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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.25 by root, Sat Dec 23 09:58:23 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
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
822 825
823 tmp->race = op->map->path; 826 tmp->race = op->map->path;
824 tmp->name = portal_name; 827 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x; 828 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y; 829 EXIT_Y (tmp) = dummy->y;
827 insert_ob_in_ob (tmp, op); 830 op->insert (tmp);
828 831
829 /* Create a portal in the destination map 832 /* Create a portal in the destination map
830 * dummy contain the portal and 833 * dummy contain the portal and
831 * force the track to kill it later 834 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of 835 * the 'force' variable still contains the 'reminder' of
844 EXIT_PATH (dummy) = op->map->path; 847 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x; 848 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y; 849 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name; 850 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message; 851 dummy->msg = portal_message;
849 dummy->x = EXIT_X (force);
850 dummy->y = EXIT_Y (force);
851 dummy->race = op->name; /*Save the owner of the portal */ 852 dummy->race = op->name; /*Save the owner of the portal */
852 insert_ob_in_map (dummy, exitmap, op, 0); 853 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
853 854
854 /* Now we create another town portal marker that 855 /* Now we create another town portal marker that
855 * points back to the one we just made 856 * points back to the one we just made
856 */ 857 */
857 tmp = get_archetype (spell->race); 858 tmp = get_archetype (spell->race);
880 * within some reason. 881 * within some reason.
881 */ 882 */
882int 883int
883magic_wall (object *op, object *caster, int dir, object *spell_ob) 884magic_wall (object *op, object *caster, int dir, object *spell_ob)
884{ 885{
885 object *tmp, *tmp2; 886 object *tmp;
886 int i, posblocked, negblocked, maxrange; 887 int i, posblocked, negblocked, maxrange;
887 sint16 x, y; 888 sint16 x, y;
888 maptile *m; 889 maptile *m;
889 const char *name; 890 const char *name;
890 archetype *at; 891 archetype *at;
923 { 924 {
924 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 925 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
925 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 926 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
926 return 0; 927 return 0;
927 } 928 }
929
928 tmp = arch_to_object (at); 930 tmp = arch_to_object (at);
929 } 931 }
930 else 932 else
931 { 933 {
932 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);
966 */ 968 */
967 if (tmp->type != EARTHWALL) //TODO 969 if (tmp->type != EARTHWALL) //TODO
968 tmp->set_owner (op); 970 tmp->set_owner (op);
969 971
970 set_spell_skill (op, caster, spell_ob, tmp); 972 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 973 tmp->level = caster_level (caster, spell_ob) / 2;
974 974
975 name = tmp->name; 975 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 976 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 977 {
978 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);
979 return 0; 979 return 0;
980 } 980 }
981 981
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 {
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)
1998 */ 1984 */
1999 if (done_one) 1985 if (done_one)
2000 { 1986 {
2001 object *detect_ob = arch_to_object (spell->other_arch); 1987 object *detect_ob = arch_to_object (spell->other_arch);
2002 1988
2003 detect_ob->x = nx;
2004 detect_ob->y = ny;
2005 /* if this is set, we want to copy the face */ 1989 /* if this is set, we want to copy the face */
2006 if (done_one == 2 && detect) 1990 if (done_one == 2 && detect)
2007 { 1991 {
2008 detect_ob->face = detect->face; 1992 detect_ob->face = detect->face;
2009 detect_ob->animation_id = detect->animation_id; 1993 detect_ob->animation_id = detect->animation_id;
2011 detect_ob->last_anim = 0; 1995 detect_ob->last_anim = 0;
2012 /* by default, the detect_ob is already animated */ 1996 /* by default, the detect_ob is already animated */
2013 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1997 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2014 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1998 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2015 } 1999 }
2000
2016 insert_ob_in_map (detect_ob, m, op, 0); 2001 m->insert (detect_ob, nx, ny, op);
2017 } 2002 }
2018 } /* for processing the surrounding spaces */ 2003 } /* for processing the surrounding spaces */
2019 2004
2020 2005
2021 /* 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 */
2070 2055
2071 /* Explodes a fireball centered at player */ 2056 /* Explodes a fireball centered at player */
2072 tmp = get_archetype (EXPLODING_FIREBALL); 2057 tmp = get_archetype (EXPLODING_FIREBALL);
2073 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;
2074 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;
2075 tmp->x = victim->x; 2060
2076 tmp->y = victim->y; 2061 tmp->insert_at (victim);
2077 insert_ob_in_map (tmp, victim->map, NULL, 0);
2078 victim->stats.sp = 2 * victim->stats.maxsp; 2062 victim->stats.sp = 2 * victim->stats.maxsp;
2079 } 2063 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2064 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2081 {
2082 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.");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 2066 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2085 {
2086 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!");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2068 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2089 { 2069 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2070 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2091 confuse_player (victim, victim, 99); 2071 confuse_player (victim, victim, 99);
2092 } 2072 }
2093 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2073 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2094 {
2095 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2074 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2096 }
2097} 2075}
2098 2076
2099/* cast_transfer 2077/* cast_transfer
2100 * This spell transfers sp from the player to another person. 2078 * This spell transfers sp from the player to another person.
2101 * We let the target go above their normal maximum SP. 2079 * We let the target go above their normal maximum SP.
2460 if (a > 14) 2438 if (a > 14)
2461 a = 14; 2439 a = 14;
2462 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));
2463 2441
2464 /* Determine golem's speed */ 2442 /* Determine golem's speed */
2465 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)));
2466
2467 if (tmp->speed > 3.33)
2468 tmp->speed = 3.33;
2469 2444
2470 if (!spell->race) 2445 if (!spell->race)
2471 { 2446 {
2472 sprintf (buf, "animated %s", &weapon->name); 2447 sprintf (buf, "animated %s", &weapon->name);
2473 tmp->name = buf; 2448 tmp->name = buf;
2475 tmp->face = weapon->face; 2450 tmp->face = weapon->face;
2476 tmp->animation_id = weapon->animation_id; 2451 tmp->animation_id = weapon->animation_id;
2477 tmp->anim_speed = weapon->anim_speed; 2452 tmp->anim_speed = weapon->anim_speed;
2478 tmp->last_anim = weapon->last_anim; 2453 tmp->last_anim = weapon->last_anim;
2479 tmp->state = weapon->state; 2454 tmp->state = weapon->state;
2480 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2455 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2481 {
2482 SET_FLAG (tmp, FLAG_ANIMATE);
2483 }
2484 else
2485 {
2486 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 update_ob_speed (tmp);
2489 } 2456 }
2490 2457
2491 /* 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. */
2492 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));
2493 2460
2494 tmp->speed_left = -1; 2461 tmp->speed_left = -1;
2495 tmp->x = x;
2496 tmp->y = y;
2497 tmp->direction = dir; 2462 tmp->direction = dir;
2498 insert_ob_in_map (tmp, m, op, 0); 2463
2464 m->insert (tmp, x, y, op);
2499 return 1; 2465 return 1;
2500} 2466}
2501 2467
2502/* cast_daylight() - changes the map darkness level *lower* */ 2468/* cast_daylight() - changes the map darkness level *lower* */
2503 2469
2598 { 2564 {
2599 aura->destroy (); 2565 aura->destroy ();
2600 return; 2566 return;
2601 } 2567 }
2602 2568
2603 aura->x = env->x;
2604 aura->y = env->y;
2605
2606 /* we need to jump out of the inventory for a bit 2569 /* we need to jump out of the inventory for a bit
2607 * in order to hit the map conveniently. 2570 * in order to hit the map conveniently.
2608 */ 2571 */
2609 insert_ob_in_map (aura, env->map, aura, 0); 2572 aura->insert_at (env, aura);
2610 2573
2611 for (i = 1; i < 9; i++) 2574 for (i = 1; i < 9; i++)
2612 { 2575 {
2613 sint16 nx, ny; 2576 sint16 nx, ny;
2614 2577
2623 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))))
2624 { 2587 {
2625 hit_map (aura, i, aura->attacktype, 0); 2588 hit_map (aura, i, aura->attacktype, 0);
2626 2589
2627 if (aura->other_arch) 2590 if (aura->other_arch)
2628 { 2591 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2629 object *new_ob;
2630
2631 new_ob = arch_to_object (aura->other_arch);
2632 new_ob->x = nx;
2633 new_ob->y = ny;
2634 insert_ob_in_map (new_ob, m, aura, 0);
2635 } 2592 }
2636 }
2637 } 2593 }
2594
2638 /* put the aura back in the player's inventory */ 2595 /* put the aura back in the player's inventory */
2639 aura->remove (); 2596 aura->remove ();
2640 insert_ob_in_ob (aura, env); 2597 insert_ob_in_ob (aura, env);
2641} 2598}
2642 2599
2723 2680
2724 snprintf (rune, sizeof (rune), "%s\n", msg); 2681 snprintf (rune, sizeof (rune), "%s\n", msg);
2725 2682
2726 tmp->race = op->name; /*Save the owner of the rune */ 2683 tmp->race = op->name; /*Save the owner of the rune */
2727 tmp->msg = rune; 2684 tmp->msg = rune;
2728 tmp->x = op->x; 2685
2729 tmp->y = op->y; 2686 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2730 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2731 return 1; 2687 return 1;
2732} 2688}

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