if (rndm (0, 149) == 0)
2235 { 1922 {
2236 head->stats.hp--; /* weaken the rune */ 1923 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1924 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1925 head->destroy ();
2241 }
2242 } 1926 }
2243 break; 1927 break;
2244 } 1928 }
2245 } 1929 }
2246} 1930}
2299 * This code was very odd - code early on would only let players use the spell, 1983 * This code was very odd - code early on would only let players use the spell,
2300 * yet the code wass full of player checks. I've presumed that the code 1984 * yet the code wass full of player checks. I've presumed that the code
2301 * that only let players use it was correct, and removed all the other 1985 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1986 * player checks. MSW 2003-01-06
2303 */ 1987 */
2304
2305int 1988int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1989animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1990{
2308 object *weapon, *tmp; 1991 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1992 char buf[MAX_BUF];
2321 /* exit if it's not a player using this spell. */ 2004 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 2005 if (op->type != PLAYER)
2323 return 0; 2006 return 0;
2324 2007
2325 /* if player already has a golem, abort */ 2008 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 2009 if (object *golem = op->contr->golem)
2327 { 2010 {
2328 control_golem (op->contr->ranges[range_golem], dir); 2011 control_golem (golem, dir);
2329 return 0; 2012 return 0;
2330 } 2013 }
2331 2014
2332 /* if no direction specified, pick one */ 2015 /* if no direction specified, pick one */
2333 if (!dir) 2016 if (!dir)
2379 /* create the golem object */ 2062 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2063 tmp = arch_to_object (spell->other_arch);
2381 2064
2382 /* if animated by a player, give the player control of the golem */ 2065 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2066 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2067 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2068 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2069 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2070 tmp->set_owner (op);
2071 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2072 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2073
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2074 /* Give the weapon to the golem now. A bit of a hack to check the
2394 * removed flag - it should only be set if get_split_object was 2075 * removed flag - it should only be set if get_split_object was
2395 * used above. 2076 * used above.
2396 */ 2077 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2078 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2079 weapon->remove ();
2080
2399 insert_ob_in_ob (weapon, tmp); 2081 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon); 2082 esrv_send_item (op, weapon);
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2083 /* To do everything necessary to let a golem use the weapon is a pain,
2402 * so instead, just set it as equipped (otherwise, we need to update 2084 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2085 * body_info, skills, etc)
2404 */ 2086 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2087 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2088 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2089 tmp->update_stats ();
2408 2090
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2091 /* There used to be 'odd' code that basically seemed to take the absolute
2410 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2092 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2411 * if you're using a crappy weapon, it shouldn't be as good. 2093 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2094 */
2464 if (a > 14) 2146 if (a > 14)
2465 a = 14; 2147 a = 14;
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2148 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2149
2468 /* Determine golem's speed */ 2150 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2151 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2152
2474 if (!spell->race) 2153 if (!spell->race)
2475 { 2154 {
2476 sprintf (buf, "animated %s", &weapon->name); 2155 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2156 tmp->name = buf;
2479 tmp->face = weapon->face; 2158 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2159 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2160 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2161 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2162 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2163 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2164 }
2494 2165
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2166 /* make experience increase in proportion to the strength of the summoned creature. */
2496 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2167 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2497 2168
2498 tmp->speed_left = -1; 2169 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2170 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2171
2172 m->insert (tmp, x, y, op);
2503 return 1; 2173 return 1;
2504} 2174}
2505 2175
2506/* cast_daylight() - changes the map darkness level *lower* */ 2176/* cast_daylight() - changes the map darkness level *lower* */
2507 2177
2515 int success; 2185 int success;
2516 2186
2517 if (!op->map) 2187 if (!op->map)
2518 return 0; /* shouldnt happen */ 2188 return 0; /* shouldnt happen */
2519 2189
2520 success = change_map_light (op->map, spell->stats.dam); 2190 success = op->map->change_map_light (spell->stats.dam);
2191
2521 if (!success) 2192 if (!success)
2522 { 2193 {
2523 if (spell->stats.dam < 0) 2194 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2196 else
2550 2221
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2222 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2223
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2224 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2225
2555 set_owner (new_aura, op); 2226 new_aura->set_owner (op);
2556 set_spell_skill (op, caster, spell, new_aura); 2227 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2228 new_aura->attacktype = spell->attacktype;
2558 2229
2559 new_aura->level = caster_level (caster, spell); 2230 new_aura->level = caster_level (caster, spell);
2560 if (refresh) 2231 if (refresh)
2591 aura->remove (); 2262 aura->remove ();
2592 2263
2593 /* exit if we're out of gas */ 2264 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2265 if (aura->duration-- < 0)
2595 { 2266 {
2596 aura->destroy (0); 2267 aura->destroy ();
2597 return; 2268 return;
2598 } 2269 }
2599 2270
2600 /* auras only exist in inventories */ 2271 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2272 if (env == NULL || env->map == NULL)
2602 { 2273 {
2603 aura->destroy (0); 2274 aura->destroy ();
2604 return; 2275 return;
2605 } 2276 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2277
2609 /* we need to jump out of the inventory for a bit 2278 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2279 * in order to hit the map conveniently.
2611 */ 2280 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2281 aura->insert_at (env, aura);
2613 2282
2614 for (i = 1; i < 9; i++) 2283 for (i = 1; i < 9; i++)
2615 { 2284 {
2616 sint16 nx, ny; 2285 sint16 nx, ny;
2617 2286
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2295 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2627 { 2296 {
2628 hit_map (aura, i, aura->attacktype, 0); 2297 hit_map (aura, i, aura->attacktype, 0);
2629 2298
2630 if (aura->other_arch) 2299 if (aura->other_arch)
2631 { 2300 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2301 }
2639 }
2640 } 2302 }
2303
2641 /* put the aura back in the player's inventory */ 2304 /* put the aura back in the player's inventory */
2642 aura->remove (); 2305 aura->remove ();
2643 insert_ob_in_ob (aura, env); 2306 insert_ob_in_ob (aura, env);
2644} 2307}
2645 2308
2650void 2313void
2651move_peacemaker (object *op) 2314move_peacemaker (object *op)
2652{ 2315{
2653 object *tmp; 2316 object *tmp;
2654 2317
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2318 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2319 {
2657 int atk_lev, def_lev; 2320 int atk_lev, def_lev;
2658 object *victim = tmp; 2321 object *victim = tmp;
2659 2322
2660 if (tmp->head) 2323 if (tmp->head)
2671 2334
2672 if (rndm (0, atk_lev - 1) > def_lev) 2335 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2336 {
2674 /* make this sucker peaceful. */ 2337 /* make this sucker peaceful. */
2675 2338
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2339 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2340 victim->stats.exp = 0;
2678#if 0 2341#if 0
2679 /* No idea why these were all set to zero - if something 2342 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2343 * makes this creature agressive, he should still do damage.
2681 */ 2344 */
2726 2389
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2390 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2391
2729 tmp->race = op->name; /*Save the owner of the rune */ 2392 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2393 tmp->msg = rune;
2731 tmp->x = op->x; 2394
2732 tmp->y = op->y; 2395 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2396 return 1;
2735} 2397}

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