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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 1.31 by root, Thu Jan 4 16:19:32 2007 UTC

37void 37void
38cast_magic_storm (object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
39{ 39{
40 if (!tmp) 40 if (!tmp)
41 return; /* error */ 41 return; /* error */
42
42 tmp->level = op->level; 43 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 44 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 45 tmp->duration += lvl / 5;
47 46
48 /* Put a cap on duration for this - if the player fails in their 47 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 48 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 49 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 50 * so don't really need to increase the duration as much either.
52 */ 51 */
53 if (tmp->duration >= 40) 52 if (tmp->duration >= 40)
54 tmp->duration = 40; 53 tmp->duration = 40;
54
55 tmp->stats.dam = lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 57
58 tmp->insert_at (op, op);
59} 59}
60
61 60
62int 61int
63recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
64{ 63{
65 object *wand, *tmp; 64 object *wand, *tmp;
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 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); 76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 77 esrv_del_item (op->contr, wand->count);
79 wand->remove ();
80 wand->destroy (0); 78 wand->destroy ();
81 tmp = get_archetype ("fireball"); 79 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81
83 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
84
85 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
86
86 if (tmp->stats.hp < 2) 87 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 88 tmp->stats.hp = 2;
88 tmp->x = op->x; 89
89 tmp->y = op->y; 90 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 91 return 1;
92 } 92 }
93 93
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
95 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
97 else 98 else
98 { 99 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 101 return 0;
101 } 102 }
103
102 if (!ncharges) 104 if (!ncharges)
103 ncharges = 1; 105 ncharges = 1;
104 106
105 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
108 { 111 {
109 SET_FLAG (wand, FLAG_ANIMATE); 112 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->clone.speed);
111 update_ob_speed (wand);
112 } 114 }
115
113 return 1; 116 return 1;
114} 117}
115 118
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 119/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
158 if (!strcasecmp (al->item->name, stringarg)) 161 if (!strcasecmp (al->item->name, stringarg))
159 break; 162 break;
160 163
161 if (!al) 164 if (!al)
162 { 165 {
163 missile->destroy (0); 166 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 168 return 0;
166 } 169 }
167 170
168 if (al->item->slaying) 171 if (al->item->slaying)
169 { 172 {
170 missile->destroy (0); 173 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 175 return 0;
173 } 176 }
174 177
175 give_artifact_abilities (missile, al->item); 178 give_artifact_abilities (missile, al->item);
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 307 return 0;
305 } 308 }
306 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
307 { 310 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 311 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))) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 313 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 315 if (tmp->head != NULL)
313 tmp = tmp->head; 316 tmp = tmp->head;
441 444
442 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
443 continue; 446 continue;
444 447
445 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 450 {
448 next = tmp->above; 451 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 454 }
452 } 455 }
456
453 return 1; 457 return 1;
454} 458}
455
456 459
457void 460void
458execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
459{ 462{
460 object *wor = op; 463 if (object *pl = op->in_player ())
461 464 {
462 while (op != NULL && op->type != PLAYER) 465 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."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 467 else
468 {
469 // remove first so we do not call update_stats
470 op->remove ();
469 enter_exit (op, wor); 471 pl->enter_exit (op);
472 }
473 }
470 474
471 wor->remove ();
472 wor->destroy (0); 475 op->destroy ();
473} 476}
474 477
475/* Word of recall causes the player to return 'home'. 478/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 479 * we put a force into the player object, so that there is a
477 * time delay effect. 480 * time delay effect.
496 { 499 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 502 return 0;
500 } 503 }
504
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 506 if (time < 1)
503 time = 1; 507 time = 1;
504 508
505 /* value of speed really doesn't make much difference, as long as it is 509 /* value of speed really doesn't make much difference, as long as it is
506 * positive. Lower value may be useful so that the problem doesn't 510 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 511 * do anything really odd if it say a -1000 or something.
508 */ 512 */
509 dummy->speed = 0.002; 513 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 514 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 515 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 516 dummy->subtype = SP_WORD_OF_RECALL;
514 517
515 /* If we could take advantage of enter_player_savebed() here, it would be 518 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
517 */ 520 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 521 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
521 524
522 (void) insert_ob_in_ob (dummy, op); 525 op->insert (dummy);
526
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
524 return 1; 529 return 1;
525} 530}
526 531
527/* cast_wonder 532/* cast_wonder
528 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
557 } 562 }
558 return cast_spell (op, caster, dir, newspell, NULL); 563 return cast_spell (op, caster, dir, newspell, NULL);
559 } 564 }
560 return 1; 565 return 1;
561} 566}
562
563 567
564int 568int
565perceive_self (object *op) 569perceive_self (object *op)
566{ 570{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 char *cp = describe_item (op, op), buf[MAX_BUF];
636 * Code by Tchize (david.delbecq@usa.net) 640 * Code by Tchize (david.delbecq@usa.net)
637 */ 641 */
638int 642int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir) 643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{ 644{
641 object *dummy, *force, *old_force, *tmp; 645 object *dummy, *force, *old_force;
642 archetype *perm_portal; 646 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024]; 647 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap; 648 maptile *exitmap;
646 int op_level; 649 int op_level;
647
648 650
649 /* Check to see if the map the player is currently on is a per player unique 651 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the 652 * map. This can be determined in that per player unique maps have the
651 * full pathname listed. 653 * full pathname listed.
652 */ 654 */
661 */ 663 */
662 dummy = arch_to_object (spell->other_arch); 664 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL) 665 if (dummy == NULL)
664 { 666 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 667 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); 668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0; 669 return 0;
668 } 670 }
671
669 force = check_inv_recursive (op, dummy); 672 force = check_inv_recursive (op, dummy);
670 673
671 if (force == NULL) 674 if (force == NULL)
672 { 675 {
673 /* Here we know there is no destination marked up. 676 /* Here we know there is no destination marked up.
680 EXIT_Y (dummy) = op->y; 683 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op); 684 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."); 685 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; 686 return 1;
684 } 687 }
688
685 dummy->destroy (0); 689 dummy->destroy ();
686 690
687 /* Here we know where the town portal should go to 691 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player. 692 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals. 693 * Than we should create the 2 portals.
690 * For each of them, we need: 694 * For each of them, we need:
703 /* First step: killing existing town portals */ 707 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race); 708 dummy = get_archetype (spell->race);
705 if (dummy == NULL) 709 if (dummy == NULL)
706 { 710 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 711 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); 712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0; 713 return 0;
710 } 714 }
715
711 perm_portal = archetype::find (spell->slaying); 716 perm_portal = archetype::find (spell->slaying);
712 717
713 /* To kill a town portal, we go trough the player's inventory, 718 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory, 719 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed) 720 * -We try load the associated map (if impossible, consider the portal destructed)
717 * If it has the good name, we destruct it. 722 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal. 723 * -We destruct the force indicating that portal.
719 */ 724 */
720 while ((old_force = check_inv_recursive (op, dummy))) 725 while ((old_force = check_inv_recursive (op, dummy)))
721 { 726 {
722 exitx = EXIT_X (old_force); 727 exitmap = maptile::find_sync (old_force->race, op->map);
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);
730 728
731 if (exitmap) 729 if (exitmap)
732 { 730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
733 tmp = present_arch (perm_portal, exitmap, exitx, exity); 736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
734 while (tmp)
735 { 737 {
736 if (tmp->name == old_force->name) 738 if (tmp->name == old_force->name)
737 { 739 {
738 tmp->remove ();
739 tmp->destroy (0); 740 tmp->destroy ();
740 break; 741 break;
741 } 742 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 } 743 }
747 } 744 }
748 old_force->remove (); 745
749 old_force->destroy (0); 746 old_force->destroy ();
750 LOG (llevDebug, "\n");
751 } 747 }
748
752 dummy->destroy (0); 749 dummy->destroy ();
753 750
754 /* Creating the portals. 751 /* Creating the portals.
755 * The very first thing to do is to ensure 752 * The very first thing to do is to ensure
756 * access to the destination map. 753 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player. 754 * If we can't, don't fizzle. Simply warn player.
760 * 'force' is the destination of the town portal, which we got 757 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above. 758 * from the players inventory above.
762 */ 759 */
763 760
764 /* Ensure exit map is loaded */ 761 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 762 exitmap = maptile::find_sync (force->name);
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769 763
770 /* If we were unable to load (ex. random map deleted), warn player */ 764 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL) 765 if (!exitmap)
772 { 766 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0); 768 force->destroy ();
776 return 1; 769 return 1;
777 } 770 }
771
772 exitmap->load_sync ();
778 773
779 op_level = caster_level (caster, spell); 774 op_level = caster_level (caster, spell);
780 if (op_level < 15) 775 if (op_level < 15)
781 snprintf (portal_message, 1024, 776 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", 777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
792 787
793 /* Create a portal in front of player 788 /* Create a portal in front of player
794 * dummy contain the portal and 789 * dummy contain the portal and
795 * force contain the track to kill it later 790 * force contain the track to kill it later
796 */ 791 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */ 793 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL) 794 if (dummy == NULL)
801 { 795 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 796 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); 797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0; 798 return 0;
805 } 799 }
800
806 EXIT_PATH (dummy) = force->name; 801 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force); 802 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force); 803 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name; 804 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message; 805 dummy->msg = portal_message;
813 808
814 /* Now we need to to create a town portal marker inside the player 809 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active 810 * object, so on future castings, we can know that he has an active
816 * town portal. 811 * town portal.
817 */ 812 */
818 tmp = get_archetype (spell->race); 813 object *tmp = get_archetype (spell->race);
819 if (tmp == NULL) 814
815 if (!tmp)
820 { 816 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 817 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); 818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0; 819 return 0;
824 } 820 }
821
825 tmp->race = op->map->path; 822 tmp->race = op->map->path;
826 tmp->name = portal_name; 823 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x; 824 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y; 825 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op); 826 op->insert (tmp);
830 827
831 /* Create a portal in the destination map 828 /* Create a portal in the destination map
832 * dummy contain the portal and 829 * dummy contain the portal and
833 * force the track to kill it later 830 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of 831 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to. 832 * where this portal goes to.
836 */ 833 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */ 835 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL) 836 if (dummy == NULL)
840 { 837 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 838 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); 839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0; 840 return 0;
844 } 841 }
842
845 EXIT_PATH (dummy) = op->map->path; 843 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x; 844 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y; 845 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name; 846 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message; 847 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 */ 848 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0); 849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
854 850
855 /* Now we create another town portal marker that 851 /* Now we create another town portal marker that
856 * points back to the one we just made 852 * points back to the one we just made
857 */ 853 */
858 tmp = get_archetype (spell->race); 854 tmp = get_archetype (spell->race);
859 if (tmp == NULL) 855 if (tmp == NULL)
860 { 856 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 857 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); 858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0; 859 return 0;
864 } 860 }
861
865 tmp->race = force->name; 862 tmp->race = force->name;
866 tmp->name = portal_name; 863 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x; 864 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y; 865 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op); 866 insert_ob_in_ob (tmp, op);
870 867
871 /* Describe the player what happened 868 /* Describe the player what happened
872 */ 869 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); 870 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); 871 force->destroy ();
872
876 return 1; 873 return 1;
877} 874}
878
879 875
880/* This creates magic walls. Really, it can create most any object, 876/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 877 * within some reason.
882 */ 878 */
883
884int 879int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 880magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 881{
887 object *tmp, *tmp2; 882 object *tmp;
888 int i, posblocked, negblocked, maxrange; 883 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 884 sint16 x, y;
890 maptile *m; 885 maptile *m;
891 const char *name; 886 const char *name;
892 archetype *at; 887 archetype *at;
900 else 895 else
901 { 896 {
902 x = op->x + freearr_x[dir]; 897 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 898 y = op->y + freearr_y[dir];
904 } 899 }
900
905 m = op->map; 901 m = op->map;
906 902
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 903 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) || 904 (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))) 905 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 906 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 907 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 908 return 0;
913 } 909 }
910
914 if (spell_ob->other_arch) 911 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 912 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 913 else if (spell_ob->race)
919 { 914 {
920 char buf1[MAX_BUF]; 915 char buf1[MAX_BUF];
921 916
922 sprintf (buf1, spell_ob->race, dir); 917 sprintf (buf1, spell_ob->race, dir);
925 { 920 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 921 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 922 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 923 return 0;
929 } 924 }
925
930 tmp = arch_to_object (at); 926 tmp = arch_to_object (at);
931 } 927 }
932 else 928 else
933 { 929 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 930 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 940 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 941 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 942 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 943 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 944 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 945 }
946
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 947 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 948 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 949 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 950 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 951 }
952
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 953 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 954 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 955 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 956 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 957 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 958 SET_FLAG (tmp, FLAG_ALIVE);
963 } 959 }
964 960
965 /* This can't really hurt - if the object doesn't kill anything, 961 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 962 * these fields just won't be used. Do not set the owner for
963 * earthwalls, though, so they survive restarts.
967 */ 964 */
968 set_owner (tmp, op); 965 if (tmp->type != EARTHWALL) //TODO
966 tmp->set_owner (op);
967
969 set_spell_skill (op, caster, spell_ob, tmp); 968 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; 969 tmp->level = caster_level (caster, spell_ob) / 2;
973 970
974 name = tmp->name; 971 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 972 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 973 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 974 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 975 return 0;
979 } 976 }
977
980 /* If this is a spellcasting wall, need to insert the spell object */ 978 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 981
984 /* This code causes the wall to extend some distance in 982 /* This code causes the wall to extend some distance in
1002 m = tmp->map; 1000 m = tmp->map;
1003 1001
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1002 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 1003 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 1004 {
1007 tmp2 = get_object (); 1005 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 1006 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 1007
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 */ 1008 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1010 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 1011
1016 } 1012 }
1017 else 1013 else
1018 posblocked = 1; 1014 posblocked = 1;
1019 1015
1022 m = tmp->map; 1018 m = tmp->map;
1023 1019
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1020 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 1021 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 1022 {
1027 tmp2 = get_object (); 1023 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 1024 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 1025
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1027 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1028 }
1035 else 1029 else
1036 negblocked = 1; 1030 negblocked = 1;
1037 } 1031 }
1038 1032
1087 { 1081 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1082 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 1083 op->contr->count = 0;
1090 return 0; 1084 return 0;
1091 } 1085 }
1086
1092 op->contr->count = 0; 1087 op->contr->count = 0;
1093 1088
1094 /* Remove code that puts player on random space on maps. IMO, 1089 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 1090 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 1091 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1140 return 0;
1146 } 1141 }
1147 } 1142 }
1148 1143
1149 /* Actually move the player now */ 1144 /* Actually move the player now */
1150 op->remove (); 1145 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 1146 return 1;
1155 1147
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1148 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 1149 return 1;
1158} 1150}
1302}; 1294};
1303 1295
1304int 1296int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1297cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1298{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1299 object *force = NULL;
1309 int i; 1300 int i;
1310 1301
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1302 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1303 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1304 ? find_target_for_friendly_spell (op, dir)
1315 } 1305 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1306
1321 if (tmp == NULL) 1307 if (!tmp)
1322 return 0; 1308 return 0;
1323 1309
1324 /* If we've already got a force of this type, don't add a new one. */ 1310 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1311 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1312 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1313 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1314 {
1329 if (tmp2->name == spell_ob->name) 1315 if (tmp2->name == spell_ob->name)
1330 { 1316 {
1432 force->stats.ac = spell_ob->stats.ac; 1418 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1419 force->attacktype = spell_ob->attacktype;
1434 1420
1435 insert_ob_in_ob (force, tmp); 1421 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1422 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1423 tmp->update_stats ();
1438 return 1; 1424 return 1;
1439} 1425}
1440 1426
1441/* This used to be part of cast_change_ability, but it really didn't make 1427/* 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 1428 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1527 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1528 force->stats.ac = spell_ob->stats.ac;
1543 1529
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1530 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1531 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1532 tmp->update_stats ();
1547 return 1; 1533 return 1;
1548} 1534}
1549 1535
1550 1536
1551 1537
1621 *small_nuggets -= large->value / small->value; 1607 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value) 1608 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--; 1609 (*small_nuggets)--;
1624 } 1610 }
1625 weight += obj->weight; 1611 weight += obj->weight;
1626 obj->remove ();
1627 obj->destroy (0); 1612 obj->destroy ();
1628} 1613}
1629 1614
1630static void 1615static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1616update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{ 1617{
1639 if (x == op->x && y == op->y && op->map == m) 1624 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR; 1625 flag = INS_BELOW_ORIGINATOR;
1641 1626
1642 if (small_nuggets) 1627 if (small_nuggets)
1643 { 1628 {
1644 tmp = get_object (); 1629 tmp = small->clone ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets; 1630 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag); 1631 m->insert (tmp, x, y, op, flag);
1650 } 1632 }
1633
1651 if (large_nuggets) 1634 if (large_nuggets)
1652 { 1635 {
1653 tmp = get_object (); 1636 tmp = large->clone ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets; 1637 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag); 1638 m->insert (tmp, x, y, op, flag);
1659 } 1639 }
1660} 1640}
1661 1641
1662int 1642int
1663alchemy (object *op, object *caster, object *spell_ob) 1643alchemy (object *op, object *caster, object *spell_ob)
1700 continue; 1680 continue;
1701 1681
1702 small_nuggets = 0; 1682 small_nuggets = 0;
1703 large_nuggets = 0; 1683 large_nuggets = 0;
1704 1684
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next) 1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1686 {
1707 next = tmp->above; 1687 next = tmp->above;
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1690 {
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1725 1705
1726 if (weight > weight_max) 1706 if (weight > weight_max)
1727 { 1707 {
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0); 1709 large->destroy ();
1730 small->destroy (0); 1710 small->destroy ();
1731 return 1; 1711 return 1;
1732 } 1712 }
1733 } /* is alchemable object */ 1713 } /* is alchemable object */
1734 } /* process all objects on this space */ 1714 } /* process all objects on this space */
1735 1715
1738 * with this spell. 1718 * with this spell.
1739 */ 1719 */
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1720 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1741 } 1721 }
1742 } 1722 }
1723
1743 large->destroy (0); 1724 large->destroy ();
1744 small->destroy (0); 1725 small->destroy ();
1745 /* reset this so that if player standing on a big pile of stuff, 1726 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly. 1727 * it is redrawn properly.
1747 */ 1728 */
1748 op->contr->socket.look_position = 0; 1729 op->contr->ns->look_position = 0;
1749 return 1; 1730 return 1;
1750} 1731}
1751 1732
1752 1733
1753/* This function removes the cursed/damned status on equipped 1734/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1743 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1744 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1745 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1746 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1747 {
1767
1768 was_one++; 1748 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1749 if (tmp->level <= caster_level (caster, spell))
1770 { 1750 {
1771 success++; 1751 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1752 if (QUERY_FLAG (spell, FLAG_DAMNED))
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1773 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1774 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1775 }
1796 } 1776 }
1777
1797 return success; 1778 return success;
1798} 1779}
1799 1780
1800/* Identifies objects in the players inventory/on the ground */ 1781/* Identifies objects in the players inventory/on the ground */
1801 1782
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1789 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1790
1810 if (num_ident < 1) 1791 if (num_ident < 1)
1811 num_ident = 1; 1792 num_ident = 1;
1812 1793
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1794 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1795 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1797 {
1818 identify (tmp); 1798 identify (tmp);
1799
1819 if (op->type == PLAYER) 1800 if (op->type == PLAYER)
1820 { 1801 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1803
1822 if (tmp->msg) 1804 if (tmp->msg)
1823 { 1805 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 } 1808 }
1827 } 1809 }
1810
1828 num_ident--; 1811 num_ident--;
1829 success = 1; 1812 success = 1;
1830 if (!num_ident) 1813 if (!num_ident)
1831 break; 1814 break;
1832 } 1815 }
1833 } 1816 }
1817
1834 /* If all the power of the spell has been used up, don't go and identify 1818 /* 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 1819 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1820 * was not fully used.
1837 */ 1821 */
1838 if (num_ident) 1822 if (num_ident)
1839 { 1823 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1824 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1826 {
1843
1844 identify (tmp); 1827 identify (tmp);
1828
1845 if (op->type == PLAYER) 1829 if (op->type == PLAYER)
1846 { 1830 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1831 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1832
1848 if (tmp->msg) 1833 if (tmp->msg)
1849 { 1834 {
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1835 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 } 1837 }
1838
1853 esrv_send_item (op, tmp); 1839 esrv_send_item (op, tmp);
1854 } 1840 }
1841
1855 num_ident--; 1842 num_ident--;
1856 success = 1; 1843 success = 1;
1857 if (!num_ident) 1844 if (!num_ident)
1858 break; 1845 break;
1859 } 1846 }
1860 } 1847 }
1848
1861 if (!success) 1849 if (!success)
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1850 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1863 else 1851 else
1864 {
1865 spell_effect (spell, op->x, op->y, op->map, op); 1852 spell_effect (spell, op->x, op->y, op->map, op);
1866 } 1853
1867 return success; 1854 return success;
1868} 1855}
1869
1870 1856
1871int 1857int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1858cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1859{
1874 object *tmp, *last, *god, *detect; 1860 object *tmp, *last, *god, *detect;
1887 skill = caster; 1873 skill = caster;
1888 1874
1889 for (x = op->x - range; x <= op->x + range; x++) 1875 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1876 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1877 {
1892
1893 m = op->map; 1878 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1879 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1880 if (mflags & P_OUT_OF_MAP)
1896 continue; 1881 continue;
1897 1882
1899 * floor. But this is not true for show invisible. 1884 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1885 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1886 * down - that is easier than working up.
1902 */ 1887 */
1903 1888
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1889 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp; 1890 last = tmp;
1891
1906 /* Shouldn't happen, but if there are no objects on a space, this 1892 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1893 * would happen.
1908 */ 1894 */
1909 if (!last) 1895 if (!last)
1910 continue; 1896 continue;
1912 done_one = 0; 1898 done_one = 0;
1913 floor = 0; 1899 floor = 0;
1914 detect = NULL; 1900 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1901 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1902 {
1917
1918 /* show invisible */ 1903 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1904 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1905 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1906 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1907 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1908 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1909 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1910 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1917 {
1933 tmp->invisible = 0; 1918 tmp->invisible = 0;
1934 done_one = 1; 1919 done_one = 1;
1935 } 1920 }
1936 } 1921 }
1922
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1924 floor = 1;
1939 1925
1940 /* All detections below this point don't descend beneath the floor, 1926 /* 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 1927 * so just continue on. We could be clever and look at the type of
1994 */ 1980 */
1995 if (done_one) 1981 if (done_one)
1996 { 1982 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1983 object *detect_ob = arch_to_object (spell->other_arch);
1998 1984
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1985 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1986 if (done_one == 2 && detect)
2003 { 1987 {
2004 detect_ob->face = detect->face; 1988 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1989 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1991 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1992 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1993 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1994 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1995 }
1996
2012 insert_ob_in_map (detect_ob, m, op, 0); 1997 m->insert (detect_ob, nx, ny, op);
2013 } 1998 }
2014 } /* for processing the surrounding spaces */ 1999 } /* for processing the surrounding spaces */
2015 2000
2016 2001
2017 /* Now process objects in the players inventory if detect curse or magic */ 2002 /* Now process objects in the players inventory if detect curse or magic */
2066 2051
2067 /* Explodes a fireball centered at player */ 2052 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 2053 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2054 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 2055 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x; 2056
2072 tmp->y = victim->y; 2057 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 2058 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 2059 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2060 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."); 2061 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) 2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2063 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 2065 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2066 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 2067 confuse_player (victim, victim, 99);
2088 } 2068 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2069 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2070 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 2071}
2094 2072
2095/* cast_transfer 2073/* cast_transfer
2096 * This spell transfers sp from the player to another person. 2074 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 2075 * We let the target go above their normal maximum SP.
2111 2089
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 2090 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 2091
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2092 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 2093 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2094 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2095 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 2096 break;
2119 } 2097 }
2120 2098
2121 2099
2122 /* If we did not find a player in the specified direction, transfer 2100 /* 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. 2101 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 2102 */
2125 if (plyr == NULL) 2103 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2104 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)) 2105 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 2106 break;
2129 2107
2130 if (!plyr) 2108 if (!plyr)
2131 { 2109 {
2186 m = op->map; 2164 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2165 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 2166 if (mflags & P_OUT_OF_MAP)
2189 return; 2167 return;
2190 2168
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2169 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 2170 {
2193 next = tmp->above; 2171 next = tmp->above;
2194 2172
2195 /* Need to look at the head object - otherwise, if tmp 2173 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 2174 * points to a monster, we don't have all the necessary
2210 * monsters either. 2188 * monsters either.
2211 */ 2189 */
2212 2190
2213 if (head->attacktype & AT_MAGIC && 2191 if (head->attacktype & AT_MAGIC &&
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 2192 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2215 {
2216 head->remove ();
2217 head->destroy (0); 2193 head->destroy ();
2218 }
2219 else 2194 else
2220 switch (head->type) 2195 switch (head->type)
2221 { 2196 {
2222 case SPELL_EFFECT: 2197 case SPELL_EFFECT:
2223 if (op->level > head->level) 2198 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 2199 head->destroy ();
2227 } 2200
2228 break; 2201 break;
2229 2202
2230 /* I really don't get this rune code that much - that 2203 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 2204 * random chance seems really low.
2232 */ 2205 */
2233 case RUNE: 2206 case RUNE:
2234 if (rndm (0, 149) == 0) 2207 if (rndm (0, 149) == 0)
2235 { 2208 {
2236 head->stats.hp--; /* weaken the rune */ 2209 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 2210 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 2211 head->destroy ();
2241 }
2242 } 2212 }
2243 break; 2213 break;
2244 } 2214 }
2245 } 2215 }
2246} 2216}
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2353 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY); 2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2355 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2356 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2357 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2358 tmp->set_owner (op);
2389 set_spell_skill (op, caster, spell, tmp); 2359 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp; 2360 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem; 2361 op->contr->shoottype = range_golem;
2392 2362
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2363 /* Give the weapon to the golem now. A bit of a hack to check the
2402 * so instead, just set it as equipped (otherwise, we need to update 2372 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2373 * body_info, skills, etc)
2404 */ 2374 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2375 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2376 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2377 tmp->update_stats ();
2408 2378
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2379 /* 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 - 2380 * 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. 2381 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2382 */
2464 if (a > 14) 2434 if (a > 14)
2465 a = 14; 2435 a = 14;
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2436 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2437
2468 /* Determine golem's speed */ 2438 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2439 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2440
2474 if (!spell->race) 2441 if (!spell->race)
2475 { 2442 {
2476 sprintf (buf, "animated %s", &weapon->name); 2443 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2444 tmp->name = buf;
2479 tmp->face = weapon->face; 2446 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2447 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2448 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2449 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2450 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2451 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 } 2452 }
2494 2453
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2454 /* make experience increase in proportion to the strength of the summoned creature. */
2496 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2455 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2497 2456
2498 tmp->speed_left = -1; 2457 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2458 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2459
2460 m->insert (tmp, x, y, op);
2503 return 1; 2461 return 1;
2504} 2462}
2505 2463
2506/* cast_daylight() - changes the map darkness level *lower* */ 2464/* cast_daylight() - changes the map darkness level *lower* */
2507 2465
2515 int success; 2473 int success;
2516 2474
2517 if (!op->map) 2475 if (!op->map)
2518 return 0; /* shouldnt happen */ 2476 return 0; /* shouldnt happen */
2519 2477
2520 success = change_map_light (op->map, spell->stats.dam); 2478 success = op->map->change_map_light (spell->stats.dam);
2479
2521 if (!success) 2480 if (!success)
2522 { 2481 {
2523 if (spell->stats.dam < 0) 2482 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2483 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2484 else
2550 2509
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2510 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2511
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2512 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2513
2555 set_owner (new_aura, op); 2514 new_aura->set_owner (op);
2556 set_spell_skill (op, caster, spell, new_aura); 2515 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2516 new_aura->attacktype = spell->attacktype;
2558 2517
2559 new_aura->level = caster_level (caster, spell); 2518 new_aura->level = caster_level (caster, spell);
2560 if (refresh) 2519 if (refresh)
2591 aura->remove (); 2550 aura->remove ();
2592 2551
2593 /* exit if we're out of gas */ 2552 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2553 if (aura->duration-- < 0)
2595 { 2554 {
2596 aura->destroy (0); 2555 aura->destroy ();
2597 return; 2556 return;
2598 } 2557 }
2599 2558
2600 /* auras only exist in inventories */ 2559 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2560 if (env == NULL || env->map == NULL)
2602 { 2561 {
2603 aura->destroy (0); 2562 aura->destroy ();
2604 return; 2563 return;
2605 } 2564 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2565
2609 /* we need to jump out of the inventory for a bit 2566 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2567 * in order to hit the map conveniently.
2611 */ 2568 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2569 aura->insert_at (env, aura);
2613 2570
2614 for (i = 1; i < 9; i++) 2571 for (i = 1; i < 9; i++)
2615 { 2572 {
2616 sint16 nx, ny; 2573 sint16 nx, ny;
2617 2574
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2583 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2627 { 2584 {
2628 hit_map (aura, i, aura->attacktype, 0); 2585 hit_map (aura, i, aura->attacktype, 0);
2629 2586
2630 if (aura->other_arch) 2587 if (aura->other_arch)
2631 { 2588 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 } 2589 }
2639 }
2640 } 2590 }
2591
2641 /* put the aura back in the player's inventory */ 2592 /* put the aura back in the player's inventory */
2642 aura->remove (); 2593 aura->remove ();
2643 insert_ob_in_ob (aura, env); 2594 insert_ob_in_ob (aura, env);
2644} 2595}
2645 2596
2650void 2601void
2651move_peacemaker (object *op) 2602move_peacemaker (object *op)
2652{ 2603{
2653 object *tmp; 2604 object *tmp;
2654 2605
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2606 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2607 {
2657 int atk_lev, def_lev; 2608 int atk_lev, def_lev;
2658 object *victim = tmp; 2609 object *victim = tmp;
2659 2610
2660 if (tmp->head) 2611 if (tmp->head)
2671 2622
2672 if (rndm (0, atk_lev - 1) > def_lev) 2623 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2624 {
2674 /* make this sucker peaceful. */ 2625 /* make this sucker peaceful. */
2675 2626
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2627 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2628 victim->stats.exp = 0;
2678#if 0 2629#if 0
2679 /* No idea why these were all set to zero - if something 2630 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2631 * makes this creature agressive, he should still do damage.
2681 */ 2632 */
2726 2677
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2678 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2679
2729 tmp->race = op->name; /*Save the owner of the rune */ 2680 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2681 tmp->msg = rune;
2731 tmp->x = op->x; 2682
2732 tmp->y = op->y; 2683 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2684 return 1;
2735} 2685}

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