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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 1.39 by root, Wed Feb 7 23:43:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
37void 36void
38cast_magic_storm (object *op, object *tmp, int lvl) 37cast_magic_storm (object *op, object *tmp, int lvl)
39{ 38{
40 if (!tmp) 39 if (!tmp)
41 return; /* error */ 40 return; /* error */
41
42 tmp->level = op->level; 42 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 43 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 44 tmp->duration += lvl / 5;
47 45
48 /* Put a cap on duration for this - if the player fails in their 46 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 47 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 48 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 49 * so don't really need to increase the duration as much either.
52 */ 50 */
53 if (tmp->duration >= 40) 51 if (tmp->duration >= 40)
54 tmp->duration = 40; 52 tmp->duration = 40;
53
55 tmp->stats.dam = lvl; /* nasty recoils! */ 54 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 55 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 56
57 tmp->insert_at (op, op);
59} 58}
60
61 59
62int 60int
63recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
64{ 62{
65 object *wand, *tmp; 63 object *wand, *tmp;
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE);
78 esrv_del_item (op->contr, wand->count); 76 esrv_del_item (op->contr, wand->count);
79 wand->destroy (); 77 wand->destroy ();
80 tmp = get_archetype ("fireball"); 78 tmp = get_archetype ("fireball");
81 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83
84 tmp->stats.hp = tmp->stats.dam / 2; 84 tmp->stats.hp = tmp->stats.dam / 2;
85
85 if (tmp->stats.hp < 2) 86 if (tmp->stats.hp < 2)
86 tmp->stats.hp = 2; 87 tmp->stats.hp = 2;
87 tmp->x = op->x; 88
88 tmp->y = op->y; 89 tmp->insert_at (op);
89 insert_ob_in_map (tmp, op->map, NULL, 0);
90 return 1; 90 return 1;
91 } 91 }
92 92
93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 93 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
102
101 if (!ncharges) 103 if (!ncharges)
102 ncharges = 1; 104 ncharges = 1;
103 105
104 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108
106 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
107 { 110 {
108 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
109 wand->speed = wand->arch->clone.speed; 112 wand->set_speed (wand->arch->clone.speed);
110 update_ob_speed (wand);
111 } 113 }
114
112 return 1; 115 return 1;
113} 116}
114 117
115/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 118/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
116 * based on whether a crossbow or bow is equiped. If neither, it defaults to 119 * based on whether a crossbow or bow is equiped. If neither, it defaults to
302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 306 return 0;
304 } 307 }
305 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
306 { 309 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 312 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 314 if (tmp->head != NULL)
312 tmp = tmp->head; 315 tmp = tmp->head;
407 update_object (op, UP_OBJ_FACE); 410 update_object (op, UP_OBJ_FACE);
408 411
409 /* Only search the active objects - only these should actually do 412 /* Only search the active objects - only these should actually do
410 * harm to the player. 413 * harm to the player.
411 */ 414 */
412 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 415 for_all_actives (tmp)
413 if (tmp->enemy == op) 416 if (tmp->enemy == op)
414 tmp->enemy = NULL; 417 tmp->enemy = 0;
418
415 return 1; 419 return 1;
416} 420}
417 421
418/* earth to dust spell. Basically destroys earthwalls in the area. 422/* earth to dust spell. Basically destroys earthwalls in the area.
419 */ 423 */
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 }
451 } 455 }
456
452 return 1; 457 return 1;
453} 458}
454
455 459
456void 460void
457execute_word_of_recall (object *op) 461execute_word_of_recall (object *op)
458{ 462{
459 object *wor = op; 463 if (object *pl = op->in_player ())
460 464 {
461 while (op != NULL && op->type != PLAYER) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
462 op = op->env;
463
464 if (op != NULL && op->map)
465 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
466 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 467 else
468 {
469 // remove first so we do not call update_stats
470 op->remove ();
468 enter_exit (op, wor); 471 pl->enter_exit (op);
472 }
473 }
469 474
470 wor->destroy (); 475 op->destroy ();
471} 476}
472 477
473/* Word of recall causes the player to return 'home'. 478/* Word of recall causes the player to return 'home'.
474 * we put a force into the player object, so that there is a 479 * we put a force into the player object, so that there is a
475 * time delay effect. 480 * time delay effect.
494 { 499 {
495 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
496 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
497 return 0; 502 return 0;
498 } 503 }
504
499 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
500 if (time < 1) 506 if (time < 1)
501 time = 1; 507 time = 1;
502 508
503 /* value of speed really doesn't make much difference, as long as it is 509 /* value of speed really doesn't make much difference, as long as it is
504 * positive. Lower value may be useful so that the problem doesn't 510 * positive. Lower value may be useful so that the problem doesn't
505 * do anything really odd if it say a -1000 or something. 511 * do anything really odd if it say a -1000 or something.
506 */ 512 */
507 dummy->speed = 0.002; 513 dummy->set_speed (0.002);
508 update_ob_speed (dummy);
509 dummy->speed_left = -dummy->speed * time; 514 dummy->speed_left = -dummy->speed * time;
510 dummy->type = SPELL_EFFECT; 515 dummy->type = SPELL_EFFECT;
511 dummy->subtype = SP_WORD_OF_RECALL; 516 dummy->subtype = SP_WORD_OF_RECALL;
512 517
513 /* If we could take advantage of enter_player_savebed() here, it would be 518 /* If we could take advantage of enter_player_savebed() here, it would be
514 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
515 */ 520 */
516 EXIT_PATH (dummy) = op->contr->savebed_map; 521 EXIT_PATH (dummy) = op->contr->savebed_map;
517 EXIT_X (dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
518 EXIT_Y (dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
519 524
520 (void) insert_ob_in_ob (dummy, op); 525 op->insert (dummy);
526
521 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
522 return 1; 529 return 1;
523} 530}
524 531
525/* cast_wonder 532/* cast_wonder
526 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
555 } 562 }
556 return cast_spell (op, caster, dir, newspell, NULL); 563 return cast_spell (op, caster, dir, newspell, NULL);
557 } 564 }
558 return 1; 565 return 1;
559} 566}
560
561 567
562int 568int
563perceive_self (object *op) 569perceive_self (object *op)
564{ 570{
565 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 char *cp = describe_item (op, op), buf[MAX_BUF];
599 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
600 { 606 {
601 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
602 { 608 {
603 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
604 {
605 sprintf (buf, "Your metabolism isn't focused on anything."); 610 sprintf (buf, "Your metabolism isn't focused on anything.");
606 }
607 else 611 else
608 {
609 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
610 } 613
611 new_draw_info (NDI_UNIQUE, 0, op, buf); 614 new_draw_info (NDI_UNIQUE, 0, op, buf);
612 break; 615 break;
613 } 616 }
614 } 617 }
615 } 618 }
619
616 return 1; 620 return 1;
617} 621}
618 622
619/* int cast_create_town_portal (object *op, object *caster, int dir) 623/* int cast_create_town_portal (object *op, object *caster, int dir)
620 * 624 *
634 * Code by Tchize (david.delbecq@usa.net) 638 * Code by Tchize (david.delbecq@usa.net)
635 */ 639 */
636int 640int
637cast_create_town_portal (object *op, object *caster, object *spell, int dir) 641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
638{ 642{
639 object *dummy, *force, *old_force, *tmp; 643 object *dummy, *force, *old_force;
640 archetype *perm_portal; 644 archetype *perm_portal;
641 char portal_name[1024], portal_message[1024]; 645 char portal_name[1024], portal_message[1024];
642 sint16 exitx, exity;
643 maptile *exitmap; 646 maptile *exitmap;
644 int op_level; 647 int op_level;
645
646 648
647 /* Check to see if the map the player is currently on is a per player unique 649 /* 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 650 * map. This can be determined in that per player unique maps have the
649 * full pathname listed. 651 * full pathname listed.
650 */ 652 */
718 * If it has the good name, we destruct it. 720 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal. 721 * -We destruct the force indicating that portal.
720 */ 722 */
721 while ((old_force = check_inv_recursive (op, dummy))) 723 while ((old_force = check_inv_recursive (op, dummy)))
722 { 724 {
723 exitx = EXIT_X (old_force); 725 exitmap = maptile::find_sync (old_force->race, op->map);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731 726
732 if (exitmap) 727 if (exitmap)
733 { 728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 tmp = present_arch (perm_portal, exitmap, exitx, exity); 734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 while (tmp)
736 { 735 {
737 if (tmp->name == old_force->name) 736 if (tmp->name == old_force->name)
738 { 737 {
739 tmp->destroy (); 738 tmp->destroy ();
740 break; 739 break;
741 } 740 }
742
743 tmp = tmp->above;
744 } 741 }
745 } 742 }
746 743
747 old_force->destroy (); 744 old_force->destroy ();
748 LOG (llevDebug, "\n");
749 } 745 }
750 746
751 dummy->destroy (); 747 dummy->destroy ();
752 748
753 /* Creating the portals. 749 /* Creating the portals.
759 * 'force' is the destination of the town portal, which we got 755 * 'force' is the destination of the town portal, which we got
760 * from the players inventory above. 756 * from the players inventory above.
761 */ 757 */
762 758
763 /* Ensure exit map is loaded */ 759 /* Ensure exit map is loaded */
764 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) 760 exitmap = maptile::find_sync (force->name);
765 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
766 else
767 exitmap = ready_map_name (force->name, 0);
768 761
769 /* If we were unable to load (ex. random map deleted), warn player */ 762 /* If we were unable to load (ex. random map deleted), warn player */
770 if (exitmap == NULL) 763 if (!exitmap)
771 { 764 {
772 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
773 force->destroy (); 766 force->destroy ();
774 return 1; 767 return 1;
775 } 768 }
769
770 exitmap->load_sync ();
776 771
777 op_level = caster_level (caster, spell); 772 op_level = caster_level (caster, spell);
778 if (op_level < 15) 773 if (op_level < 15)
779 snprintf (portal_message, 1024, 774 snprintf (portal_message, 1024,
780 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", 775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
790 785
791 /* Create a portal in front of player 786 /* Create a portal in front of player
792 * dummy contain the portal and 787 * dummy contain the portal and
793 * force contain the track to kill it later 788 * force contain the track to kill it later
794 */ 789 */
795
796 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
797 dummy = get_archetype (spell->slaying); /*The portal */ 791 dummy = get_archetype (spell->slaying); /*The portal */
798 if (dummy == NULL) 792 if (dummy == NULL)
799 { 793 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 806
813 /* Now we need to to create a town portal marker inside the player 807 /* Now we need to to create a town portal marker inside the player
814 * object, so on future castings, we can know that he has an active 808 * object, so on future castings, we can know that he has an active
815 * town portal. 809 * town portal.
816 */ 810 */
817 tmp = get_archetype (spell->race); 811 object *tmp = get_archetype (spell->race);
818 if (tmp == NULL) 812
813 if (!tmp)
819 { 814 {
820 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
821 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); 816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
822 return 0; 817 return 0;
823 } 818 }
824 819
825 tmp->race = op->map->path; 820 tmp->race = op->map->path;
826 tmp->name = portal_name; 821 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x; 822 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y; 823 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op); 824 op->insert (tmp);
830 825
831 /* Create a portal in the destination map 826 /* Create a portal in the destination map
832 * dummy contain the portal and 827 * dummy contain the portal and
833 * force the track to kill it later 828 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of 829 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to. 830 * where this portal goes to.
836 */ 831 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */ 833 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL) 834 if (dummy == NULL)
840 { 835 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
846 EXIT_PATH (dummy) = op->map->path; 841 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x; 842 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y; 843 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name; 844 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message; 845 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 */ 846 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0); 847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
855 848
856 /* Now we create another town portal marker that 849 /* Now we create another town portal marker that
857 * points back to the one we just made 850 * points back to the one we just made
858 */ 851 */
859 tmp = get_archetype (spell->race); 852 tmp = get_archetype (spell->race);
876 force->destroy (); 869 force->destroy ();
877 870
878 return 1; 871 return 1;
879} 872}
880 873
881
882/* This creates magic walls. Really, it can create most any object, 874/* This creates magic walls. Really, it can create most any object,
883 * within some reason. 875 * within some reason.
884 */ 876 */
885
886int 877int
887magic_wall (object *op, object *caster, int dir, object *spell_ob) 878magic_wall (object *op, object *caster, int dir, object *spell_ob)
888{ 879{
889 object *tmp, *tmp2; 880 object *tmp;
890 int i, posblocked, negblocked, maxrange; 881 int i, posblocked, negblocked, maxrange;
891 sint16 x, y; 882 sint16 x, y;
892 maptile *m; 883 maptile *m;
893 const char *name; 884 const char *name;
894 archetype *at; 885 archetype *at;
902 else 893 else
903 { 894 {
904 x = op->x + freearr_x[dir]; 895 x = op->x + freearr_x[dir];
905 y = op->y + freearr_y[dir]; 896 y = op->y + freearr_y[dir];
906 } 897 }
898
907 m = op->map; 899 m = op->map;
908 900
909 if ((spell_ob->move_block || x != op->x || y != op->y) && 901 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) || 902 (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))) 903 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
912 { 904 {
913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
914 return 0; 906 return 0;
915 } 907 }
908
916 if (spell_ob->other_arch) 909 if (spell_ob->other_arch)
917 {
918 tmp = arch_to_object (spell_ob->other_arch); 910 tmp = arch_to_object (spell_ob->other_arch);
919 }
920 else if (spell_ob->race) 911 else if (spell_ob->race)
921 { 912 {
922 char buf1[MAX_BUF]; 913 char buf1[MAX_BUF];
923 914
924 sprintf (buf1, spell_ob->race, dir); 915 sprintf (buf1, spell_ob->race, dir);
927 { 918 {
928 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
929 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
930 return 0; 921 return 0;
931 } 922 }
923
932 tmp = arch_to_object (at); 924 tmp = arch_to_object (at);
933 } 925 }
934 else 926 else
935 { 927 {
936 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
946 } 938 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 939 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 940 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 941 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 942 tmp->stats.maxhp = tmp->stats.hp;
951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 943 }
944
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 945 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 946 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 947 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
957 SET_FLAG (tmp, FLAG_IS_USED_UP); 948 SET_FLAG (tmp, FLAG_IS_USED_UP);
958 } 949 }
950
959 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
960 { 952 {
961 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 953 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
962 tmp->stats.maxhp = tmp->stats.hp; 954 tmp->stats.maxhp = tmp->stats.hp;
963 SET_FLAG (tmp, FLAG_TEAR_DOWN); 955 SET_FLAG (tmp, FLAG_TEAR_DOWN);
964 SET_FLAG (tmp, FLAG_ALIVE); 956 SET_FLAG (tmp, FLAG_ALIVE);
965 } 957 }
966 958
967 /* This can't really hurt - if the object doesn't kill anything, 959 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 960 * these fields just won't be used. Do not set the owner for
961 * earthwalls, though, so they survive restarts.
969 */ 962 */
963 if (tmp->type != EARTHWALL) //TODO
970 tmp->set_owner (op); 964 tmp->set_owner (op);
965
971 set_spell_skill (op, caster, spell_ob, tmp); 966 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; 967 tmp->level = caster_level (caster, spell_ob) / 2;
975 968
976 name = tmp->name; 969 name = tmp->name;
977 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 970 if (!(tmp = m->insert (tmp, x, y, op)))
978 { 971 {
979 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
980 return 0; 973 return 0;
981 } 974 }
975
982 /* If this is a spellcasting wall, need to insert the spell object */ 976 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 979
986 /* This code causes the wall to extend some distance in 980 /* This code causes the wall to extend some distance in
1004 m = tmp->map; 998 m = tmp->map;
1005 999
1006 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1000 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) 1001 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1008 { 1002 {
1009 tmp2 = tmp->clone (); 1003 object *tmp2 = tmp->clone ();
1010 tmp2->x = x; 1004 m->insert (tmp2, x, y, op);
1011 tmp2->y = y; 1005
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 1006 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1008 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 1009
1017 } 1010 }
1018 else 1011 else
1019 posblocked = 1; 1012 posblocked = 1;
1020 1013
1023 m = tmp->map; 1016 m = tmp->map;
1024 1017
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1018 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) 1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 1020 {
1028 tmp2 = tmp->clone (); 1021 object *tmp2 = tmp->clone ();
1029 tmp2->x = x; 1022 m->insert (tmp2, x, y, op);
1030 tmp2->y = y; 1023
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1025 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1026 }
1035 else 1027 else
1036 negblocked = 1; 1028 negblocked = 1;
1037 } 1029 }
1038 1030
1087 { 1079 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 1081 op->contr->count = 0;
1090 return 0; 1082 return 0;
1091 } 1083 }
1084
1092 op->contr->count = 0; 1085 op->contr->count = 0;
1093 1086
1094 /* Remove code that puts player on random space on maps. IMO, 1087 /* 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, 1088 * 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 1089 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1138 return 0;
1146 } 1139 }
1147 } 1140 }
1148 1141
1149 /* Actually move the player now */ 1142 /* Actually move the player now */
1150 op->remove (); 1143 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; 1144 return 1;
1155 1145
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 1147 return 1;
1158} 1148}
1302}; 1292};
1303 1293
1304int 1294int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1295cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1296{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1297 object *force = NULL;
1309 int i; 1298 int i;
1310 1299
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1300 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1301 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1302 ? find_target_for_friendly_spell (op, dir)
1315 } 1303 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1304
1321 if (tmp == NULL) 1305 if (!tmp)
1322 return 0; 1306 return 0;
1323 1307
1324 /* If we've already got a force of this type, don't add a new one. */ 1308 /* 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) 1309 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1310 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1311 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1312 {
1329 if (tmp2->name == spell_ob->name) 1313 if (tmp2->name == spell_ob->name)
1330 { 1314 {
1432 force->stats.ac = spell_ob->stats.ac; 1416 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1417 force->attacktype = spell_ob->attacktype;
1434 1418
1435 insert_ob_in_ob (force, tmp); 1419 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1420 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1421 tmp->update_stats ();
1438 return 1; 1422 return 1;
1439} 1423}
1440 1424
1441/* This used to be part of cast_change_ability, but it really didn't make 1425/* 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 1426 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1525 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1526 force->stats.ac = spell_ob->stats.ac;
1543 1527
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1528 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1529 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1530 tmp->update_stats ();
1547 return 1; 1531 return 1;
1548} 1532}
1549
1550
1551 1533
1552/* Alchemy code by Mark Wedel 1534/* Alchemy code by Mark Wedel
1553 * 1535 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1536 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1537 * objects to gold nuggets, the value of the gold nuggets being
1565 * For example, if an item is worth 110 gold, you will get 1547 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets. 1548 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1549 *
1568 * There is also a chance (1:30) that you will get nothing at all 1550 * 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 1551 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1552 * alchemised.
1571 */ 1553 */
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 1554static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1555alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1556{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1557 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1558
1585 /* Give third price when we alchemy money (This should hopefully 1559 /* Give third price when we alchemy money (This should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1560 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1561 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1562 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1563 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1564 * the stuff back to town.
1591 */ 1565 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1566 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1567 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1568 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1569 value /= 3;
1597 else 1570 else
1598 value = (value * 9) / 10; 1571 value = value * 9 / 10;
1599 1572
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1573 if (obj->value > 0 && rndm (0, 29))
1603 { 1574 total_value += value;
1604 int count;
1605 1575
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; 1576 total_weight += obj->total_weight ();
1577
1626 obj->destroy (); 1578 obj->destroy ();
1627} 1579}
1628 1580
1629static void 1581static void
1630update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1582update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1631{ 1583{
1632 object *tmp;
1633 int flag = 0; 1584 int flag = 0;
1634 1585
1635 /* Put any nuggets below the player, but we can only pass this 1586 /* Put any nuggets below the player, but we can only pass this
1636 * flag if we are on the same space as the player 1587 * flag if we are on the same space as the player
1637 */ 1588 */
1638 if (x == op->x && y == op->y && op->map == m) 1589 if (x == op->x && y == op->y && op->map == m)
1639 flag = INS_BELOW_ORIGINATOR; 1590 flag = INS_BELOW_ORIGINATOR;
1640 1591
1641 if (small_nuggets) 1592 if (small_nuggets)
1642 { 1593 {
1643 tmp = small->clone (); 1594 object *tmp = small->clone ();
1644 tmp->nrof = small_nuggets; 1595 tmp->nrof = small_nuggets;
1645 tmp->x = x;
1646 tmp->y = y;
1647 insert_ob_in_map (tmp, m, op, flag); 1596 m->insert (tmp, x, y, op, flag);
1648 } 1597 }
1649 1598
1650 if (large_nuggets) 1599 if (large_nuggets)
1651 { 1600 {
1652 tmp = large->clone (); 1601 object *tmp = large->clone ();
1653 tmp->nrof = large_nuggets; 1602 tmp->nrof = large_nuggets;
1654 tmp->x = x;
1655 tmp->y = y;
1656 insert_ob_in_map (tmp, m, op, flag); 1603 m->insert (tmp, x, y, op, flag);
1657 } 1604 }
1605
1606 if (object *pl = m->at (x, y).player ())
1607 if (pl->contr->ns)
1608 pl->contr->ns->look_position = 0;
1658} 1609}
1659 1610
1660int 1611int
1661alchemy (object *op, object *caster, object *spell_ob) 1612alchemy (object *op, object *caster, object *spell_ob)
1662{ 1613{
1663 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1664 sint16 nx, ny;
1665 object *next, *tmp;
1666 maptile *mp;
1667
1668 if (op->type != PLAYER) 1614 if (op->type != PLAYER)
1669 return 0; 1615 return 0;
1670 1616
1617 object *large = get_archetype ("largenugget");
1618 object *small = get_archetype ("smallnugget");
1619
1671 /* Put a maximum weight of items that can be alchemied. Limits the power 1620 /* Put a maximum weight of items that can be alchemised. Limits the power
1672 * some, and also prevents people from alcheming every table/chair/clock 1621 * some, and also prevents people from alchemising every table/chair/clock
1673 * in sight 1622 * in sight
1674 */ 1623 */
1675 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1624 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1676 weight_max *= 1000; 1625 int weight_max = duration * 1000;
1677 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1626 uint64 value_max = duration * 1000;
1678 1627
1628 int weight = 0;
1629
1679 for (y = op->y - 1; y <= op->y + 1; y++) 1630 for (int y = op->y - 1; y <= op->y + 1; y++)
1680 { 1631 {
1681 for (x = op->x - 1; x <= op->x + 1; x++) 1632 for (int x = op->x - 1; x <= op->x + 1; x++)
1682 { 1633 {
1634 uint64 value = 0;
1635
1683 nx = x; 1636 sint16 nx = x;
1684 ny = y; 1637 sint16 ny = y;
1685 1638
1686 mp = op->map; 1639 maptile *mp = op->map;
1687 1640
1688 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1641 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1689 1642
1690 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1643 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1691 continue; 1644 continue;
1692 1645
1693 /* Treat alchemy a little differently - most spell effects 1646 /* Treat alchemy a little differently - most spell effects
1695 * ground level effect. 1648 * ground level effect.
1696 */ 1649 */
1697 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1650 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1698 continue; 1651 continue;
1699 1652
1700 small_nuggets = 0; 1653 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1701 large_nuggets = 0;
1702
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1654 {
1705 next = tmp->above; 1655 next = tmp->above;
1656
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1657 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1658 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1659 {
1709
1710 if (tmp->inv) 1660 if (tmp->inv)
1711 { 1661 {
1712 object *next1, *tmp1; 1662 object *next1, *tmp1;
1713 1663
1714 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1664 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1715 { 1665 {
1716 next1 = tmp1->below; 1666 next1 = tmp1->below;
1717 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1667 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1718 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1668 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1719 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1669 alchemy_object (tmp1, value, weight);
1720 } 1670 }
1721 } 1671 }
1672
1722 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1673 alchemy_object (tmp, value, weight);
1723 1674
1724 if (weight > weight_max) 1675 if (weight > weight_max)
1725 { 1676 break;
1726 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1727 large->destroy ();
1728 small->destroy ();
1729 return 1;
1730 } 1677 }
1731 } /* is alchemable object */ 1678 }
1732 } /* process all objects on this space */ 1679
1680 value = min (value, value_max);
1681
1682 uint64 count = value / large->value;
1683 int large_nuggets = count;
1684 value -= count * large->value;
1685
1686 count = value / small->value;
1687 int small_nuggets = count;
1733 1688
1734 /* Insert all the nuggets at one time. This probably saves time, but 1689 /* Insert all the nuggets at one time. This probably saves time, but
1735 * it also prevents us from alcheming nuggets that were just created 1690 * it also prevents us from alcheming nuggets that were just created
1736 * with this spell. 1691 * with this spell.
1737 */ 1692 */
1738 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1693 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1739 }
1740 }
1741 1694
1695 if (weight > weight_max)
1696 goto bailout;
1697 }
1698 }
1699
1700bailout:
1742 large->destroy (); 1701 large->destroy ();
1743 small->destroy (); 1702 small->destroy ();
1744 /* reset this so that if player standing on a big pile of stuff,
1745 * it is redrawn properly.
1746 */
1747 op->contr->socket->look_position = 0;
1748 return 1; 1703 return 1;
1749} 1704}
1750 1705
1751 1706
1752/* This function removes the cursed/damned status on equipped 1707/* This function removes the cursed/damned status on equipped
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1716 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1717 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1718 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1719 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1720 {
1766
1767 was_one++; 1721 was_one++;
1768 if (tmp->level <= caster_level (caster, spell)) 1722 if (tmp->level <= caster_level (caster, spell))
1769 { 1723 {
1770 success++; 1724 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1725 if (QUERY_FLAG (spell, FLAG_DAMNED))
1780 } 1734 }
1781 1735
1782 if (op->type == PLAYER) 1736 if (op->type == PLAYER)
1783 { 1737 {
1784 if (success) 1738 if (success)
1785 {
1786 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1739 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1787 }
1788 else 1740 else
1789 { 1741 {
1790 if (was_one) 1742 if (was_one)
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1744 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1745 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1746 }
1795 } 1747 }
1748
1796 return success; 1749 return success;
1797} 1750}
1798 1751
1799/* Identifies objects in the players inventory/on the ground */ 1752/* Identifies objects in the players inventory/on the ground */
1800 1753
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1760 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1761
1809 if (num_ident < 1) 1762 if (num_ident < 1)
1810 num_ident = 1; 1763 num_ident = 1;
1811 1764
1812
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1765 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1766 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1767 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1816 { 1768 {
1817 identify (tmp); 1769 identify (tmp);
1770
1818 if (op->type == PLAYER) 1771 if (op->type == PLAYER)
1819 { 1772 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1773 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1774
1821 if (tmp->msg) 1775 if (tmp->msg)
1822 { 1776 {
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1777 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1778 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 } 1779 }
1826 } 1780 }
1781
1827 num_ident--; 1782 num_ident--;
1828 success = 1; 1783 success = 1;
1829 if (!num_ident) 1784 if (!num_ident)
1830 break; 1785 break;
1831 } 1786 }
1832 } 1787 }
1788
1833 /* If all the power of the spell has been used up, don't go and identify 1789 /* 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 1790 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1791 * was not fully used.
1836 */ 1792 */
1837 if (num_ident) 1793 if (num_ident)
1838 { 1794 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1795 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)) 1796 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1841 { 1797 {
1842
1843 identify (tmp); 1798 identify (tmp);
1799
1844 if (op->type == PLAYER) 1800 if (op->type == PLAYER)
1845 { 1801 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1803
1847 if (tmp->msg) 1804 if (tmp->msg)
1848 { 1805 {
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1806 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 } 1808 }
1809
1852 esrv_send_item (op, tmp); 1810 esrv_send_item (op, tmp);
1853 } 1811 }
1812
1854 num_ident--; 1813 num_ident--;
1855 success = 1; 1814 success = 1;
1856 if (!num_ident) 1815 if (!num_ident)
1857 break; 1816 break;
1858 } 1817 }
1859 } 1818 }
1819
1860 if (!success) 1820 if (!success)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1821 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1862 else 1822 else
1863 {
1864 spell_effect (spell, op->x, op->y, op->map, op); 1823 spell_effect (spell, op->x, op->y, op->map, op);
1865 } 1824
1866 return success; 1825 return success;
1867} 1826}
1868
1869 1827
1870int 1828int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1829cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1830{
1873 object *tmp, *last, *god, *detect; 1831 object *tmp, *last, *god, *detect;
1886 skill = caster; 1844 skill = caster;
1887 1845
1888 for (x = op->x - range; x <= op->x + range; x++) 1846 for (x = op->x - range; x <= op->x + range; x++)
1889 for (y = op->y - range; y <= op->y + range; y++) 1847 for (y = op->y - range; y <= op->y + range; y++)
1890 { 1848 {
1891
1892 m = op->map; 1849 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1850 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP) 1851 if (mflags & P_OUT_OF_MAP)
1895 continue; 1852 continue;
1896 1853
1898 * floor. But this is not true for show invisible. 1855 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1856 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1857 * down - that is easier than working up.
1901 */ 1858 */
1902 1859
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1860 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1904 last = tmp; 1861 last = tmp;
1862
1905 /* Shouldn't happen, but if there are no objects on a space, this 1863 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1864 * would happen.
1907 */ 1865 */
1908 if (!last) 1866 if (!last)
1909 continue; 1867 continue;
1911 done_one = 0; 1869 done_one = 0;
1912 floor = 0; 1870 floor = 0;
1913 detect = NULL; 1871 detect = NULL;
1914 for (tmp = last; tmp; tmp = tmp->below) 1872 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1873 {
1916
1917 /* show invisible */ 1874 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1875 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1919 /* Might there be other objects that we can make visibile? */ 1876 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1877 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1878 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1922 tmp->type == CF_HANDLE || 1879 tmp->type == CF_HANDLE ||
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1880 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1881 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1931 { 1888 {
1932 tmp->invisible = 0; 1889 tmp->invisible = 0;
1933 done_one = 1; 1890 done_one = 1;
1934 } 1891 }
1935 } 1892 }
1893
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1894 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1; 1895 floor = 1;
1938 1896
1939 /* All detections below this point don't descend beneath the floor, 1897 /* 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 1898 * so just continue on. We could be clever and look at the type of
1993 */ 1951 */
1994 if (done_one) 1952 if (done_one)
1995 { 1953 {
1996 object *detect_ob = arch_to_object (spell->other_arch); 1954 object *detect_ob = arch_to_object (spell->other_arch);
1997 1955
1998 detect_ob->x = nx;
1999 detect_ob->y = ny;
2000 /* if this is set, we want to copy the face */ 1956 /* if this is set, we want to copy the face */
2001 if (done_one == 2 && detect) 1957 if (done_one == 2 && detect)
2002 { 1958 {
2003 detect_ob->face = detect->face; 1959 detect_ob->face = detect->face;
2004 detect_ob->animation_id = detect->animation_id; 1960 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->last_anim = 0; 1962 detect_ob->last_anim = 0;
2007 /* by default, the detect_ob is already animated */ 1963 /* by default, the detect_ob is already animated */
2008 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1964 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2009 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1965 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2010 } 1966 }
1967
2011 insert_ob_in_map (detect_ob, m, op, 0); 1968 m->insert (detect_ob, nx, ny, op);
2012 } 1969 }
2013 } /* for processing the surrounding spaces */ 1970 } /* for processing the surrounding spaces */
2014 1971
2015 1972
2016 /* Now process objects in the players inventory if detect curse or magic */ 1973 /* Now process objects in the players inventory if detect curse or magic */
2065 2022
2066 /* Explodes a fireball centered at player */ 2023 /* Explodes a fireball centered at player */
2067 tmp = get_archetype (EXPLODING_FIREBALL); 2024 tmp = get_archetype (EXPLODING_FIREBALL);
2068 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2025 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; 2026 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2070 tmp->x = victim->x; 2027
2071 tmp->y = victim->y; 2028 tmp->insert_at (victim);
2072 insert_ob_in_map (tmp, victim->map, NULL, 0);
2073 victim->stats.sp = 2 * victim->stats.maxsp; 2029 victim->stats.sp = 2 * victim->stats.maxsp;
2074 } 2030 }
2075 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2031 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."); 2032 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) 2033 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2080 {
2081 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2034 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2082 }
2083 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2035 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2084 { 2036 {
2085 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2037 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2086 confuse_player (victim, victim, 99); 2038 confuse_player (victim, victim, 99);
2087 } 2039 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2040 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2041 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2091 }
2092} 2042}
2093 2043
2094/* cast_transfer 2044/* cast_transfer
2095 * This spell transfers sp from the player to another person. 2045 * This spell transfers sp from the player to another person.
2096 * We let the target go above their normal maximum SP. 2046 * We let the target go above their normal maximum SP.
2110 2060
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 2061 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 2062
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2063 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 2064 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2065 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2066 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2117 break; 2067 break;
2118 } 2068 }
2119 2069
2120 2070
2121 /* If we did not find a player in the specified direction, transfer 2071 /* 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. 2072 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 2073 */
2124 if (plyr == NULL) 2074 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2075 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)) 2076 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2127 break; 2077 break;
2128 2078
2129 if (!plyr) 2079 if (!plyr)
2130 { 2080 {
2185 m = op->map; 2135 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2136 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 2137 if (mflags & P_OUT_OF_MAP)
2188 return; 2138 return;
2189 2139
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2140 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 2141 {
2192 next = tmp->above; 2142 next = tmp->above;
2193 2143
2194 /* Need to look at the head object - otherwise, if tmp 2144 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 2145 * points to a monster, we don't have all the necessary
2370 /* create the golem object */ 2320 /* create the golem object */
2371 tmp = arch_to_object (spell->other_arch); 2321 tmp = arch_to_object (spell->other_arch);
2372 2322
2373 /* if animated by a player, give the player control of the golem */ 2323 /* if animated by a player, give the player control of the golem */
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2324 CLEAR_FLAG (tmp, FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2325 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2326 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2327 tmp->type = GOLEM;
2379 tmp->set_owner (op); 2328 tmp->set_owner (op);
2380 set_spell_skill (op, caster, spell, tmp); 2329 set_spell_skill (op, caster, spell, tmp);
2393 * so instead, just set it as equipped (otherwise, we need to update 2342 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2343 * body_info, skills, etc)
2395 */ 2344 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2345 SET_FLAG (tmp, FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2346 SET_FLAG (weapon, FLAG_APPLIED);
2398 fix_player (tmp); 2347 tmp->update_stats ();
2399 2348
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2349 /* 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 - 2350 * 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. 2351 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2352 */
2455 if (a > 14) 2404 if (a > 14)
2456 a = 14; 2405 a = 14;
2457 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2406 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2458 2407
2459 /* Determine golem's speed */ 2408 /* Determine golem's speed */
2460 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2409 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 2410
2465 if (!spell->race) 2411 if (!spell->race)
2466 { 2412 {
2467 sprintf (buf, "animated %s", &weapon->name); 2413 sprintf (buf, "animated %s", &weapon->name);
2468 tmp->name = buf; 2414 tmp->name = buf;
2470 tmp->face = weapon->face; 2416 tmp->face = weapon->face;
2471 tmp->animation_id = weapon->animation_id; 2417 tmp->animation_id = weapon->animation_id;
2472 tmp->anim_speed = weapon->anim_speed; 2418 tmp->anim_speed = weapon->anim_speed;
2473 tmp->last_anim = weapon->last_anim; 2419 tmp->last_anim = weapon->last_anim;
2474 tmp->state = weapon->state; 2420 tmp->state = weapon->state;
2475 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2421 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 } 2422 }
2485 2423
2486 /* make experience increase in proportion to the strength of the summoned creature. */ 2424 /* 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)); 2425 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2488 2426
2489 tmp->speed_left = -1; 2427 tmp->speed_left = -1;
2490 tmp->x = x;
2491 tmp->y = y;
2492 tmp->direction = dir; 2428 tmp->direction = dir;
2493 insert_ob_in_map (tmp, m, op, 0); 2429
2430 m->insert (tmp, x, y, op);
2494 return 1; 2431 return 1;
2495} 2432}
2496 2433
2497/* cast_daylight() - changes the map darkness level *lower* */ 2434/* cast_daylight() - changes the map darkness level *lower* */
2498 2435
2506 int success; 2443 int success;
2507 2444
2508 if (!op->map) 2445 if (!op->map)
2509 return 0; /* shouldnt happen */ 2446 return 0; /* shouldnt happen */
2510 2447
2511 success = change_map_light (op->map, spell->stats.dam); 2448 success = op->map->change_map_light (spell->stats.dam);
2449
2512 if (!success) 2450 if (!success)
2513 { 2451 {
2514 if (spell->stats.dam < 0) 2452 if (spell->stats.dam < 0)
2515 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2453 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2516 else 2454 else
2593 { 2531 {
2594 aura->destroy (); 2532 aura->destroy ();
2595 return; 2533 return;
2596 } 2534 }
2597 2535
2598 aura->x = env->x;
2599 aura->y = env->y;
2600
2601 /* we need to jump out of the inventory for a bit 2536 /* we need to jump out of the inventory for a bit
2602 * in order to hit the map conveniently. 2537 * in order to hit the map conveniently.
2603 */ 2538 */
2604 insert_ob_in_map (aura, env->map, aura, 0); 2539 aura->insert_at (env, aura);
2605 2540
2606 for (i = 1; i < 9; i++) 2541 for (i = 1; i < 9; i++)
2607 { 2542 {
2608 sint16 nx, ny; 2543 sint16 nx, ny;
2609 2544
2618 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2553 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2619 { 2554 {
2620 hit_map (aura, i, aura->attacktype, 0); 2555 hit_map (aura, i, aura->attacktype, 0);
2621 2556
2622 if (aura->other_arch) 2557 if (aura->other_arch)
2623 { 2558 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 } 2559 }
2631 }
2632 } 2560 }
2561
2633 /* put the aura back in the player's inventory */ 2562 /* put the aura back in the player's inventory */
2634 aura->remove (); 2563 aura->remove ();
2635 insert_ob_in_ob (aura, env); 2564 insert_ob_in_ob (aura, env);
2636} 2565}
2637 2566
2642void 2571void
2643move_peacemaker (object *op) 2572move_peacemaker (object *op)
2644{ 2573{
2645 object *tmp; 2574 object *tmp;
2646 2575
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2576 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2577 {
2649 int atk_lev, def_lev; 2578 int atk_lev, def_lev;
2650 object *victim = tmp; 2579 object *victim = tmp;
2651 2580
2652 if (tmp->head) 2581 if (tmp->head)
2718 2647
2719 snprintf (rune, sizeof (rune), "%s\n", msg); 2648 snprintf (rune, sizeof (rune), "%s\n", msg);
2720 2649
2721 tmp->race = op->name; /*Save the owner of the rune */ 2650 tmp->race = op->name; /*Save the owner of the rune */
2722 tmp->msg = rune; 2651 tmp->msg = rune;
2723 tmp->x = op->x; 2652
2724 tmp->y = op->y; 2653 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2725 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2726 return 1; 2654 return 1;
2727} 2655}

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