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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 1.79 by root, Mon Apr 21 07:01:40 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* 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 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 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); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 wand->remove ();
80 wand->destroy (0); 76 wand->destroy ();
81 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
83 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
85 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
86 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
88 tmp->x = op->x; 87
89 tmp->y = op->y; 88 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 89 return 1;
92 } 90 }
93 91
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
95 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
97 else 96 else
98 { 97 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 99 return 0;
101 } 100 }
101
102 if (!ncharges) 102 if (!ncharges)
103 ncharges = 1; 103 ncharges = 1;
104 104
105 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 109 {
109 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 112 }
113
113 return 1; 114 return 1;
114} 115}
115 116
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* 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 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 122 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126
127int 127int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 132
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 135 missile_name = tmp->race;
139 136
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 138
142 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
143 { 142 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 144 return 0;
146 } 145 }
147 146
148 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
149 148
150 if (stringarg) 149 if (stringarg)
151 { 150 {
152 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 152 if (isalpha (*stringarg))
154 { 153 {
155 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
156 155
157 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, stringarg))
159 break; 158 break;
160 159
161 if (!al) 160 if (!al)
162 { 161 {
163 missile->destroy (0); 162 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 164 return 0;
166 } 165 }
167 166
168 if (al->item->slaying) 167 if (al->item->slaying)
169 { 168 {
170 missile->destroy (0); 169 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 171 return 0;
173 } 172 }
174 173
175 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
179 */ 178 */
180 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 180 missile_plus = 0;
182 } 181 }
183 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 183 missile_plus = atoi (stringarg);
185 } 184 }
186 185
187 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 187
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 190
195 if (missile->nrof < 1) 191 if (missile->nrof < 1)
215{ 211{
216 int food_value; 212 int food_value;
217 archetype *at = NULL; 213 archetype *at = NULL;
218 object *new_op; 214 object *new_op;
219 215
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 217
222 if (stringarg) 218 if (stringarg)
223 { 219 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 221 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 224 stringarg = NULL;
229 } 225 }
230 226
231 if (!stringarg) 227 if (!stringarg)
232 { 228 {
238 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 235 * to be altered from the donor.
240 */ 236 */
241 237
242 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
244 { 240 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 242 {
247 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 245 * the item we have now, take it instead.
250 */ 246 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
252 at = at_tmp; 252 at = at_tmp;
253 } 253 }
254 } 254 }
255 } 255 }
256
256 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
257 * know 258 * know
258 */ 259 */
259 if (!at) 260 if (!at)
260 { 261 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 263 return 0;
263 } 264 }
264 265
265 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 268 new_op->nrof = food_value;
268 269
269 new_op->value = 0; 270 new_op->value = 0;
270 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
279{ 280{
280 int r, mflags, maxrange; 281 int r, mflags, maxrange;
281 object *tmp; 282 object *tmp;
282 maptile *m; 283 maptile *m;
283 284
284
285 if (!dir) 285 if (!dir)
286 { 286 {
287 examine_monster (op, op); 287 examine_monster (op, op);
288 return 1; 288 return 1;
289 } 289 }
290
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 291 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 292 for (r = 1; r < maxrange; r++)
292 { 293 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 294 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 295
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 305 return 0;
305 } 306 }
306 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
307 { 308 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 309 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))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 311 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 313 if (tmp->head != NULL)
313 tmp = tmp->head; 314 tmp = tmp->head;
314 examine_monster (op, tmp); 315 examine_monster (op, tmp);
315 return 1; 316 return 1;
316 } 317 }
317 } 318 }
318 } 319 }
320
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 322 return 1;
321} 323}
322
323 324
324/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 326 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 330 * pl is invisible.
330 */ 331 */
331int 332int
332makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
333{ 334{
334
335 if (!pl->invisible) 335 if (!pl->invisible)
336 return 0; 336 return 0;
337
337 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
338 { 339 {
339 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
341 { 342 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 344 return 0;
345
344 return 1; 346 return 1;
345 } 347 }
348
346 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
348 return 1; 351 return 1;
352
349 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
350 if (!mon->race) 354 if (!mon->race)
351 return 0; 355 return 0;
356
352 if (strstr (mon->race, pl->contr->invis_race)) 357 if (strstr (mon->race, pl->contr->invis_race))
353 return 1; 358 return 1;
359
354 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
355 return 0; 361 return 0;
356 } 362 }
357 else 363 else
358 { 364 {
371 * normal applies. 377 * normal applies.
372 */ 378 */
373int 379int
374cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
375{ 381{
376 object *tmp;
377
378 if (op->invisible > 1000) 382 if (op->invisible > 1000)
379 { 383 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 385 return 0;
382 } 386 }
398 else 402 else
399 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
400 404
401 op->contr->hidden = 0; 405 op->contr->hidden = 0;
402 } 406 }
407
403 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 410 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 412
408 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
409 414
410 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
411 * harm to the player. 416 * harm to the player.
412 */ 417 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
414 if (tmp->enemy == op) 419 if (tmp->enemy == op)
415 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
416 return 1; 422 return 1;
417} 423}
418 424
419/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 426 */
441 447
442 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
443 continue; 449 continue;
444 450
445 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 453 {
448 next = tmp->above; 454 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 457 }
452 } 458 }
459
453 return 1; 460 return 1;
454} 461}
455
456 462
457void 463void
458execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
459{ 465{
460 object *wor = op; 466 if (object *pl = op->in_player ())
461 467 {
462 while (op != NULL && op->type != PLAYER) 468 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."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
469 enter_exit (op, wor); 474 pl->enter_exit (op);
475 }
476 }
470 477
471 wor->remove ();
472 wor->destroy (0); 478 op->destroy ();
473} 479}
474 480
475/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
477 * time delay effect. 483 * time delay effect.
496 { 502 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 505 return 0;
500 } 506 }
507
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 509 if (time < 1)
503 time = 1; 510 time = 1;
504 511
505 /* value of speed really doesn't make much difference, as long as it is 512 /* 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 513 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
508 */ 515 */
509 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
514 520
515 /* If we could take advantage of enter_player_savebed() here, it would be 521 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
517 */ 523 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
521 527
522 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
524 return 1; 532 return 1;
525} 533}
526 534
527/* cast_wonder 535/* cast_wonder
528 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
559 } 567 }
560 return 1; 568 return 1;
561} 569}
562 570
563
564int 571int
565perceive_self (object *op) 572perceive_self (object *op)
566{ 573{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 576
577 dynbuf_text buf;
578
579 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582
572 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
573 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 585 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
577 587
578 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
579 589
580 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
582 else 592 else
583 { 593 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
586 if (tmp != NULL) 596 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
589 { 598 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 600 }
597 601
598 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 605 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 607 {
605 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 610 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 612
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 613 break;
615 } 614 }
616 } 615 }
617 } 616
617 buf << '\0'; // zero-terminate
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620
618 return 1; 621 return 1;
619} 622}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685 dummy->destroy (0);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877}
878
879 623
880/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 625 * within some reason.
882 */ 626 */
883
884int 627int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 629{
887 object *tmp, *tmp2; 630 object *tmp;
888 int i, posblocked, negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 632 sint16 x, y;
890 maptile *m; 633 maptile *m;
891 const char *name; 634 const char *name;
892 archetype *at; 635 archetype *at;
900 else 643 else
901 { 644 {
902 x = op->x + freearr_x[dir]; 645 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 646 y = op->y + freearr_y[dir];
904 } 647 }
648
905 m = op->map; 649 m = op->map;
906 650
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 651 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) || 652 (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))) 653 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 654 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 656 return 0;
913 } 657 }
658
914 if (spell_ob->other_arch) 659 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 660 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 661 else if (spell_ob->race)
919 { 662 {
920 char buf1[MAX_BUF]; 663 char buf1[MAX_BUF];
921 664
922 sprintf (buf1, spell_ob->race, dir); 665 sprintf (buf1, spell_ob->race, dir);
925 { 668 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 671 return 0;
929 } 672 }
673
930 tmp = arch_to_object (at); 674 tmp = arch_to_object (at);
931 } 675 }
932 else 676 else
933 { 677 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 688 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 689 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 690 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 692 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 693 }
694
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 695 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 696 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 698 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 699 }
700
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 702 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 703 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 704 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 705 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 706 SET_FLAG (tmp, FLAG_ALIVE);
963 } 707 }
964 708
965 /* This can't really hurt - if the object doesn't kill anything, 709 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 710 * these fields just won't be used. Do not set the owner for
711 * earthwalls, though, so they survive restarts.
967 */ 712 */
968 set_owner (tmp, op); 713 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op);
715
969 set_spell_skill (op, caster, spell_ob, tmp); 716 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; 717 tmp->level = caster_level (caster, spell_ob) / 2;
973 718
974 name = tmp->name; 719 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 720 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 721 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 723 return 0;
979 } 724 }
725
980 /* If this is a spellcasting wall, need to insert the spell object */ 726 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 729
984 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1002 m = tmp->map; 748 m = tmp->map;
1003 749
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 750 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) 751 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 752 {
1007 tmp2 = get_object (); 753 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 754 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 755
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 */ 756 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 759
1016 } 760 }
1017 else 761 else
1018 posblocked = 1; 762 posblocked = 1;
1019 763
1022 m = tmp->map; 766 m = tmp->map;
1023 767
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 768 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) 769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 770 {
1027 tmp2 = get_object (); 771 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 772 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 773
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 776 }
1035 else 777 else
1036 negblocked = 1; 778 negblocked = 1;
1037 } 779 }
1038 780
1087 { 829 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 831 op->contr->count = 0;
1090 return 0; 832 return 0;
1091 } 833 }
834
1092 op->contr->count = 0; 835 op->contr->count = 0;
1093 836
1094 /* Remove code that puts player on random space on maps. IMO, 837 /* 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, 838 * 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 839 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 888 return 0;
1146 } 889 }
1147 } 890 }
1148 891
1149 /* Actually move the player now */ 892 /* Actually move the player now */
1150 op->remove (); 893 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; 894 return 1;
1155 895
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 897 return 1;
1158} 898}
1159
1160 899
1161/* cast_heal: Heals something. 900/* cast_heal: Heals something.
1162 * op is the caster. 901 * op is the caster.
1163 * dir is the direction he is casting it in. 902 * dir is the direction he is casting it in.
1164 * spell is the spell object. 903 * spell is the spell object.
1171 object *poison; 910 object *poison;
1172 int heal = 0, success = 0; 911 int heal = 0, success = 0;
1173 912
1174 tmp = find_target_for_friendly_spell (op, dir); 913 tmp = find_target_for_friendly_spell (op, dir);
1175 914
1176 if (tmp == NULL) 915 if (!tmp)
1177 return 0; 916 return 0;
1178 917
1179 /* Figure out how many hp this spell might cure. 918 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 919 * could be zero if this spell heals effects, not damage.
1181 */ 920 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 923 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 924
1186 if (heal) 925 if (heal)
1187 { 926 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 927 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 929 else
1193 { 930 {
1194 /* See how many points we actually heal. Instead of messages 931 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 932 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 933 * on amount of damage healed.
1197 */ 934 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 935 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 936 heal = tmp->stats.maxhp - tmp->stats.hp;
937
1200 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1201 939
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 942 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 944 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 946 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 948 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 949 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 950
1222 success = 1; 951 success = 1;
1223 } 952 }
1224 } 953 }
954
1225 if (spell->attacktype & AT_DISEASE) 955 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 956 if (cure_disease (tmp, op, spell))
1227 success = 1; 957 success = 1;
1228 958
1229 if (spell->attacktype & AT_POISON) 959 if (spell->attacktype & AT_POISON)
1230 { 960 {
1231 at = archetype::find ("poisoning"); 961 at = archetype::find ("poisoning");
1235 success = 1; 965 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 967 poison->stats.food = 1;
1238 } 968 }
1239 } 969 }
970
1240 if (spell->attacktype & AT_CONFUSION) 971 if (spell->attacktype & AT_CONFUSION)
1241 { 972 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 974 if (poison)
1244 { 975 {
1245 success = 1; 976 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 978 poison->duration = 1;
1248 } 979 }
1249 } 980 }
981
1250 if (spell->attacktype & AT_BLIND) 982 if (spell->attacktype & AT_BLIND)
1251 { 983 {
1252 at = archetype::find ("blindness"); 984 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 985 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 986 if (poison)
1256 success = 1; 988 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 990 poison->stats.food = 1;
1259 } 991 }
1260 } 992 }
993
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 995 {
1263 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 997 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 998 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 999 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1001 }
1002
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1004 {
1271 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1007 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1008 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1010 }
1011
1277 if (spell->stats.food && tmp->stats.food < 999) 1012 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1013 {
1279 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1015
1280 if (tmp->stats.food > 999) 1016 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1017 tmp->stats.food = 999;
1018
1282 success = 1; 1019 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1020 /* 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"); 1021 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1022 }
1023
1286 return success; 1024 return success;
1287} 1025}
1288
1289 1026
1290/* This is used for the spells that gain stats. There are no spells 1027/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1028 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1029 * good comments for those.
1293 */ 1030 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1031static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1032 "You grow no stronger.",
1296 "You grow no more agile.", 1033 "You grow no more agile.",
1297 "You don't feel any healthier.", 1034 "You don't feel any healthier.",
1298 "no wis", 1035 "You didn't grow any more intelligent.",
1036 "You do not feel any wiser.",
1037 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1038 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1039};
1303 1040
1304int 1041int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1043{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1044 object *force = NULL;
1309 int i; 1045 int i;
1310 1046
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1048 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1049 ? find_target_for_friendly_spell (op, dir)
1315 } 1050 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1051
1321 if (tmp == NULL) 1052 if (!tmp)
1322 return 0; 1053 return 0;
1323 1054
1324 /* If we've already got a force of this type, don't add a new one. */ 1055 /* 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) 1056 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1057 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1058 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1059 {
1329 if (tmp2->name == spell_ob->name) 1060 if (tmp2->name == spell_ob->name)
1330 { 1061 {
1363 } 1094 }
1364 else 1095 else
1365 { 1096 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1098 }
1099
1368 return 1; 1100 return 1;
1369 } 1101 }
1102
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1104 force->speed = 1.0;
1372 force->speed_left = -1.0; 1105 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1106 SET_FLAG (force, FLAG_APPLIED);
1374 1107
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1113 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1114 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1115 force->resist[i] = 100;
1383 } 1116 }
1384 } 1117 }
1118
1385 if (spell_ob->stats.hp) 1119 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1120 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1121
1388 if (tmp->type == PLAYER) 1122 if (tmp->type == PLAYER)
1389 { 1123 {
1390 /* Stat adjustment spells */ 1124 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1125 for (i = 0; i < NUM_STATS; i++)
1392 { 1126 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1127 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1128 {
1397 sm = 0; 1129 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1130 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1131 sm += rndm (1, 3);
1400 1132
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1133 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1134 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1135
1404 if (sm < 0) 1136 force->stats.stat (i) = sm;
1405 sm = 0; 1137
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1138 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1139 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1140 }
1411 } 1141 }
1412 } 1142 }
1432 force->stats.ac = spell_ob->stats.ac; 1162 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1163 force->attacktype = spell_ob->attacktype;
1434 1164
1435 insert_ob_in_ob (force, tmp); 1165 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1166 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1167 tmp->update_stats ();
1168
1438 return 1; 1169 return 1;
1439} 1170}
1440 1171
1441/* This used to be part of cast_change_ability, but it really didn't make 1172/* 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 1173 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1174 * of the caster.
1444 */ 1175 */
1445
1446int 1176int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1178{
1449 int i; 1179 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1271 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1272 force->stats.ac = spell_ob->stats.ac;
1543 1273
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1274 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1275 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1276 tmp->update_stats ();
1547 return 1; 1277 return 1;
1548} 1278}
1549
1550
1551 1279
1552/* Alchemy code by Mark Wedel 1280/* Alchemy code by Mark Wedel
1553 * 1281 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1282 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1283 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1284 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1285 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1286 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1287 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1288 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1289 *
1568 * There is also a chance (1:30) that you will get nothing at all 1290 * 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 1291 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1292 * alchemised.
1571 */ 1293 */
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 1294static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1295alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1296{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1297 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1298
1585 /* Give third price when we alchemy money (This should hopefully 1299 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1300 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1301 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1302 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1303 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1304 * the stuff back to town.
1591 */ 1305 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1306 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1307 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1308 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1309 value /= 3;
1597 else 1310 else
1598 value = (value * 9) / 10; 1311 value = value * 9 / 10;
1599 1312
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1313 if (obj->value > 0 && rndm (0, 29))
1603 { 1314 total_value += value;
1604 int count;
1605 1315
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; 1316 total_weight += obj->total_weight ();
1626 obj->remove (); 1317
1627 obj->destroy (0); 1318 obj->destroy ();
1628}
1629
1630static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660} 1319}
1661 1320
1662int 1321int
1663alchemy (object *op, object *caster, object *spell_ob) 1322alchemy (object *op, object *caster, object *spell_ob)
1664{ 1323{
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) 1324 if (op->type != PLAYER)
1671 return 0; 1325 return 0;
1672 1326
1327 archetype *nugget[3];
1328
1329 nugget[0] = archetype::find ("pyrite3");
1330 nugget[1] = archetype::find ("pyrite2");
1331 nugget[2] = archetype::find ("pyrite");
1332
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1333 /* 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 1334 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1335 * in sight
1676 */ 1336 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1337 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1338 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1339 uint64 value_max = duration * 1000;
1680 1340
1341 int weight = 0;
1342
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1343 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1344 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1345 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1346 {
1347 uint64 value = 0;
1348
1685 nx = x; 1349 sint16 nx = x;
1686 ny = y; 1350 sint16 ny = y;
1687 1351
1688 mp = op->map; 1352 maptile *mp = op->map;
1689 1353
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1354 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1355
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1356 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1357 continue;
1694 1358
1695 /* Treat alchemy a little differently - most spell effects 1359 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1361 * ground level effect.
1698 */ 1362 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1363 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1364 continue;
1701 1365
1702 small_nuggets = 0; 1366 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 { 1367 {
1707 next = tmp->above; 1368 next = tmp->above;
1369
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1370 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1371 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1372 {
1711
1712 if (tmp->inv) 1373 if (tmp->inv)
1713 { 1374 {
1714 object *next1, *tmp1; 1375 object *next1, *tmp1;
1715 1376
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1377 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1378 {
1718 next1 = tmp1->below; 1379 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1380 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1381 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1382 alchemy_object (tmp1, value, weight);
1722 } 1383 }
1723 } 1384 }
1385
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1386 alchemy_object (tmp, value, weight);
1725 1387
1726 if (weight > weight_max) 1388 if (weight > weight_max)
1727 { 1389 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1390 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */ 1391 }
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1392
1393 value -= rndm (value >> 4);
1394 value = min (value, value_max);
1395
1396 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1397 if (int nrof = value / nugget [i]->value)
1398 {
1399 value -= nrof * nugget[i]->value;
1400
1401 object *tmp = arch_to_object (nugget[i]);
1402 tmp->nrof = nrof;
1403 tmp->flag [FLAG_IDENTIFIED] = true;
1404 op->map->insert (tmp, x, y, op, 0);
1741 } 1405 }
1406
1407 if (weight > weight_max)
1408 goto bailout;
1409 }
1742 } 1410 }
1743 large->destroy (0); 1411
1744 small->destroy (0); 1412bailout:
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; 1413 return 1;
1750} 1414}
1751 1415
1752 1416
1753/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1430 {
1767
1768 was_one++; 1431 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= caster_level (caster, spell))
1770 { 1433 {
1771 success++; 1434 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 } 1444 }
1782 1445
1783 if (op->type == PLAYER) 1446 if (op->type == PLAYER)
1784 { 1447 {
1785 if (success) 1448 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1449 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1450 else
1790 { 1451 {
1791 if (was_one) 1452 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1454 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1456 }
1796 } 1457 }
1458
1797 return success; 1459 return success;
1798} 1460}
1799 1461
1800/* Identifies objects in the players inventory/on the ground */ 1462/* Identifies objects in the players inventory/on the ground */
1801
1802int 1463int
1803cast_identify (object *op, object *caster, object *spell) 1464cast_identify (object *op, object *caster, object *spell)
1804{ 1465{
1466 dynbuf_text buf;
1805 object *tmp; 1467 object *tmp;
1806 int success = 0, num_ident;
1807 1468
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1469 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1470
1810 if (num_ident < 1) 1471 if (num_ident < 1)
1811 num_ident = 1; 1472 num_ident = 1;
1812 1473
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1474 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1475 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1477 {
1818 identify (tmp); 1478 identify (tmp);
1479
1819 if (op->type == PLAYER) 1480 if (op->type == PLAYER)
1820 { 1481 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1482 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1483
1822 if (tmp->msg) 1484 if (tmp->msg)
1823 { 1485 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1486 }
1487
1828 num_ident--; 1488 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1489 if (!num_ident)
1831 break; 1490 break;
1832 } 1491 }
1833 } 1492 }
1493
1834 /* If all the power of the spell has been used up, don't go and identify 1494 /* 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 1495 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1496 * was not fully used.
1837 */ 1497 */
1838 if (num_ident) 1498 if (num_ident)
1839 { 1499 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1500 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1501 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1502 {
1843
1844 identify (tmp); 1503 identify (tmp);
1504
1845 if (op->type == PLAYER) 1505 if (op->type == PLAYER)
1846 { 1506 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1507 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1508
1848 if (tmp->msg) 1509 if (tmp->msg)
1849 { 1510 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1511
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 }
1853 esrv_send_item (op, tmp); 1512 esrv_send_item (op, tmp);
1854 } 1513 }
1514
1855 num_ident--; 1515 num_ident--;
1856 success = 1;
1857 if (!num_ident) 1516 if (!num_ident)
1858 break; 1517 break;
1859 } 1518 }
1860 } 1519 }
1861 if (!success) 1520
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1521 if (buf.empty ())
1522 {
1523 op->failmsg ("You can't reach anything unidentified.");
1524 return 0;
1525 }
1863 else 1526 else
1864 { 1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1865 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1532 return 1;
1866 } 1533 }
1867 return success;
1868} 1534}
1869
1870 1535
1871int 1536int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1538{
1874 object *tmp, *last, *god, *detect; 1539 object *tmp, *last, *god, *detect;
1887 skill = caster; 1552 skill = caster;
1888 1553
1889 for (x = op->x - range; x <= op->x + range; x++) 1554 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1555 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1556 {
1892
1893 m = op->map; 1557 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1559 if (mflags & P_OUT_OF_MAP)
1896 continue; 1560 continue;
1897 1561
1899 * floor. But this is not true for show invisible. 1563 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1564 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1565 * down - that is easier than working up.
1902 */ 1566 */
1903 1567
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp; 1569 last = tmp;
1570
1906 /* Shouldn't happen, but if there are no objects on a space, this 1571 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1572 * would happen.
1908 */ 1573 */
1909 if (!last) 1574 if (!last)
1910 continue; 1575 continue;
1912 done_one = 0; 1577 done_one = 0;
1913 floor = 0; 1578 floor = 0;
1914 detect = NULL; 1579 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1580 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1581 {
1917
1918 /* show invisible */ 1582 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1584 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1587 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1589 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1596 {
1933 tmp->invisible = 0; 1597 tmp->invisible = 0;
1934 done_one = 1; 1598 done_one = 1;
1935 } 1599 }
1936 } 1600 }
1601
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1603 floor = 1;
1939 1604
1940 /* All detections below this point don't descend beneath the floor, 1605 /* 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 1606 * so just continue on. We could be clever and look at the type of
1994 */ 1659 */
1995 if (done_one) 1660 if (done_one)
1996 { 1661 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1998 1663
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
2003 { 1666 {
2004 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1674 }
1675
2012 insert_ob_in_map (detect_ob, m, op, 0); 1676 m->insert (detect_ob, nx, ny, op);
2013 } 1677 }
2014 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2015 1679
2016 1680
2017 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
2066 1730
2067 /* Explodes a fireball centered at player */ 1731 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 1732 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1733 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; 1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x; 1735
2072 tmp->y = victim->y; 1736 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1737 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 1738 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1739 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."); 1740 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) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1744 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1746 confuse_player (victim, victim, 99);
2088 } 1747 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1750}
2094 1751
2095/* cast_transfer 1752/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1753 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1754 * We let the target go above their normal maximum SP.
2111 1768
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1769 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1770
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1772 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1773 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1775 break;
2119 } 1776 }
2120 1777
2121 1778
2122 /* If we did not find a player in the specified direction, transfer 1779 /* 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. 1780 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1781 */
2125 if (plyr == NULL) 1782 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1783 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)) 1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1785 break;
2129 1786
2130 if (!plyr) 1787 if (!plyr)
2131 { 1788 {
2186 m = op->map; 1843 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1844 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1845 if (mflags & P_OUT_OF_MAP)
2189 return; 1846 return;
2190 1847
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1848 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1849 {
2193 next = tmp->above; 1850 next = tmp->above;
2194 1851
2195 /* Need to look at the head object - otherwise, if tmp 1852 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1853 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1865 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1866 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1867 * monsters either.
2211 */ 1868 */
2212 1869
2213 if (head->attacktype & AT_MAGIC && 1870 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1871 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1872 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1873 && (op->level > head->level))
2217 head->destroy (0); 1874 head->destroy ();
2218 }
2219 else 1875 else
2220 switch (head->type) 1876 switch (head->type)
2221 { 1877 {
2222 case SPELL_EFFECT: 1878 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 continue;
1883
2223 if (op->level > head->level) 1884 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1885 head->destroy ();
2227 } 1886
2228 break; 1887 break;
2229 1888
2230 /* I really don't get this rune code that much - that 1889 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1890 * random chance seems really low.
2232 */ 1891 */
2233 case RUNE: 1892 case RUNE:
2234 if (rndm (0, 149) == 0) 1893 if (rndm (0, 149) == 0)
2235 { 1894 {
2236 head->stats.hp--; /* weaken the rune */ 1895 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1896 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1897 head->destroy ();
2241 }
2242 } 1898 }
2243 break; 1899 break;
2244 } 1900 }
2245 } 1901 }
2246} 1902}
2299 * This code was very odd - code early on would only let players use the spell, 1955 * This code was very odd - code early on would only let players use the spell,
2300 * yet the code wass full of player checks. I've presumed that the code 1956 * yet the code wass full of player checks. I've presumed that the code
2301 * that only let players use it was correct, and removed all the other 1957 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1958 * player checks. MSW 2003-01-06
2303 */ 1959 */
2304
2305int 1960int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1961animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1962{
2308 object *weapon, *tmp; 1963 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1964 char buf[MAX_BUF];
2310 int a, i; 1965 int a, i;
2311 sint16 x, y; 1966 sint16 x, y;
2312 maptile *m; 1967 maptile *m;
2313 materialtype_t *mt;
2314 1968
2315 if (!spell->other_arch) 1969 if (!spell->other_arch)
2316 { 1970 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1971 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1972 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2321 /* exit if it's not a player using this spell. */ 1975 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1976 if (op->type != PLAYER)
2323 return 0; 1977 return 0;
2324 1978
2325 /* if player already has a golem, abort */ 1979 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1980 if (object *golem = op->contr->golem)
2327 { 1981 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1982 control_golem (golem, dir);
2329 return 0; 1983 return 0;
2330 } 1984 }
2331 1985
2332 /* if no direction specified, pick one */ 1986 /* if no direction specified, pick one */
2333 if (!dir) 1987 if (!dir)
2337 x = op->x + freearr_x[dir]; 1991 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 1992 y = op->y + freearr_y[dir];
2339 1993
2340 /* if there's no place to put the golem, abort */ 1994 /* if there's no place to put the golem, abort */
2341 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2342 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 1997 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2345 return 0; 1999 return 0;
2346 } 2000 }
2347 2001
2351 if (!weapon) 2005 if (!weapon)
2352 { 2006 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2354 return 0; 2008 return 0;
2355 } 2009 }
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2010 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2357 { 2011 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2359 return 0; 2013 return 0;
2360 } 2014 }
2361 if (weapon->type != WEAPON) 2015 if (weapon->type != WEAPON)
2369 return 0; 2023 return 0;
2370 } 2024 }
2371 2025
2372 if (weapon->nrof > 1) 2026 if (weapon->nrof > 1)
2373 { 2027 {
2374 tmp = get_split_ob (weapon, 1); 2028 tmp = weapon->split ();
2375 esrv_send_item (op, weapon); 2029 esrv_send_item (op, weapon);
2376 weapon = tmp; 2030 weapon = tmp;
2377 } 2031 }
2378 2032
2379 /* create the golem object */ 2033 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2381 2035
2382 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2044
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2394 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2395 * used above. 2047 * used above.
2396 */ 2048 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2050 weapon->remove ();
2051
2399 insert_ob_in_ob (weapon, tmp); 2052 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon); 2053 esrv_send_item (op, weapon);
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2402 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2056 * body_info, skills, etc)
2404 */ 2057 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2059 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2060 tmp->update_stats ();
2408 2061
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2062 /* 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 - 2063 * 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. 2064 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2065 */
2431 2084
2432 /* attacktype */ 2085 /* attacktype */
2433 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2435 2088
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2439 if (mt != NULL)
2440 { 2090 {
2441 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2443 a = mt->save[0]; 2093 a = mt->save[0];
2444 } 2094 }
2446 { 2096 {
2447 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2449 a = 10; 2099 a = 10;
2450 } 2100 }
2101
2451 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2461 2112
2462 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2463 2114
2464 if (a > 14) 2115 if (a > 14)
2465 a = 14; 2116 a = 14;
2117
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2119
2468 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2121 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 2122
2474 if (!spell->race) 2123 if (!spell->race)
2475 { 2124 {
2476 sprintf (buf, "animated %s", &weapon->name); 2125 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2126 tmp->name = buf;
2479 tmp->face = weapon->face; 2128 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2129 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2130 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2131 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2133 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 } 2134 }
2494 2135
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* 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)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2497 2138
2498 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2140 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2141
2142 m->insert (tmp, x, y, op);
2503 return 1; 2143 return 1;
2504} 2144}
2505 2145
2506/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2507 2147
2515 int success; 2155 int success;
2516 2156
2517 if (!op->map) 2157 if (!op->map)
2518 return 0; /* shouldnt happen */ 2158 return 0; /* shouldnt happen */
2519 2159
2520 success = change_map_light (op->map, spell->stats.dam); 2160 success = op->map->change_map_light (spell->stats.dam);
2161
2521 if (!success) 2162 if (!success)
2522 { 2163 {
2523 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2166 else
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2527 } 2168 }
2528 return success; 2169 return success;
2529} 2170}
2530
2531
2532
2533
2534 2171
2535/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2536 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2537 * spell is the spell object itself. 2174 * spell is the spell object itself.
2538 */ 2175 */
2550 2187
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2189
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2191
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2558 2194
2559 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = caster_level (caster, spell);
2196
2560 if (refresh) 2197 if (refresh)
2561 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2562 else 2199 else
2563 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2564 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2565 return 1; 2205 return 1;
2566} 2206}
2567
2568 2207
2569/* move aura function. An aura is a part of someone's inventory, 2208/* move aura function. An aura is a part of someone's inventory,
2570 * which he carries with him, but which acts on the map immediately 2209 * which he carries with him, but which acts on the map immediately
2571 * around him. 2210 * around him.
2572 * Aura parameters: 2211 * Aura parameters:
2573 * duration: duration counter. 2212 * duration: duration counter.
2574 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2576 */ 2215 */
2577
2578void 2216void
2579move_aura (object *aura) 2217move_aura (object *aura)
2580{ 2218{
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2586 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2587 2222
2588 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2590 */ 2225 */
2591 aura->remove (); 2226 aura->remove ();
2592 2227
2593 /* exit if we're out of gas */ 2228 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2229 if (aura->duration-- < 0)
2595 { 2230 {
2596 aura->destroy (0); 2231 aura->destroy ();
2597 return; 2232 return;
2598 } 2233 }
2599 2234
2600 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2602 { 2237 {
2603 aura->destroy (0); 2238 aura->destroy ();
2604 return; 2239 return;
2605 } 2240 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2241
2609 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2611 */ 2244 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2245 aura->insert_at (env, aura);
2613 2246
2614 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2615 { 2248 {
2616 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2617 2251
2618 nx = aura->x + freearr_x[i];
2619 ny = aura->y + freearr_y[i];
2620 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2621
2622 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2623 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2624 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2625 */ 2255 */
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2627 { 2257 {
2628 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2629 2259
2630 if (aura->other_arch) 2260 if (aura->other_arch)
2631 {
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2262 }
2639 }
2640 } 2263 }
2264
2641 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2642 aura->remove (); 2266 env->insert (aura);
2643 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2644} 2268}
2645 2269
2646/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2647 * op is the piece object. 2271 * op is the piece object.
2648 */ 2272 */
2649
2650void 2273void
2651move_peacemaker (object *op) 2274move_peacemaker (object *op)
2652{ 2275{
2653 object *tmp; 2276 object *tmp;
2654 2277
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2278 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2279 {
2657 int atk_lev, def_lev; 2280 int atk_lev, def_lev;
2658 object *victim = tmp; 2281 object *victim = tmp;
2659 2282
2660 if (tmp->head) 2283 if (tmp->head)
2671 2294
2672 if (rndm (0, atk_lev - 1) > def_lev) 2295 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2296 {
2674 /* make this sucker peaceful. */ 2297 /* make this sucker peaceful. */
2675 2298
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2299 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2300 victim->stats.exp = 0;
2678#if 0 2301#if 0
2679 /* No idea why these were all set to zero - if something 2302 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2303 * makes this creature agressive, he should still do damage.
2681 */ 2304 */
2726 2349
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2350 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2351
2729 tmp->race = op->name; /*Save the owner of the rune */ 2352 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2353 tmp->msg = rune;
2731 tmp->x = op->x; 2354
2732 tmp->y = op->y; 2355 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2356 return 1;
2735} 2357}

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