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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.20 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.27 by root, Tue Dec 26 20:04:09 2006 UTC

37void 37void
38cast_magic_storm (object *op, object *tmp, int lvl) 38cast_magic_storm (object *op, object *tmp, int lvl)
39{ 39{
40 if (!tmp) 40 if (!tmp)
41 return; /* error */ 41 return; /* error */
42
42 tmp->level = op->level; 43 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 44 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 45 tmp->duration += lvl / 5;
47 46
48 /* Put a cap on duration for this - if the player fails in their 47 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 48 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 49 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 50 * so don't really need to increase the duration as much either.
52 */ 51 */
53 if (tmp->duration >= 40) 52 if (tmp->duration >= 40)
54 tmp->duration = 40; 53 tmp->duration = 40;
54
55 tmp->stats.dam = lvl; /* nasty recoils! */ 55 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 56 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 57
58 tmp->insert_at (op, op);
59} 59}
60
61 60
62int 61int
63recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
64{ 63{
65 object *wand, *tmp; 64 object *wand, *tmp;
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 77 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 78 wand->destroy ();
80 tmp = get_archetype ("fireball"); 79 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81
82 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
84
84 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
86
85 if (tmp->stats.hp < 2) 87 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 88 tmp->stats.hp = 2;
87 tmp->x = op->x; 89
88 tmp->y = op->y; 90 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 91 return 1;
91 } 92 }
92 93
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
95
94 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
96 else 98 else
97 { 99 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 101 return 0;
100 } 102 }
103
101 if (!ncharges) 104 if (!ncharges)
102 ncharges = 1; 105 ncharges = 1;
103 106
104 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 { 111 {
108 SET_FLAG (wand, FLAG_ANIMATE); 112 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->clone.speed);
110 update_ob_speed (wand);
111 } 114 }
115
112 return 1; 116 return 1;
113} 117}
114 118
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 119/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to 120 * based on whether a crossbow or bow is equiped. If neither, it defaults to
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 307 return 0;
304 } 308 }
305 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
306 { 310 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 313 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 315 if (tmp->head != NULL)
312 tmp = tmp->head; 316 tmp = tmp->head;
440 444
441 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
442 continue; 446 continue;
443 447
444 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
446 { 450 {
447 next = tmp->above; 451 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 454 }
502 506
503 /* value of speed really doesn't make much difference, as long as it is 507 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 508 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
506 */ 510 */
507 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
512 515
513 /* If we could take advantage of enter_player_savebed() here, it would be 516 /* If we could take advantage of enter_player_savebed() here, it would be
555 } 558 }
556 return cast_spell (op, caster, dir, newspell, NULL); 559 return cast_spell (op, caster, dir, newspell, NULL);
557 } 560 }
558 return 1; 561 return 1;
559} 562}
560
561 563
562int 564int
563perceive_self (object *op) 565perceive_self (object *op)
564{ 566{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 567 char *cp = describe_item (op, op), buf[MAX_BUF];
641 char portal_name[1024], portal_message[1024]; 643 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity; 644 sint16 exitx, exity;
643 maptile *exitmap; 645 maptile *exitmap;
644 int op_level; 646 int op_level;
645 647
646
647 /* Check to see if the map the player is currently on is a per player unique 648 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the 649 * map. This can be determined in that per player unique maps have the
649 * full pathname listed. 650 * full pathname listed.
650 */ 651 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE) 652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
824 825
825 tmp->race = op->map->path; 826 tmp->race = op->map->path;
826 tmp->name = portal_name; 827 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x; 828 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y; 829 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op); 830 op->insert (tmp);
830 831
831 /* Create a portal in the destination map 832 /* Create a portal in the destination map
832 * dummy contain the portal and 833 * dummy contain the portal and
833 * force the track to kill it later 834 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of 835 * the 'force' variable still contains the 'reminder' of
846 EXIT_PATH (dummy) = op->map->path; 847 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x; 848 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y; 849 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name; 850 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message; 851 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */ 852 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0); 853 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
855 854
856 /* Now we create another town portal marker that 855 /* Now we create another town portal marker that
857 * points back to the one we just made 856 * points back to the one we just made
858 */ 857 */
859 tmp = get_archetype (spell->race); 858 tmp = get_archetype (spell->race);
876 force->destroy (); 875 force->destroy ();
877 876
878 return 1; 877 return 1;
879} 878}
880 879
881
882/* This creates magic walls. Really, it can create most any object, 880/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 881 * within some reason.
884 */ 882 */
885
886int 883int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 884magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 885{
889 object *tmp, *tmp2; 886 object *tmp;
890 int i, posblocked, negblocked, maxrange; 887 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 888 sint16 x, y;
892 maptile *m; 889 maptile *m;
893 const char *name; 890 const char *name;
894 archetype *at; 891 archetype *at;
902 else 899 else
903 { 900 {
904 x = op->x + freearr_x[dir]; 901 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 902 y = op->y + freearr_y[dir];
906 } 903 }
904
907 m = op->map; 905 m = op->map;
908 906
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 907 if ((spell_ob->move_block || x != op->x || y != op->y) &&
910 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
911 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 910 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 912 return 0;
915 } 913 }
914
916 if (spell_ob->other_arch) 915 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 916 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 917 else if (spell_ob->race)
921 { 918 {
922 char buf1[MAX_BUF]; 919 char buf1[MAX_BUF];
923 920
924 sprintf (buf1, spell_ob->race, dir); 921 sprintf (buf1, spell_ob->race, dir);
927 { 924 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 925 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 926 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 927 return 0;
931 } 928 }
929
932 tmp = arch_to_object (at); 930 tmp = arch_to_object (at);
933 } 931 }
934 else 932 else
935 { 933 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 944 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 945 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 946 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 948 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 949 }
950
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 951 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 952 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 953 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 954 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 955 }
956
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 958 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 960 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 961 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 962 SET_FLAG (tmp, FLAG_ALIVE);
965 } 963 }
966 964
967 /* This can't really hurt - if the object doesn't kill anything, 965 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 966 * these fields just won't be used. Do not set the owner for
967 * earthwalls, though, so they survive restarts.
969 */ 968 */
969 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 970 tmp->set_owner (op);
971
971 set_spell_skill (op, caster, spell_ob, tmp); 972 set_spell_skill (op, caster, spell_ob, tmp);
972 tmp->x = x;
973 tmp->y = y;
974 tmp->level = caster_level (caster, spell_ob) / 2; 973 tmp->level = caster_level (caster, spell_ob) / 2;
975 974
976 name = tmp->name; 975 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 976 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 977 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 979 return 0;
981 } 980 }
981
982 /* If this is a spellcasting wall, need to insert the spell object */ 982 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 985
986 /* This code causes the wall to extend some distance in 986 /* This code causes the wall to extend some distance in
1004 m = tmp->map; 1004 m = tmp->map;
1005 1005
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 1007 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 1008 {
1009 tmp2 = tmp->clone (); 1009 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 1010 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 1011
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 1012 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1014 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 1015
1017 } 1016 }
1018 else 1017 else
1019 posblocked = 1; 1018 posblocked = 1;
1020 1019
1023 m = tmp->map; 1022 m = tmp->map;
1024 1023
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 1026 {
1028 tmp2 = tmp->clone (); 1027 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 1028 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 1029
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1030 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1031 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1032 }
1035 else 1033 else
1036 negblocked = 1; 1034 negblocked = 1;
1037 } 1035 }
1038 1036
1087 { 1085 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 1087 op->contr->count = 0;
1090 return 0; 1088 return 0;
1091 } 1089 }
1090
1092 op->contr->count = 0; 1091 op->contr->count = 0;
1093 1092
1094 /* Remove code that puts player on random space on maps. IMO, 1093 /* 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, 1094 * 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 1095 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1144 return 0;
1146 } 1145 }
1147 } 1146 }
1148 1147
1149 /* Actually move the player now */ 1148 /* Actually move the player now */
1150 op->remove (); 1149 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; 1150 return 1;
1155 1151
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1152 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 1153 return 1;
1158} 1154}
1302}; 1298};
1303 1299
1304int 1300int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1301cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1302{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1303 object *force = NULL;
1309 int i; 1304 int i;
1310 1305
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1306 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1307 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1308 ? find_target_for_friendly_spell (op, dir)
1315 } 1309 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1310
1321 if (tmp == NULL) 1311 if (!tmp)
1322 return 0; 1312 return 0;
1323 1313
1324 /* If we've already got a force of this type, don't add a new one. */ 1314 /* 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) 1315 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1316 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1317 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1318 {
1329 if (tmp2->name == spell_ob->name) 1319 if (tmp2->name == spell_ob->name)
1330 { 1320 {
1432 force->stats.ac = spell_ob->stats.ac; 1422 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1423 force->attacktype = spell_ob->attacktype;
1434 1424
1435 insert_ob_in_ob (force, tmp); 1425 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1426 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1427 tmp->update_stats ();
1438 return 1; 1428 return 1;
1439} 1429}
1440 1430
1441/* This used to be part of cast_change_ability, but it really didn't make 1431/* 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 1432 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1531 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1532 force->stats.ac = spell_ob->stats.ac;
1543 1533
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1534 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1535 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1536 tmp->update_stats ();
1547 return 1; 1537 return 1;
1548} 1538}
1549 1539
1550 1540
1551 1541
1640 1630
1641 if (small_nuggets) 1631 if (small_nuggets)
1642 { 1632 {
1643 tmp = small->clone (); 1633 tmp = small->clone ();
1644 tmp->nrof = small_nuggets; 1634 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag); 1635 m->insert (tmp, x, y, op, flag);
1648 } 1636 }
1649 1637
1650 if (large_nuggets) 1638 if (large_nuggets)
1651 { 1639 {
1652 tmp = large->clone (); 1640 tmp = large->clone ();
1653 tmp->nrof = large_nuggets; 1641 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag); 1642 m->insert (tmp, x, y, op, flag);
1657 } 1643 }
1658} 1644}
1659 1645
1660int 1646int
1661alchemy (object *op, object *caster, object *spell_ob) 1647alchemy (object *op, object *caster, object *spell_ob)
1698 continue; 1684 continue;
1699 1685
1700 small_nuggets = 0; 1686 small_nuggets = 0;
1701 large_nuggets = 0; 1687 large_nuggets = 0;
1702 1688
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next) 1689 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1690 {
1705 next = tmp->above; 1691 next = tmp->above;
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1692 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1693 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1694 {
1742 large->destroy (); 1728 large->destroy ();
1743 small->destroy (); 1729 small->destroy ();
1744 /* reset this so that if player standing on a big pile of stuff, 1730 /* reset this so that if player standing on a big pile of stuff,
1745 * it is redrawn properly. 1731 * it is redrawn properly.
1746 */ 1732 */
1747 op->contr->socket->look_position = 0; 1733 op->contr->ns->look_position = 0;
1748 return 1; 1734 return 1;
1749} 1735}
1750 1736
1751 1737
1752/* This function removes the cursed/damned status on equipped 1738/* This function removes the cursed/damned status on equipped
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1747 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1748 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1749 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1750 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1751 {
1766
1767 was_one++; 1752 was_one++;
1768 if (tmp->level <= caster_level (caster, spell)) 1753 if (tmp->level <= caster_level (caster, spell))
1769 { 1754 {
1770 success++; 1755 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1756 if (QUERY_FLAG (spell, FLAG_DAMNED))
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1776 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1777 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1778 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1779 }
1795 } 1780 }
1781
1796 return success; 1782 return success;
1797} 1783}
1798 1784
1799/* Identifies objects in the players inventory/on the ground */ 1785/* Identifies objects in the players inventory/on the ground */
1800 1786
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1793 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1794
1809 if (num_ident < 1) 1795 if (num_ident < 1)
1810 num_ident = 1; 1796 num_ident = 1;
1811 1797
1812
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1798 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1799 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1800 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1816 { 1801 {
1817 identify (tmp); 1802 identify (tmp);
1803
1818 if (op->type == PLAYER) 1804 if (op->type == PLAYER)
1819 { 1805 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1807
1821 if (tmp->msg) 1808 if (tmp->msg)
1822 { 1809 {
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1810 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1811 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 } 1812 }
1826 } 1813 }
1814
1827 num_ident--; 1815 num_ident--;
1828 success = 1; 1816 success = 1;
1829 if (!num_ident) 1817 if (!num_ident)
1830 break; 1818 break;
1831 } 1819 }
1832 } 1820 }
1821
1833 /* If all the power of the spell has been used up, don't go and identify 1822 /* If all the power of the spell has been used up, don't go and identify
1834 * stuff on the floor. Only identify stuff on the floor if the spell 1823 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1824 * was not fully used.
1836 */ 1825 */
1837 if (num_ident) 1826 if (num_ident)
1838 { 1827 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1828 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1840 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1829 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1841 { 1830 {
1842
1843 identify (tmp); 1831 identify (tmp);
1832
1844 if (op->type == PLAYER) 1833 if (op->type == PLAYER)
1845 { 1834 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1835 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1836
1847 if (tmp->msg) 1837 if (tmp->msg)
1848 { 1838 {
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1839 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1840 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 } 1841 }
1842
1852 esrv_send_item (op, tmp); 1843 esrv_send_item (op, tmp);
1853 } 1844 }
1845
1854 num_ident--; 1846 num_ident--;
1855 success = 1; 1847 success = 1;
1856 if (!num_ident) 1848 if (!num_ident)
1857 break; 1849 break;
1858 } 1850 }
1859 } 1851 }
1852
1860 if (!success) 1853 if (!success)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1854 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1862 else 1855 else
1863 {
1864 spell_effect (spell, op->x, op->y, op->map, op); 1856 spell_effect (spell, op->x, op->y, op->map, op);
1865 } 1857
1866 return success; 1858 return success;
1867} 1859}
1868
1869 1860
1870int 1861int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1862cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1863{
1873 object *tmp, *last, *god, *detect; 1864 object *tmp, *last, *god, *detect;
1886 skill = caster; 1877 skill = caster;
1887 1878
1888 for (x = op->x - range; x <= op->x + range; x++) 1879 for (x = op->x - range; x <= op->x + range; x++)
1889 for (y = op->y - range; y <= op->y + range; y++) 1880 for (y = op->y - range; y <= op->y + range; y++)
1890 { 1881 {
1891
1892 m = op->map; 1882 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1883 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP) 1884 if (mflags & P_OUT_OF_MAP)
1895 continue; 1885 continue;
1896 1886
1898 * floor. But this is not true for show invisible. 1888 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1889 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1890 * down - that is easier than working up.
1901 */ 1891 */
1902 1892
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1893 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1904 last = tmp; 1894 last = tmp;
1895
1905 /* Shouldn't happen, but if there are no objects on a space, this 1896 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1897 * would happen.
1907 */ 1898 */
1908 if (!last) 1899 if (!last)
1909 continue; 1900 continue;
1911 done_one = 0; 1902 done_one = 0;
1912 floor = 0; 1903 floor = 0;
1913 detect = NULL; 1904 detect = NULL;
1914 for (tmp = last; tmp; tmp = tmp->below) 1905 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1906 {
1916
1917 /* show invisible */ 1907 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1908 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1919 /* Might there be other objects that we can make visibile? */ 1909 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1910 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1911 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1922 tmp->type == CF_HANDLE || 1912 tmp->type == CF_HANDLE ||
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1913 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1914 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1931 { 1921 {
1932 tmp->invisible = 0; 1922 tmp->invisible = 0;
1933 done_one = 1; 1923 done_one = 1;
1934 } 1924 }
1935 } 1925 }
1926
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1927 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1; 1928 floor = 1;
1938 1929
1939 /* All detections below this point don't descend beneath the floor, 1930 /* All detections below this point don't descend beneath the floor,
1940 * so just continue on. We could be clever and look at the type of 1931 * so just continue on. We could be clever and look at the type of
1993 */ 1984 */
1994 if (done_one) 1985 if (done_one)
1995 { 1986 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1987 object *detect_ob = arch_to_object (spell->other_arch);
1997 1988
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1989 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1990 if (done_one == 2 && detect)
2002 { 1991 {
2003 detect_ob->face = detect->face; 1992 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1993 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->last_anim = 0; 1995 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1996 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1997 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1998 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2010 } 1999 }
2000
2011 insert_ob_in_map (detect_ob, m, op, 0); 2001 m->insert (detect_ob, nx, ny, op);
2012 } 2002 }
2013 } /* for processing the surrounding spaces */ 2003 } /* for processing the surrounding spaces */
2014 2004
2015 2005
2016 /* Now process objects in the players inventory if detect curse or magic */ 2006 /* Now process objects in the players inventory if detect curse or magic */
2065 2055
2066 /* Explodes a fireball centered at player */ 2056 /* Explodes a fireball centered at player */
2067 tmp = get_archetype (EXPLODING_FIREBALL); 2057 tmp = get_archetype (EXPLODING_FIREBALL);
2068 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2058 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2069 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 2059 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2070 tmp->x = victim->x; 2060
2071 tmp->y = victim->y; 2061 tmp->insert_at (victim);
2072 insert_ob_in_map (tmp, victim->map, NULL, 0);
2073 victim->stats.sp = 2 * victim->stats.maxsp; 2062 victim->stats.sp = 2 * victim->stats.maxsp;
2074 } 2063 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2076 {
2077 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2065 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2078 }
2079 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2067 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2068 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 2069 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2070 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 2071 confuse_player (victim, victim, 99);
2087 } 2072 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2073 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2074 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 2075}
2093 2076
2094/* cast_transfer 2077/* cast_transfer
2095 * This spell transfers sp from the player to another person. 2078 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 2079 * We let the target go above their normal maximum SP.
2110 2093
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 2094 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 2095
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2096 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 2097 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2098 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2117 break; 2100 break;
2118 } 2101 }
2119 2102
2120 2103
2121 /* If we did not find a player in the specified direction, transfer 2104 /* If we did not find a player in the specified direction, transfer
2122 * to anyone on top of us. This is used for the rune of transference mostly. 2105 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 2106 */
2124 if (plyr == NULL) 2107 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2108 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2126 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2109 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2127 break; 2110 break;
2128 2111
2129 if (!plyr) 2112 if (!plyr)
2130 { 2113 {
2185 m = op->map; 2168 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2169 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 2170 if (mflags & P_OUT_OF_MAP)
2188 return; 2171 return;
2189 2172
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2173 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 2174 {
2192 next = tmp->above; 2175 next = tmp->above;
2193 2176
2194 /* Need to look at the head object - otherwise, if tmp 2177 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 2178 * points to a monster, we don't have all the necessary
2393 * so instead, just set it as equipped (otherwise, we need to update 2376 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2377 * body_info, skills, etc)
2395 */ 2378 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2379 SET_FLAG (tmp, FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2380 SET_FLAG (weapon, FLAG_APPLIED);
2398 fix_player (tmp); 2381 tmp->update_stats ();
2399 2382
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2383 /* There used to be 'odd' code that basically seemed to take the absolute
2401 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2384 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2402 * if you're using a crappy weapon, it shouldn't be as good. 2385 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2386 */
2455 if (a > 14) 2438 if (a > 14)
2456 a = 14; 2439 a = 14;
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2440 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2458 2441
2459 /* Determine golem's speed */ 2442 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2443 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2461
2462 if (tmp->speed > 3.33)
2463 tmp->speed = 3.33;
2464 2444
2465 if (!spell->race) 2445 if (!spell->race)
2466 { 2446 {
2467 sprintf (buf, "animated %s", &weapon->name); 2447 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2448 tmp->name = buf;
2470 tmp->face = weapon->face; 2450 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2451 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2452 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2453 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2454 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2455 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2476 {
2477 SET_FLAG (tmp, FLAG_ANIMATE);
2478 }
2479 else
2480 {
2481 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2482 }
2483 update_ob_speed (tmp);
2484 } 2456 }
2485 2457
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2458 /* make experience increase in proportion to the strength of the summoned creature. */
2487 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2459 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2488 2460
2489 tmp->speed_left = -1; 2461 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2462 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2463
2464 m->insert (tmp, x, y, op);
2494 return 1; 2465 return 1;
2495} 2466}
2496 2467
2497/* cast_daylight() - changes the map darkness level *lower* */ 2468/* cast_daylight() - changes the map darkness level *lower* */
2498 2469
2593 { 2564 {
2594 aura->destroy (); 2565 aura->destroy ();
2595 return; 2566 return;
2596 } 2567 }
2597 2568
2598 aura->x = env->x;
2599 aura->y = env->y;
2600
2601 /* we need to jump out of the inventory for a bit 2569 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2570 * in order to hit the map conveniently.
2603 */ 2571 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2572 aura->insert_at (env, aura);
2605 2573
2606 for (i = 1; i < 9; i++) 2574 for (i = 1; i < 9; i++)
2607 { 2575 {
2608 sint16 nx, ny; 2576 sint16 nx, ny;
2609 2577
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2586 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2619 { 2587 {
2620 hit_map (aura, i, aura->attacktype, 0); 2588 hit_map (aura, i, aura->attacktype, 0);
2621 2589
2622 if (aura->other_arch) 2590 if (aura->other_arch)
2623 { 2591 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2624 object *new_ob;
2625
2626 new_ob = arch_to_object (aura->other_arch);
2627 new_ob->x = nx;
2628 new_ob->y = ny;
2629 insert_ob_in_map (new_ob, m, aura, 0);
2630 } 2592 }
2631 }
2632 } 2593 }
2594
2633 /* put the aura back in the player's inventory */ 2595 /* put the aura back in the player's inventory */
2634 aura->remove (); 2596 aura->remove ();
2635 insert_ob_in_ob (aura, env); 2597 insert_ob_in_ob (aura, env);
2636} 2598}
2637 2599
2642void 2604void
2643move_peacemaker (object *op) 2605move_peacemaker (object *op)
2644{ 2606{
2645 object *tmp; 2607 object *tmp;
2646 2608
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2609 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2610 {
2649 int atk_lev, def_lev; 2611 int atk_lev, def_lev;
2650 object *victim = tmp; 2612 object *victim = tmp;
2651 2613
2652 if (tmp->head) 2614 if (tmp->head)
2718 2680
2719 snprintf (rune, sizeof (rune), "%s\n", msg); 2681 snprintf (rune, sizeof (rune), "%s\n", msg);
2720 2682
2721 tmp->race = op->name; /*Save the owner of the rune */ 2683 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2684 tmp->msg = rune;
2723 tmp->x = op->x; 2685
2724 tmp->y = op->y; 2686 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2726 return 1; 2687 return 1;
2727} 2688}

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