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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 1.41 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
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
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 }
408 update_object (op, UP_OBJ_FACE); 408 update_object (op, UP_OBJ_FACE);
409 409
410 /* Only search the active objects - only these should actually do 410 /* Only search the active objects - only these should actually do
411 * harm to the player. 411 * harm to the player.
412 */ 412 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 413 for_all_actives (tmp)
414 if (tmp->enemy == op) 414 if (tmp->enemy == op)
415 tmp->enemy = NULL; 415 tmp->enemy = 0;
416
416 return 1; 417 return 1;
417} 418}
418 419
419/* earth to dust spell. Basically destroys earthwalls in the area. 420/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 421 */
441 442
442 if (mflags & P_OUT_OF_MAP) 443 if (mflags & P_OUT_OF_MAP)
443 continue; 444 continue;
444 445
445 // earth to dust tears down everything that can be teared down 446 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 447 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 448 {
448 next = tmp->above; 449 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 450 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 451 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 452 }
452 } 453 }
454
453 return 1; 455 return 1;
454} 456}
455
456 457
457void 458void
458execute_word_of_recall (object *op) 459execute_word_of_recall (object *op)
459{ 460{
460 object *wor = op; 461 if (object *pl = op->in_player ())
461 462 {
462 while (op != NULL && op->type != PLAYER) 463 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."); 464 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 465 else
466 {
467 // remove first so we do not call update_stats
468 op->remove ();
469 enter_exit (op, wor); 469 pl->enter_exit (op);
470 }
471 }
470 472
471 wor->remove ();
472 wor->destroy (0); 473 op->destroy ();
473} 474}
474 475
475/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
477 * time delay effect. 478 * time delay effect.
496 { 497 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 500 return 0;
500 } 501 }
502
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 504 if (time < 1)
503 time = 1; 505 time = 1;
504 506
505 /* value of speed really doesn't make much difference, as long as it is 507 /* 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 508 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
508 */ 510 */
509 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
514 515
515 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't. 517 * nice, but until the map load fails, we can't.
517 */ 518 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 519 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 520 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 521 EXIT_Y (dummy) = op->contr->bed_y;
521 522
522 (void) insert_ob_in_ob (dummy, op); 523 op->insert (dummy);
524
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526
524 return 1; 527 return 1;
525} 528}
526 529
527/* cast_wonder 530/* cast_wonder
528 * wonder is really just a spell that will likely cast another 531 * wonder is really just a spell that will likely cast another
557 } 560 }
558 return cast_spell (op, caster, dir, newspell, NULL); 561 return cast_spell (op, caster, dir, newspell, NULL);
559 } 562 }
560 return 1; 563 return 1;
561} 564}
562
563 565
564int 566int
565perceive_self (object *op) 567perceive_self (object *op)
566{ 568{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 569 char *cp = describe_item (op, op), buf[MAX_BUF];
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
602 { 604 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
604 { 606 {
605 if (tmp->stats.exp == 0) 607 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 608 sprintf (buf, "Your metabolism isn't focused on anything.");
608 }
609 else 609 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
612 } 611
613 new_draw_info (NDI_UNIQUE, 0, op, buf); 612 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 613 break;
615 } 614 }
616 } 615 }
617 } 616 }
617
618 return 1; 618 return 1;
619} 619}
620 620
621/* int cast_create_town_portal (object *op, object *caster, int dir) 621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 * 622 *
636 * Code by Tchize (david.delbecq@usa.net) 636 * Code by Tchize (david.delbecq@usa.net)
637 */ 637 */
638int 638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir) 639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{ 640{
641 object *dummy, *force, *old_force, *tmp; 641 object *dummy, *force, *old_force;
642 archetype *perm_portal; 642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024]; 643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap; 644 maptile *exitmap;
646 int op_level; 645 int op_level;
647
648 646
649 /* Check to see if the map the player is currently on is a per player unique 647 /* 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 648 * map. This can be determined in that per player unique maps have the
651 * full pathname listed. 649 * full pathname listed.
652 */ 650 */
661 */ 659 */
662 dummy = arch_to_object (spell->other_arch); 660 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL) 661 if (dummy == NULL)
664 { 662 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 663 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); 664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0; 665 return 0;
668 } 666 }
667
669 force = check_inv_recursive (op, dummy); 668 force = check_inv_recursive (op, dummy);
670 669
671 if (force == NULL) 670 if (force == NULL)
672 { 671 {
673 /* Here we know there is no destination marked up. 672 /* Here we know there is no destination marked up.
680 EXIT_Y (dummy) = op->y; 679 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op); 680 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."); 681 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; 682 return 1;
684 } 683 }
684
685 dummy->destroy (0); 685 dummy->destroy ();
686 686
687 /* Here we know where the town portal should go to 687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player. 688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals. 689 * Than we should create the 2 portals.
690 * For each of them, we need: 690 * For each of them, we need:
703 /* First step: killing existing town portals */ 703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race); 704 dummy = get_archetype (spell->race);
705 if (dummy == NULL) 705 if (dummy == NULL)
706 { 706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 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); 708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0; 709 return 0;
710 } 710 }
711
711 perm_portal = archetype::find (spell->slaying); 712 perm_portal = archetype::find (spell->slaying);
712 713
713 /* To kill a town portal, we go trough the player's inventory, 714 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory, 715 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed) 716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * If it has the good name, we destruct it. 718 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal. 719 * -We destruct the force indicating that portal.
719 */ 720 */
720 while ((old_force = check_inv_recursive (op, dummy))) 721 while ((old_force = check_inv_recursive (op, dummy)))
721 { 722 {
722 exitx = EXIT_X (old_force); 723 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);
730 724
731 if (exitmap) 725 if (exitmap)
732 { 726 {
727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
733 tmp = present_arch (perm_portal, exitmap, exitx, exity); 732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
734 while (tmp)
735 { 733 {
736 if (tmp->name == old_force->name) 734 if (tmp->name == old_force->name)
737 { 735 {
738 tmp->remove ();
739 tmp->destroy (0); 736 tmp->destroy ();
740 break; 737 break;
741 } 738 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 } 739 }
747 } 740 }
748 old_force->remove (); 741
749 old_force->destroy (0); 742 old_force->destroy ();
750 LOG (llevDebug, "\n");
751 } 743 }
744
752 dummy->destroy (0); 745 dummy->destroy ();
753 746
754 /* Creating the portals. 747 /* Creating the portals.
755 * The very first thing to do is to ensure 748 * The very first thing to do is to ensure
756 * access to the destination map. 749 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player. 750 * If we can't, don't fizzle. Simply warn player.
760 * 'force' is the destination of the town portal, which we got 753 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above. 754 * from the players inventory above.
762 */ 755 */
763 756
764 /* Ensure exit map is loaded */ 757 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 758 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);
769 759
770 /* If we were unable to load (ex. random map deleted), warn player */ 760 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL) 761 if (!exitmap)
772 { 762 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 763 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); 764 force->destroy ();
776 return 1; 765 return 1;
777 } 766 }
767
768 exitmap->load_sync ();
778 769
779 op_level = caster_level (caster, spell); 770 op_level = caster_level (caster, spell);
780 if (op_level < 15) 771 if (op_level < 15)
781 snprintf (portal_message, 1024, 772 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", 773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
792 783
793 /* Create a portal in front of player 784 /* Create a portal in front of player
794 * dummy contain the portal and 785 * dummy contain the portal and
795 * force contain the track to kill it later 786 * force contain the track to kill it later
796 */ 787 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */ 789 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL) 790 if (dummy == NULL)
801 { 791 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 792 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); 793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0; 794 return 0;
805 } 795 }
796
806 EXIT_PATH (dummy) = force->name; 797 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force); 798 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force); 799 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name; 800 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message; 801 dummy->msg = portal_message;
813 804
814 /* Now we need to to create a town portal marker inside the player 805 /* 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 806 * object, so on future castings, we can know that he has an active
816 * town portal. 807 * town portal.
817 */ 808 */
818 tmp = get_archetype (spell->race); 809 object *tmp = get_archetype (spell->race);
819 if (tmp == NULL) 810
811 if (!tmp)
820 { 812 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 813 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); 814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0; 815 return 0;
824 } 816 }
817
825 tmp->race = op->map->path; 818 tmp->race = op->map->path;
826 tmp->name = portal_name; 819 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x; 820 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y; 821 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op); 822 op->insert (tmp);
830 823
831 /* Create a portal in the destination map 824 /* Create a portal in the destination map
832 * dummy contain the portal and 825 * dummy contain the portal and
833 * force the track to kill it later 826 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of 827 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to. 828 * where this portal goes to.
836 */ 829 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */ 831 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL) 832 if (dummy == NULL)
840 { 833 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 834 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); 835 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0; 836 return 0;
844 } 837 }
838
845 EXIT_PATH (dummy) = op->map->path; 839 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x; 840 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y; 841 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name; 842 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message; 843 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 */ 844 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0); 845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
854 846
855 /* Now we create another town portal marker that 847 /* Now we create another town portal marker that
856 * points back to the one we just made 848 * points back to the one we just made
857 */ 849 */
858 tmp = get_archetype (spell->race); 850 tmp = get_archetype (spell->race);
859 if (tmp == NULL) 851 if (tmp == NULL)
860 { 852 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 853 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); 854 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0; 855 return 0;
864 } 856 }
857
865 tmp->race = force->name; 858 tmp->race = force->name;
866 tmp->name = portal_name; 859 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x; 860 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y; 861 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op); 862 insert_ob_in_ob (tmp, op);
870 863
871 /* Describe the player what happened 864 /* Describe the player what happened
872 */ 865 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); 866 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); 867 force->destroy ();
868
876 return 1; 869 return 1;
877} 870}
878
879 871
880/* This creates magic walls. Really, it can create most any object, 872/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 873 * within some reason.
882 */ 874 */
883
884int 875int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 876magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 877{
887 object *tmp, *tmp2; 878 object *tmp;
888 int i, posblocked, negblocked, maxrange; 879 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 880 sint16 x, y;
890 maptile *m; 881 maptile *m;
891 const char *name; 882 const char *name;
892 archetype *at; 883 archetype *at;
900 else 891 else
901 { 892 {
902 x = op->x + freearr_x[dir]; 893 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 894 y = op->y + freearr_y[dir];
904 } 895 }
896
905 m = op->map; 897 m = op->map;
906 898
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 899 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) || 900 (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))) 901 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 902 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 903 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 904 return 0;
913 } 905 }
906
914 if (spell_ob->other_arch) 907 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 908 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 909 else if (spell_ob->race)
919 { 910 {
920 char buf1[MAX_BUF]; 911 char buf1[MAX_BUF];
921 912
922 sprintf (buf1, spell_ob->race, dir); 913 sprintf (buf1, spell_ob->race, dir);
925 { 916 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 917 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 918 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 919 return 0;
929 } 920 }
921
930 tmp = arch_to_object (at); 922 tmp = arch_to_object (at);
931 } 923 }
932 else 924 else
933 { 925 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 926 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 936 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 937 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 938 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 939 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 940 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 941 }
942
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 943 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 944 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 945 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 946 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 947 }
948
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 949 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 950 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 951 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 952 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 953 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 954 SET_FLAG (tmp, FLAG_ALIVE);
963 } 955 }
964 956
965 /* This can't really hurt - if the object doesn't kill anything, 957 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 958 * these fields just won't be used. Do not set the owner for
959 * earthwalls, though, so they survive restarts.
967 */ 960 */
968 set_owner (tmp, op); 961 if (tmp->type != EARTHWALL) //TODO
962 tmp->set_owner (op);
963
969 set_spell_skill (op, caster, spell_ob, tmp); 964 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; 965 tmp->level = caster_level (caster, spell_ob) / 2;
973 966
974 name = tmp->name; 967 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 968 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 969 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 970 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 971 return 0;
979 } 972 }
973
980 /* If this is a spellcasting wall, need to insert the spell object */ 974 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 977
984 /* This code causes the wall to extend some distance in 978 /* This code causes the wall to extend some distance in
1002 m = tmp->map; 996 m = tmp->map;
1003 997
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 998 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) 999 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 1000 {
1007 tmp2 = get_object (); 1001 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 1002 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 1003
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 */ 1004 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1006 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 1007
1016 } 1008 }
1017 else 1009 else
1018 posblocked = 1; 1010 posblocked = 1;
1019 1011
1022 m = tmp->map; 1014 m = tmp->map;
1023 1015
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1016 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) 1017 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 1018 {
1027 tmp2 = get_object (); 1019 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 1020 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 1021
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1023 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1024 }
1035 else 1025 else
1036 negblocked = 1; 1026 negblocked = 1;
1037 } 1027 }
1038 1028
1087 { 1077 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1078 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 1079 op->contr->count = 0;
1090 return 0; 1080 return 0;
1091 } 1081 }
1082
1092 op->contr->count = 0; 1083 op->contr->count = 0;
1093 1084
1094 /* Remove code that puts player on random space on maps. IMO, 1085 /* 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, 1086 * 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 1087 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1136 return 0;
1146 } 1137 }
1147 } 1138 }
1148 1139
1149 /* Actually move the player now */ 1140 /* Actually move the player now */
1150 op->remove (); 1141 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; 1142 return 1;
1155 1143
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1144 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 1145 return 1;
1158} 1146}
1171 object *poison; 1159 object *poison;
1172 int heal = 0, success = 0; 1160 int heal = 0, success = 0;
1173 1161
1174 tmp = find_target_for_friendly_spell (op, dir); 1162 tmp = find_target_for_friendly_spell (op, dir);
1175 1163
1176 if (tmp == NULL) 1164 if (!tmp)
1177 return 0; 1165 return 0;
1178 1166
1179 /* Figure out how many hp this spell might cure. 1167 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 1168 * could be zero if this spell heals effects, not damage.
1181 */ 1169 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 1172 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 1173
1186 if (heal) 1174 if (heal)
1187 { 1175 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 1176 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 1177 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 1178 else
1193 { 1179 {
1194 /* See how many points we actually heal. Instead of messages 1180 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 1181 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 1182 * on amount of damage healed.
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 1185 heal = tmp->stats.maxhp - tmp->stats.hp;
1200 tmp->stats.hp += heal; 1186 tmp->stats.hp += heal;
1201 1187
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 1188 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 1189 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 1190 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 1192 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 1194 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 1196 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 1198
1222 success = 1; 1199 success = 1;
1223 } 1200 }
1224 } 1201 }
1202
1225 if (spell->attacktype & AT_DISEASE) 1203 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 1204 if (cure_disease (tmp, op))
1227 success = 1; 1205 success = 1;
1228 1206
1229 if (spell->attacktype & AT_POISON) 1207 if (spell->attacktype & AT_POISON)
1235 success = 1; 1213 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 1214 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 1215 poison->stats.food = 1;
1238 } 1216 }
1239 } 1217 }
1218
1240 if (spell->attacktype & AT_CONFUSION) 1219 if (spell->attacktype & AT_CONFUSION)
1241 { 1220 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 1221 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 1222 if (poison)
1244 { 1223 {
1245 success = 1; 1224 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 1225 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 1226 poison->duration = 1;
1248 } 1227 }
1249 } 1228 }
1229
1250 if (spell->attacktype & AT_BLIND) 1230 if (spell->attacktype & AT_BLIND)
1251 { 1231 {
1252 at = archetype::find ("blindness"); 1232 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 1233 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 1234 if (poison)
1256 success = 1; 1236 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 1238 poison->stats.food = 1;
1259 } 1239 }
1260 } 1240 }
1241
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 1242 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 1243 {
1263 tmp->stats.sp += spell->last_sp; 1244 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 1245 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 1246 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 1247 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1248 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1249 }
1250
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1251 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1252 {
1271 tmp->stats.grace += spell->last_grace; 1253 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1254 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1255 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1256 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1257 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1258 }
1259
1277 if (spell->stats.food && tmp->stats.food < 999) 1260 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1261 {
1279 tmp->stats.food += spell->stats.food; 1262 tmp->stats.food += spell->stats.food;
1280 if (tmp->stats.food > 999) 1263 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1264 tmp->stats.food = 999;
1282 success = 1; 1265 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1266 /* 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"); 1267 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1268 }
1269
1286 return success; 1270 return success;
1287} 1271}
1288 1272
1289 1273
1290/* This is used for the spells that gain stats. There are no spells 1274/* This is used for the spells that gain stats. There are no spells
1302}; 1286};
1303 1287
1304int 1288int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1289cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1290{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1291 object *force = NULL;
1309 int i; 1292 int i;
1310 1293
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1294 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1295 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1296 ? find_target_for_friendly_spell (op, dir)
1315 } 1297 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1298
1321 if (tmp == NULL) 1299 if (!tmp)
1322 return 0; 1300 return 0;
1323 1301
1324 /* If we've already got a force of this type, don't add a new one. */ 1302 /* 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) 1303 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1304 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1305 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1306 {
1329 if (tmp2->name == spell_ob->name) 1307 if (tmp2->name == spell_ob->name)
1330 { 1308 {
1432 force->stats.ac = spell_ob->stats.ac; 1410 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1411 force->attacktype = spell_ob->attacktype;
1434 1412
1435 insert_ob_in_ob (force, tmp); 1413 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1415 tmp->update_stats ();
1438 return 1; 1416 return 1;
1439} 1417}
1440 1418
1441/* This used to be part of cast_change_ability, but it really didn't make 1419/* 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 1420 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1519 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1520 force->stats.ac = spell_ob->stats.ac;
1543 1521
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1522 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1523 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1524 tmp->update_stats ();
1547 return 1; 1525 return 1;
1548} 1526}
1549
1550
1551 1527
1552/* Alchemy code by Mark Wedel 1528/* Alchemy code by Mark Wedel
1553 * 1529 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1530 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1531 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1541 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1542 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1543 *
1568 * There is also a chance (1:30) that you will get nothing at all 1544 * 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 1545 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1546 * alchemised.
1571 */ 1547 */
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 1548static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1549alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1550{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1551 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1552
1585 /* Give third price when we alchemy money (This should hopefully 1553 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1554 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1555 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1556 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1557 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1558 * the stuff back to town.
1591 */ 1559 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1560 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1561 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1562 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1563 value /= 3;
1597 else 1564 else
1598 value = (value * 9) / 10; 1565 value = value * 9 / 10;
1599 1566
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1567 if (obj->value > 0 && rndm (0, 29))
1603 { 1568 total_value += value;
1604 int count;
1605 1569
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; 1570 total_weight += obj->total_weight ();
1626 obj->remove (); 1571
1627 obj->destroy (0); 1572 obj->destroy ();
1628} 1573}
1629 1574
1630static void 1575static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1576update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1632{ 1577{
1633 object *tmp;
1634 int flag = 0; 1578 int flag = 0;
1635 1579
1636 /* Put any nuggets below the player, but we can only pass this 1580 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player 1581 * flag if we are on the same space as the player
1638 */ 1582 */
1639 if (x == op->x && y == op->y && op->map == m) 1583 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR; 1584 flag = INS_BELOW_ORIGINATOR;
1641 1585
1642 if (small_nuggets) 1586 if (small_nuggets)
1643 { 1587 {
1644 tmp = get_object (); 1588 object *tmp = small->clone ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets; 1589 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag); 1590 m->insert (tmp, x, y, op, flag);
1650 } 1591 }
1592
1651 if (large_nuggets) 1593 if (large_nuggets)
1652 { 1594 {
1653 tmp = get_object (); 1595 object *tmp = large->clone ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets; 1596 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag); 1597 m->insert (tmp, x, y, op, flag);
1659 } 1598 }
1599
1600 if (object *pl = m->at (x, y).player ())
1601 if (pl->contr->ns)
1602 pl->contr->ns->look_position = 0;
1660} 1603}
1661 1604
1662int 1605int
1663alchemy (object *op, object *caster, object *spell_ob) 1606alchemy (object *op, object *caster, object *spell_ob)
1664{ 1607{
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) 1608 if (op->type != PLAYER)
1671 return 0; 1609 return 0;
1672 1610
1611 object *large = get_archetype ("largenugget");
1612 object *small = get_archetype ("smallnugget");
1613
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1614 /* 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 1615 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1616 * in sight
1676 */ 1617 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1618 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1619 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1620 uint64 value_max = duration * 1000;
1680 1621
1622 int weight = 0;
1623
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1624 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1625 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1626 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1627 {
1628 uint64 value = 0;
1629
1685 nx = x; 1630 sint16 nx = x;
1686 ny = y; 1631 sint16 ny = y;
1687 1632
1688 mp = op->map; 1633 maptile *mp = op->map;
1689 1634
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1635 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1636
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1637 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1638 continue;
1694 1639
1695 /* Treat alchemy a little differently - most spell effects 1640 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1642 * ground level effect.
1698 */ 1643 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1644 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1645 continue;
1701 1646
1702 small_nuggets = 0; 1647 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 { 1648 {
1707 next = tmp->above; 1649 next = tmp->above;
1650
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1651 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1652 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1653 {
1711
1712 if (tmp->inv) 1654 if (tmp->inv)
1713 { 1655 {
1714 object *next1, *tmp1; 1656 object *next1, *tmp1;
1715 1657
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1658 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1659 {
1718 next1 = tmp1->below; 1660 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1661 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1662 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1663 alchemy_object (tmp1, value, weight);
1722 } 1664 }
1723 } 1665 }
1666
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1667 alchemy_object (tmp, value, weight);
1725 1668
1726 if (weight > weight_max) 1669 if (weight > weight_max)
1727 { 1670 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1671 }
1733 } /* is alchemable object */ 1672 }
1734 } /* process all objects on this space */ 1673
1674 value = min (value, value_max);
1675
1676 uint64 count = value / large->value;
1677 int large_nuggets = count;
1678 value -= count * large->value;
1679
1680 count = value / small->value;
1681 int small_nuggets = count;
1735 1682
1736 /* Insert all the nuggets at one time. This probably saves time, but 1683 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created 1684 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell. 1685 * with this spell.
1739 */ 1686 */
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1687 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1688
1689 if (weight > weight_max)
1690 goto bailout;
1741 } 1691 }
1742 } 1692 }
1693
1694bailout:
1743 large->destroy (0); 1695 large->destroy ();
1744 small->destroy (0); 1696 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; 1697 return 1;
1750} 1698}
1751 1699
1752 1700
1753/* This function removes the cursed/damned status on equipped 1701/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1710 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1711 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1712 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1713 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1714 {
1767
1768 was_one++; 1715 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1716 if (tmp->level <= caster_level (caster, spell))
1770 { 1717 {
1771 success++; 1718 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1719 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 } 1728 }
1782 1729
1783 if (op->type == PLAYER) 1730 if (op->type == PLAYER)
1784 { 1731 {
1785 if (success) 1732 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1733 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1734 else
1790 { 1735 {
1791 if (was_one) 1736 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1737 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1738 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1739 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1740 }
1796 } 1741 }
1742
1797 return success; 1743 return success;
1798} 1744}
1799 1745
1800/* Identifies objects in the players inventory/on the ground */ 1746/* Identifies objects in the players inventory/on the ground */
1801 1747
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1754 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1755
1810 if (num_ident < 1) 1756 if (num_ident < 1)
1811 num_ident = 1; 1757 num_ident = 1;
1812 1758
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1759 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1760 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1761 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1762 {
1818 identify (tmp); 1763 identify (tmp);
1764
1819 if (op->type == PLAYER) 1765 if (op->type == PLAYER)
1820 { 1766 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1767 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1768
1822 if (tmp->msg) 1769 if (tmp->msg)
1823 { 1770 {
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1771 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1772 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 } 1773 }
1827 } 1774 }
1775
1828 num_ident--; 1776 num_ident--;
1829 success = 1; 1777 success = 1;
1830 if (!num_ident) 1778 if (!num_ident)
1831 break; 1779 break;
1832 } 1780 }
1833 } 1781 }
1782
1834 /* If all the power of the spell has been used up, don't go and identify 1783 /* 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 1784 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1785 * was not fully used.
1837 */ 1786 */
1838 if (num_ident) 1787 if (num_ident)
1839 { 1788 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1789 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)) 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1791 {
1843
1844 identify (tmp); 1792 identify (tmp);
1793
1845 if (op->type == PLAYER) 1794 if (op->type == PLAYER)
1846 { 1795 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1797
1848 if (tmp->msg) 1798 if (tmp->msg)
1849 { 1799 {
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 } 1802 }
1803
1853 esrv_send_item (op, tmp); 1804 esrv_send_item (op, tmp);
1854 } 1805 }
1806
1855 num_ident--; 1807 num_ident--;
1856 success = 1; 1808 success = 1;
1857 if (!num_ident) 1809 if (!num_ident)
1858 break; 1810 break;
1859 } 1811 }
1860 } 1812 }
1813
1861 if (!success) 1814 if (!success)
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1815 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1863 else 1816 else
1864 {
1865 spell_effect (spell, op->x, op->y, op->map, op); 1817 spell_effect (spell, op->x, op->y, op->map, op);
1866 } 1818
1867 return success; 1819 return success;
1868} 1820}
1869
1870 1821
1871int 1822int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1823cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1824{
1874 object *tmp, *last, *god, *detect; 1825 object *tmp, *last, *god, *detect;
1887 skill = caster; 1838 skill = caster;
1888 1839
1889 for (x = op->x - range; x <= op->x + range; x++) 1840 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1841 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1842 {
1892
1893 m = op->map; 1843 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1844 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1845 if (mflags & P_OUT_OF_MAP)
1896 continue; 1846 continue;
1897 1847
1899 * floor. But this is not true for show invisible. 1849 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1850 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1851 * down - that is easier than working up.
1902 */ 1852 */
1903 1853
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1854 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp; 1855 last = tmp;
1856
1906 /* Shouldn't happen, but if there are no objects on a space, this 1857 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1858 * would happen.
1908 */ 1859 */
1909 if (!last) 1860 if (!last)
1910 continue; 1861 continue;
1912 done_one = 0; 1863 done_one = 0;
1913 floor = 0; 1864 floor = 0;
1914 detect = NULL; 1865 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1866 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1867 {
1917
1918 /* show invisible */ 1868 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1869 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1870 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1871 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1872 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1873 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1874 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1875 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1882 {
1933 tmp->invisible = 0; 1883 tmp->invisible = 0;
1934 done_one = 1; 1884 done_one = 1;
1935 } 1885 }
1936 } 1886 }
1887
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1888 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1889 floor = 1;
1939 1890
1940 /* All detections below this point don't descend beneath the floor, 1891 /* 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 1892 * so just continue on. We could be clever and look at the type of
1994 */ 1945 */
1995 if (done_one) 1946 if (done_one)
1996 { 1947 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1948 object *detect_ob = arch_to_object (spell->other_arch);
1998 1949
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1950 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1951 if (done_one == 2 && detect)
2003 { 1952 {
2004 detect_ob->face = detect->face; 1953 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1954 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1956 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1957 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1958 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1959 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1960 }
1961
2012 insert_ob_in_map (detect_ob, m, op, 0); 1962 m->insert (detect_ob, nx, ny, op);
2013 } 1963 }
2014 } /* for processing the surrounding spaces */ 1964 } /* for processing the surrounding spaces */
2015 1965
2016 1966
2017 /* Now process objects in the players inventory if detect curse or magic */ 1967 /* Now process objects in the players inventory if detect curse or magic */
2066 2016
2067 /* Explodes a fireball centered at player */ 2017 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 2018 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2019 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; 2020 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x; 2021
2072 tmp->y = victim->y; 2022 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 2023 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 2024 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2025 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."); 2026 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) 2027 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2028 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2029 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 2030 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2031 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 2032 confuse_player (victim, victim, 99);
2088 } 2033 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2034 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2035 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 2036}
2094 2037
2095/* cast_transfer 2038/* cast_transfer
2096 * This spell transfers sp from the player to another person. 2039 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 2040 * We let the target go above their normal maximum SP.
2111 2054
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 2055 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 2056
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2057 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 2058 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2059 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2060 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 2061 break;
2119 } 2062 }
2120 2063
2121 2064
2122 /* If we did not find a player in the specified direction, transfer 2065 /* 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. 2066 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 2067 */
2125 if (plyr == NULL) 2068 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2069 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)) 2070 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 2071 break;
2129 2072
2130 if (!plyr) 2073 if (!plyr)
2131 { 2074 {
2186 m = op->map; 2129 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2130 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 2131 if (mflags & P_OUT_OF_MAP)
2189 return; 2132 return;
2190 2133
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2134 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 2135 {
2193 next = tmp->above; 2136 next = tmp->above;
2194 2137
2195 /* Need to look at the head object - otherwise, if tmp 2138 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 2139 * points to a monster, we don't have all the necessary
2210 * monsters either. 2153 * monsters either.
2211 */ 2154 */
2212 2155
2213 if (head->attacktype & AT_MAGIC && 2156 if (head->attacktype & AT_MAGIC &&
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 2157 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2215 {
2216 head->remove ();
2217 head->destroy (0); 2158 head->destroy ();
2218 }
2219 else 2159 else
2220 switch (head->type) 2160 switch (head->type)
2221 { 2161 {
2222 case SPELL_EFFECT: 2162 case SPELL_EFFECT:
2223 if (op->level > head->level) 2163 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 2164 head->destroy ();
2227 } 2165
2228 break; 2166 break;
2229 2167
2230 /* I really don't get this rune code that much - that 2168 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 2169 * random chance seems really low.
2232 */ 2170 */
2233 case RUNE: 2171 case RUNE:
2234 if (rndm (0, 149) == 0) 2172 if (rndm (0, 149) == 0)
2235 { 2173 {
2236 head->stats.hp--; /* weaken the rune */ 2174 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 2175 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 2176 head->destroy ();
2241 }
2242 } 2177 }
2243 break; 2178 break;
2244 } 2179 }
2245 } 2180 }
2246} 2181}
2379 /* create the golem object */ 2314 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2315 tmp = arch_to_object (spell->other_arch);
2381 2316
2382 /* if animated by a player, give the player control of the golem */ 2317 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2318 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2319 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2320 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2321 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2322 tmp->set_owner (op);
2389 set_spell_skill (op, caster, spell, tmp); 2323 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp; 2324 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem; 2325 op->contr->shoottype = range_golem;
2392 2326
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2327 /* 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 2336 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2337 * body_info, skills, etc)
2404 */ 2338 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2339 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2340 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2341 tmp->update_stats ();
2408 2342
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2343 /* 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 - 2344 * 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. 2345 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2346 */
2464 if (a > 14) 2398 if (a > 14)
2465 a = 14; 2399 a = 14;
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2400 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2401
2468 /* Determine golem's speed */ 2402 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2403 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 2404
2474 if (!spell->race) 2405 if (!spell->race)
2475 { 2406 {
2476 sprintf (buf, "animated %s", &weapon->name); 2407 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2408 tmp->name = buf;
2479 tmp->face = weapon->face; 2410 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2411 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2412 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2413 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2414 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2415 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 } 2416 }
2494 2417
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2418 /* 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)); 2419 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2497 2420
2498 tmp->speed_left = -1; 2421 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2422 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2423
2424 m->insert (tmp, x, y, op);
2503 return 1; 2425 return 1;
2504} 2426}
2505 2427
2506/* cast_daylight() - changes the map darkness level *lower* */ 2428/* cast_daylight() - changes the map darkness level *lower* */
2507 2429
2515 int success; 2437 int success;
2516 2438
2517 if (!op->map) 2439 if (!op->map)
2518 return 0; /* shouldnt happen */ 2440 return 0; /* shouldnt happen */
2519 2441
2520 success = change_map_light (op->map, spell->stats.dam); 2442 success = op->map->change_map_light (spell->stats.dam);
2443
2521 if (!success) 2444 if (!success)
2522 { 2445 {
2523 if (spell->stats.dam < 0) 2446 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2447 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2448 else
2550 2473
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2474 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2475
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2476 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2477
2555 set_owner (new_aura, op); 2478 new_aura->set_owner (op);
2556 set_spell_skill (op, caster, spell, new_aura); 2479 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2480 new_aura->attacktype = spell->attacktype;
2558 2481
2559 new_aura->level = caster_level (caster, spell); 2482 new_aura->level = caster_level (caster, spell);
2560 if (refresh) 2483 if (refresh)
2591 aura->remove (); 2514 aura->remove ();
2592 2515
2593 /* exit if we're out of gas */ 2516 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2517 if (aura->duration-- < 0)
2595 { 2518 {
2596 aura->destroy (0); 2519 aura->destroy ();
2597 return; 2520 return;
2598 } 2521 }
2599 2522
2600 /* auras only exist in inventories */ 2523 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2524 if (env == NULL || env->map == NULL)
2602 { 2525 {
2603 aura->destroy (0); 2526 aura->destroy ();
2604 return; 2527 return;
2605 } 2528 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2529
2609 /* we need to jump out of the inventory for a bit 2530 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2531 * in order to hit the map conveniently.
2611 */ 2532 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2533 aura->insert_at (env, aura);
2613 2534
2614 for (i = 1; i < 9; i++) 2535 for (i = 1; i < 9; i++)
2615 { 2536 {
2616 sint16 nx, ny; 2537 sint16 nx, ny;
2617 2538
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2547 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2627 { 2548 {
2628 hit_map (aura, i, aura->attacktype, 0); 2549 hit_map (aura, i, aura->attacktype, 0);
2629 2550
2630 if (aura->other_arch) 2551 if (aura->other_arch)
2631 { 2552 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 } 2553 }
2639 }
2640 } 2554 }
2555
2641 /* put the aura back in the player's inventory */ 2556 /* put the aura back in the player's inventory */
2642 aura->remove (); 2557 aura->remove ();
2643 insert_ob_in_ob (aura, env); 2558 insert_ob_in_ob (aura, env);
2644} 2559}
2645 2560
2650void 2565void
2651move_peacemaker (object *op) 2566move_peacemaker (object *op)
2652{ 2567{
2653 object *tmp; 2568 object *tmp;
2654 2569
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2570 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2571 {
2657 int atk_lev, def_lev; 2572 int atk_lev, def_lev;
2658 object *victim = tmp; 2573 object *victim = tmp;
2659 2574
2660 if (tmp->head) 2575 if (tmp->head)
2671 2586
2672 if (rndm (0, atk_lev - 1) > def_lev) 2587 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2588 {
2674 /* make this sucker peaceful. */ 2589 /* make this sucker peaceful. */
2675 2590
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2591 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2592 victim->stats.exp = 0;
2678#if 0 2593#if 0
2679 /* No idea why these were all set to zero - if something 2594 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2595 * makes this creature agressive, he should still do damage.
2681 */ 2596 */
2726 2641
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2642 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2643
2729 tmp->race = op->name; /*Save the owner of the rune */ 2644 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2645 tmp->msg = rune;
2731 tmp->x = op->x; 2646
2732 tmp->y = op->y; 2647 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2648 return 1;
2735} 2649}

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