ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.28 by root, Sat Dec 30 10:16:11 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;
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 74 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 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 remove_ob (wand); 78 wand->destroy ();
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 79 tmp = get_archetype ("fireball");
82 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
83 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
84
85 tmp->stats.hp = tmp->stats.dam / 2; 85 tmp->stats.hp = tmp->stats.dam / 2;
86
86 if (tmp->stats.hp < 2) 87 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 88 tmp->stats.hp = 2;
88 tmp->x = op->x; 89
89 tmp->y = op->y; 90 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 91 return 1;
92 } 92 }
93 93
94 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
95 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
97 else 98 else
98 { 99 {
99 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));
100 return 0; 101 return 0;
101 } 102 }
103
102 if (!ncharges) 104 if (!ncharges)
103 ncharges = 1; 105 ncharges = 1;
104 106
105 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
106 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
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE))
108 { 111 {
109 SET_FLAG (wand, FLAG_ANIMATE); 112 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 113 wand->set_speed (wand->arch->clone.speed);
111 update_ob_speed (wand);
112 } 114 }
115
113 return 1; 116 return 1;
114} 117}
115 118
116/* 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
117 * 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
158 if (!strcasecmp (al->item->name, stringarg)) 161 if (!strcasecmp (al->item->name, stringarg))
159 break; 162 break;
160 163
161 if (!al) 164 if (!al)
162 { 165 {
163 free_object (missile); 166 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 168 return 0;
166 } 169 }
167 170
168 if (al->item->slaying) 171 if (al->item->slaying)
169 { 172 {
170 free_object (missile); 173 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 175 return 0;
173 } 176 }
174 177
175 give_artifact_abilities (missile, al->item); 178 give_artifact_abilities (missile, al->item);
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 307 return 0;
305 } 308 }
306 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
307 { 310 {
308 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)
309 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)))
310 { 313 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 315 if (tmp->head != NULL)
313 tmp = tmp->head; 316 tmp = tmp->head;
441 444
442 if (mflags & P_OUT_OF_MAP) 445 if (mflags & P_OUT_OF_MAP)
443 continue; 446 continue;
444 447
445 // earth to dust tears down everything that can be teared down 448 // earth to dust tears down everything that can be teared down
446 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)
447 { 450 {
448 next = tmp->above; 451 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 454 }
461 464
462 while (op != NULL && op->type != PLAYER) 465 while (op != NULL && op->type != PLAYER)
463 op = op->env; 466 op = op->env;
464 467
465 if (op != NULL && op->map) 468 if (op != NULL && op->map)
466 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
468 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
469 else 471 else
470 enter_exit (op, wor); 472 op->enter_exit (wor);
471 } 473
472 remove_ob (wor); 474 wor->destroy ();
473 free_object (wor);
474} 475}
475 476
476/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
478 * time delay effect. 479 * time delay effect.
505 506
506 /* 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
507 * 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
508 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
509 */ 510 */
510 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
515 515
516 /* 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
558 } 558 }
559 return cast_spell (op, caster, dir, newspell, NULL); 559 return cast_spell (op, caster, dir, newspell, NULL);
560 } 560 }
561 return 1; 561 return 1;
562} 562}
563
564 563
565int 564int
566perceive_self (object *op) 565perceive_self (object *op)
567{ 566{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 567 char *cp = describe_item (op, op), buf[MAX_BUF];
640cast_create_town_portal (object *op, object *caster, object *spell, int dir) 639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{ 640{
642 object *dummy, *force, *old_force, *tmp; 641 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal; 642 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024]; 643 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 maptile *exitmap; 644 maptile *exitmap;
647 int op_level; 645 int op_level;
648
649 646
650 /* Check to see if the map the player is currently on is a per player unique 647 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the 648 * map. This can be determined in that per player unique maps have the
652 * full pathname listed. 649 * full pathname listed.
653 */ 650 */
662 */ 659 */
663 dummy = arch_to_object (spell->other_arch); 660 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL) 661 if (dummy == NULL)
665 { 662 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name); 664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0; 665 return 0;
669 } 666 }
667
670 force = check_inv_recursive (op, dummy); 668 force = check_inv_recursive (op, dummy);
671 669
672 if (force == NULL) 670 if (force == NULL)
673 { 671 {
674 /* Here we know there is no destination marked up. 672 /* Here we know there is no destination marked up.
681 EXIT_Y (dummy) = op->y; 679 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op); 680 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere."); 681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1; 682 return 1;
685 } 683 }
686 free_object (dummy); 684
685 dummy->destroy ();
687 686
688 /* Here we know where the town portal should go to 687 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player. 688 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals. 689 * Than we should create the 2 portals.
691 * For each of them, we need: 690 * For each of them, we need:
704 /* First step: killing existing town portals */ 703 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race); 704 dummy = get_archetype (spell->race);
706 if (dummy == NULL) 705 if (dummy == NULL)
707 { 706 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); 708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0; 709 return 0;
711 } 710 }
711
712 perm_portal = archetype::find (spell->slaying); 712 perm_portal = archetype::find (spell->slaying);
713 713
714 /* To kill a town portal, we go trough the player's inventory, 714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory, 715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed) 716 * -We try load the associated map (if impossible, consider the portal destructed)
718 * If it has the good name, we destruct it. 718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal. 719 * -We destruct the force indicating that portal.
720 */ 720 */
721 while ((old_force = check_inv_recursive (op, dummy))) 721 while ((old_force = check_inv_recursive (op, dummy)))
722 { 722 {
723 exitx = EXIT_X (old_force); 723 exitmap = maptile::find_map (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);
731 724
732 if (exitmap) 725 if (exitmap)
733 { 726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
734 tmp = present_arch (perm_portal, exitmap, exitx, exity); 730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp) 731 while (tmp)
736 { 732 {
737 if (tmp->name == old_force->name) 733 if (tmp->name == old_force->name)
738 { 734 {
739 remove_ob (tmp); 735 tmp->destroy ();
740 free_object (tmp);
741 break; 736 break;
742 } 737 }
743 else 738
744 {
745 tmp = tmp->above; 739 tmp = tmp->above;
746 }
747 } 740 }
748 } 741 }
749 remove_ob (old_force); 742
750 free_object (old_force); 743 old_force->destroy ();
751 LOG (llevDebug, "\n");
752 } 744 }
753 free_object (dummy); 745
746 dummy->destroy ();
754 747
755 /* Creating the portals. 748 /* Creating the portals.
756 * The very first thing to do is to ensure 749 * The very first thing to do is to ensure
757 * access to the destination map. 750 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player. 751 * If we can't, don't fizzle. Simply warn player.
761 * 'force' is the destination of the town portal, which we got 754 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above. 755 * from the players inventory above.
763 */ 756 */
764 757
765 /* Ensure exit map is loaded */ 758 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0); 759 exitmap = maptile::find_map (force->name, 0);
770 760
771 /* If we were unable to load (ex. random map deleted), warn player */ 761 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL) 762 if (!exitmap)
773 { 763 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); 764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force); 765 force->destroy ();
776 free_object (force);
777 return 1; 766 return 1;
778 } 767 }
779 768
780 op_level = caster_level (caster, spell); 769 op_level = caster_level (caster, spell);
781 if (op_level < 15) 770 if (op_level < 15)
793 782
794 /* Create a portal in front of player 783 /* Create a portal in front of player
795 * dummy contain the portal and 784 * dummy contain the portal and
796 * force contain the track to kill it later 785 * force contain the track to kill it later
797 */ 786 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); 787 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */ 788 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL) 789 if (dummy == NULL)
802 { 790 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0; 793 return 0;
806 } 794 }
795
807 EXIT_PATH (dummy) = force->name; 796 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force); 797 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force); 798 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name; 799 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message; 800 dummy->msg = portal_message;
818 */ 807 */
819 tmp = get_archetype (spell->race); 808 tmp = get_archetype (spell->race);
820 if (tmp == NULL) 809 if (tmp == NULL)
821 { 810 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); 812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0; 813 return 0;
825 } 814 }
815
826 tmp->race = op->map->path; 816 tmp->race = op->map->path;
827 tmp->name = portal_name; 817 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x; 818 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y; 819 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op); 820 op->insert (tmp);
831 821
832 /* Create a portal in the destination map 822 /* Create a portal in the destination map
833 * dummy contain the portal and 823 * dummy contain the portal and
834 * force the track to kill it later 824 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of 825 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to. 826 * where this portal goes to.
837 */ 827 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); 828 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */ 829 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL) 830 if (dummy == NULL)
841 { 831 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0; 834 return 0;
845 } 835 }
836
846 EXIT_PATH (dummy) = op->map->path; 837 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x; 838 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y; 839 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name; 840 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message; 841 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 */ 842 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0); 843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
855 844
856 /* Now we create another town portal marker that 845 /* Now we create another town portal marker that
857 * points back to the one we just made 846 * points back to the one we just made
858 */ 847 */
859 tmp = get_archetype (spell->race); 848 tmp = get_archetype (spell->race);
860 if (tmp == NULL) 849 if (tmp == NULL)
861 { 850 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); 852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0; 853 return 0;
865 } 854 }
855
866 tmp->race = force->name; 856 tmp->race = force->name;
867 tmp->name = portal_name; 857 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x; 858 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y; 859 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op); 860 insert_ob_in_ob (tmp, op);
871 861
872 /* Describe the player what happened 862 /* Describe the player what happened
873 */ 863 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home."); 864 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */ 865 force->destroy ();
876 free_object (force); 866
877 return 1; 867 return 1;
878} 868}
879
880 869
881/* This creates magic walls. Really, it can create most any object, 870/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 871 * within some reason.
883 */ 872 */
884
885int 873int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 874magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 875{
888 object *tmp, *tmp2; 876 object *tmp;
889 int i, posblocked, negblocked, maxrange; 877 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 878 sint16 x, y;
891 maptile *m; 879 maptile *m;
892 const char *name; 880 const char *name;
893 archetype *at; 881 archetype *at;
901 else 889 else
902 { 890 {
903 x = op->x + freearr_x[dir]; 891 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 892 y = op->y + freearr_y[dir];
905 } 893 }
894
906 m = op->map; 895 m = op->map;
907 896
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 897 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 898 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
910 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 899 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 900 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 901 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
913 return 0; 902 return 0;
914 } 903 }
904
915 if (spell_ob->other_arch) 905 if (spell_ob->other_arch)
916 {
917 tmp = arch_to_object (spell_ob->other_arch); 906 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 907 else if (spell_ob->race)
920 { 908 {
921 char buf1[MAX_BUF]; 909 char buf1[MAX_BUF];
922 910
923 sprintf (buf1, spell_ob->race, dir); 911 sprintf (buf1, spell_ob->race, dir);
926 { 914 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 915 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 916 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 917 return 0;
930 } 918 }
919
931 tmp = arch_to_object (at); 920 tmp = arch_to_object (at);
932 } 921 }
933 else 922 else
934 { 923 {
935 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 924 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
945 } 934 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 935 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
947 { 936 {
948 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 937 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 938 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 939 }
940
953 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 941 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
954 { 942 {
955 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 943 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 944 SET_FLAG (tmp, FLAG_IS_USED_UP);
957 } 945 }
946
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 947 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
959 { 948 {
960 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 949 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
961 tmp->stats.maxhp = tmp->stats.hp; 950 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 951 SET_FLAG (tmp, FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 952 SET_FLAG (tmp, FLAG_ALIVE);
964 } 953 }
965 954
966 /* This can't really hurt - if the object doesn't kill anything, 955 /* This can't really hurt - if the object doesn't kill anything,
967 * these fields just won't be used. 956 * these fields just won't be used. Do not set the owner for
957 * earthwalls, though, so they survive restarts.
968 */ 958 */
969 set_owner (tmp, op); 959 if (tmp->type != EARTHWALL) //TODO
960 tmp->set_owner (op);
961
970 set_spell_skill (op, caster, spell_ob, tmp); 962 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; 963 tmp->level = caster_level (caster, spell_ob) / 2;
974 964
975 name = tmp->name; 965 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 966 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 967 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 968 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 969 return 0;
980 } 970 }
971
981 /* If this is a spellcasting wall, need to insert the spell object */ 972 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 975
985 /* This code causes the wall to extend some distance in 976 /* This code causes the wall to extend some distance in
1003 m = tmp->map; 994 m = tmp->map;
1004 995
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 996 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 997 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 998 {
1008 tmp2 = get_object (); 999 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 1000 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 1001
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 1002 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1004 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 1005
1017 } 1006 }
1018 else 1007 else
1019 posblocked = 1; 1008 posblocked = 1;
1020 1009
1023 m = tmp->map; 1012 m = tmp->map;
1024 1013
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 1014 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) 1015 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 1016 {
1028 tmp2 = get_object (); 1017 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 1018 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 1019
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1021 tmp2->insert (arch_to_object (tmp2->other_arch));
1035 } 1022 }
1036 else 1023 else
1037 negblocked = 1; 1024 negblocked = 1;
1038 } 1025 }
1039 1026
1088 { 1075 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 1076 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1090 op->contr->count = 0; 1077 op->contr->count = 0;
1091 return 0; 1078 return 0;
1092 } 1079 }
1080
1093 op->contr->count = 0; 1081 op->contr->count = 0;
1094 1082
1095 /* Remove code that puts player on random space on maps. IMO, 1083 /* Remove code that puts player on random space on maps. IMO,
1096 * a lot of maps probably have areas the player should not get to, 1084 * a lot of maps probably have areas the player should not get to,
1097 * but may not be marked as NO_MAGIC (as they may be bounded 1085 * but may not be marked as NO_MAGIC (as they may be bounded
1146 return 0; 1134 return 0;
1147 } 1135 }
1148 } 1136 }
1149 1137
1150 /* Actually move the player now */ 1138 /* Actually move the player now */
1151 remove_ob (op); 1139 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 1140 return 1;
1156 1141
1157 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1158 return 1; 1143 return 1;
1159} 1144}
1303}; 1288};
1304 1289
1305int 1290int
1306cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1307{ 1292{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1293 object *force = NULL;
1310 int i; 1294 int i;
1311 1295
1312 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1313 if (dir != 0) 1297 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1298 ? find_target_for_friendly_spell (op, dir)
1316 } 1299 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1300
1322 if (tmp == NULL) 1301 if (!tmp)
1323 return 0; 1302 return 0;
1324 1303
1325 /* If we've already got a force of this type, don't add a new one. */ 1304 /* If we've already got a force of this type, don't add a new one. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1306 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1308 {
1330 if (tmp2->name == spell_ob->name) 1309 if (tmp2->name == spell_ob->name)
1331 { 1310 {
1433 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1413 force->attacktype = spell_ob->attacktype;
1435 1414
1436 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1417 tmp->update_stats ();
1439 return 1; 1418 return 1;
1440} 1419}
1441 1420
1442/* This used to be part of cast_change_ability, but it really didn't make 1421/* This used to be part of cast_change_ability, but it really didn't make
1443 * a lot of sense, since most of the values it derives are from the god 1422 * a lot of sense, since most of the values it derives are from the god
1542 force->stats.wc = spell_ob->stats.wc; 1521 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1522 force->stats.ac = spell_ob->stats.ac;
1544 1523
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1525 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1526 tmp->update_stats ();
1548 return 1; 1527 return 1;
1549} 1528}
1550 1529
1551 1530
1552 1531
1622 *small_nuggets -= large->value / small->value; 1601 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value) 1602 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--; 1603 (*small_nuggets)--;
1625 } 1604 }
1626 weight += obj->weight; 1605 weight += obj->weight;
1627 remove_ob (obj); 1606 obj->destroy ();
1628 free_object (obj);
1629} 1607}
1630 1608
1631static void 1609static void
1632update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1633{ 1611{
1640 if (x == op->x && y == op->y && op->map == m) 1618 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR; 1619 flag = INS_BELOW_ORIGINATOR;
1642 1620
1643 if (small_nuggets) 1621 if (small_nuggets)
1644 { 1622 {
1645 tmp = get_object (); 1623 tmp = small->clone ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets; 1624 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag); 1625 m->insert (tmp, x, y, op, flag);
1651 } 1626 }
1627
1652 if (large_nuggets) 1628 if (large_nuggets)
1653 { 1629 {
1654 tmp = get_object (); 1630 tmp = large->clone ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets; 1631 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag); 1632 m->insert (tmp, x, y, op, flag);
1660 } 1633 }
1661} 1634}
1662 1635
1663int 1636int
1664alchemy (object *op, object *caster, object *spell_ob) 1637alchemy (object *op, object *caster, object *spell_ob)
1701 continue; 1674 continue;
1702 1675
1703 small_nuggets = 0; 1676 small_nuggets = 0;
1704 large_nuggets = 0; 1677 large_nuggets = 0;
1705 1678
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next) 1679 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1680 {
1708 next = tmp->above; 1681 next = tmp->above;
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1711 { 1684 {
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1726 1699
1727 if (weight > weight_max) 1700 if (weight > weight_max)
1728 { 1701 {
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large); 1703 large->destroy ();
1731 free_object (small); 1704 small->destroy ();
1732 return 1; 1705 return 1;
1733 } 1706 }
1734 } /* is alchemable object */ 1707 } /* is alchemable object */
1735 } /* process all objects on this space */ 1708 } /* process all objects on this space */
1736 1709
1739 * with this spell. 1712 * with this spell.
1740 */ 1713 */
1741 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1742 } 1715 }
1743 } 1716 }
1744 free_object (large); 1717
1745 free_object (small); 1718 large->destroy ();
1719 small->destroy ();
1746 /* reset this so that if player standing on a big pile of stuff, 1720 /* reset this so that if player standing on a big pile of stuff,
1747 * it is redrawn properly. 1721 * it is redrawn properly.
1748 */ 1722 */
1749 op->contr->socket.look_position = 0; 1723 op->contr->ns->look_position = 0;
1750 return 1; 1724 return 1;
1751} 1725}
1752 1726
1753 1727
1754/* This function removes the cursed/damned status on equipped 1728/* This function removes the cursed/damned status on equipped
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1737 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1741 {
1768
1769 was_one++; 1742 was_one++;
1770 if (tmp->level <= caster_level (caster, spell)) 1743 if (tmp->level <= caster_level (caster, spell))
1771 { 1744 {
1772 success++; 1745 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1746 if (QUERY_FLAG (spell, FLAG_DAMNED))
1793 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1794 else 1767 else
1795 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1768 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1796 } 1769 }
1797 } 1770 }
1771
1798 return success; 1772 return success;
1799} 1773}
1800 1774
1801/* Identifies objects in the players inventory/on the ground */ 1775/* Identifies objects in the players inventory/on the ground */
1802 1776
1809 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1810 1784
1811 if (num_ident < 1) 1785 if (num_ident < 1)
1812 num_ident = 1; 1786 num_ident = 1;
1813 1787
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1789 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1818 { 1791 {
1819 identify (tmp); 1792 identify (tmp);
1793
1820 if (op->type == PLAYER) 1794 if (op->type == PLAYER)
1821 { 1795 {
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1797
1823 if (tmp->msg) 1798 if (tmp->msg)
1824 { 1799 {
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 } 1802 }
1828 } 1803 }
1804
1829 num_ident--; 1805 num_ident--;
1830 success = 1; 1806 success = 1;
1831 if (!num_ident) 1807 if (!num_ident)
1832 break; 1808 break;
1833 } 1809 }
1834 } 1810 }
1811
1835 /* If all the power of the spell has been used up, don't go and identify 1812 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1813 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1814 * was not fully used.
1838 */ 1815 */
1839 if (num_ident) 1816 if (num_ident)
1840 { 1817 {
1841 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1819 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1820 {
1844
1845 identify (tmp); 1821 identify (tmp);
1822
1846 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
1847 { 1824 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1826
1849 if (tmp->msg) 1827 if (tmp->msg)
1850 { 1828 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1829 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 } 1831 }
1832
1854 esrv_send_item (op, tmp); 1833 esrv_send_item (op, tmp);
1855 } 1834 }
1835
1856 num_ident--; 1836 num_ident--;
1857 success = 1; 1837 success = 1;
1858 if (!num_ident) 1838 if (!num_ident)
1859 break; 1839 break;
1860 } 1840 }
1861 } 1841 }
1842
1862 if (!success) 1843 if (!success)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1864 else 1845 else
1865 {
1866 spell_effect (spell, op->x, op->y, op->map, op); 1846 spell_effect (spell, op->x, op->y, op->map, op);
1867 } 1847
1868 return success; 1848 return success;
1869} 1849}
1870
1871 1850
1872int 1851int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1852cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1853{
1875 object *tmp, *last, *god, *detect; 1854 object *tmp, *last, *god, *detect;
1888 skill = caster; 1867 skill = caster;
1889 1868
1890 for (x = op->x - range; x <= op->x + range; x++) 1869 for (x = op->x - range; x <= op->x + range; x++)
1891 for (y = op->y - range; y <= op->y + range; y++) 1870 for (y = op->y - range; y <= op->y + range; y++)
1892 { 1871 {
1893
1894 m = op->map; 1872 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1873 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1897 continue; 1875 continue;
1898 1876
1900 * floor. But this is not true for show invisible. 1878 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1879 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1880 * down - that is easier than working up.
1903 */ 1881 */
1904 1882
1905 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1883 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1906 last = tmp; 1884 last = tmp;
1885
1907 /* Shouldn't happen, but if there are no objects on a space, this 1886 /* Shouldn't happen, but if there are no objects on a space, this
1908 * would happen. 1887 * would happen.
1909 */ 1888 */
1910 if (!last) 1889 if (!last)
1911 continue; 1890 continue;
1913 done_one = 0; 1892 done_one = 0;
1914 floor = 0; 1893 floor = 0;
1915 detect = NULL; 1894 detect = NULL;
1916 for (tmp = last; tmp; tmp = tmp->below) 1895 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1896 {
1918
1919 /* show invisible */ 1897 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1921 /* Might there be other objects that we can make visibile? */ 1899 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1924 tmp->type == CF_HANDLE || 1902 tmp->type == CF_HANDLE ||
1925 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1903 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1904 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1933 { 1911 {
1934 tmp->invisible = 0; 1912 tmp->invisible = 0;
1935 done_one = 1; 1913 done_one = 1;
1936 } 1914 }
1937 } 1915 }
1916
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1; 1918 floor = 1;
1940 1919
1941 /* All detections below this point don't descend beneath the floor, 1920 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of 1921 * so just continue on. We could be clever and look at the type of
1995 */ 1974 */
1996 if (done_one) 1975 if (done_one)
1997 { 1976 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1977 object *detect_ob = arch_to_object (spell->other_arch);
1999 1978
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1979 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1980 if (done_one == 2 && detect)
2004 { 1981 {
2005 detect_ob->face = detect->face; 1982 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1983 detect_ob->animation_id = detect->animation_id;
2008 detect_ob->last_anim = 0; 1985 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1986 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2012 } 1989 }
1990
2013 insert_ob_in_map (detect_ob, m, op, 0); 1991 m->insert (detect_ob, nx, ny, op);
2014 } 1992 }
2015 } /* for processing the surrounding spaces */ 1993 } /* for processing the surrounding spaces */
2016 1994
2017 1995
2018 /* Now process objects in the players inventory if detect curse or magic */ 1996 /* Now process objects in the players inventory if detect curse or magic */
2067 2045
2068 /* Explodes a fireball centered at player */ 2046 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL); 2047 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 2048 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 2049 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x; 2050
2073 tmp->y = victim->y; 2051 tmp->insert_at (victim);
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 2052 victim->stats.sp = 2 * victim->stats.maxsp;
2076 } 2053 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2055 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 2056 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 2057 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 2059 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 2061 confuse_player (victim, victim, 99);
2089 } 2062 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2064 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 2065}
2095 2066
2096/* cast_transfer 2067/* cast_transfer
2097 * This spell transfers sp from the player to another person. 2068 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 2069 * We let the target go above their normal maximum SP.
2112 2083
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 2084 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 2085
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2086 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 2087 {
2117 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2088 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2089 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2119 break; 2090 break;
2120 } 2091 }
2121 2092
2122 2093
2123 /* If we did not find a player in the specified direction, transfer 2094 /* If we did not find a player in the specified direction, transfer
2124 * to anyone on top of us. This is used for the rune of transference mostly. 2095 * to anyone on top of us. This is used for the rune of transference mostly.
2125 */ 2096 */
2126 if (plyr == NULL) 2097 if (plyr == NULL)
2127 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2098 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2129 break; 2100 break;
2130 2101
2131 if (!plyr) 2102 if (!plyr)
2132 { 2103 {
2187 m = op->map; 2158 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2159 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 2160 if (mflags & P_OUT_OF_MAP)
2190 return; 2161 return;
2191 2162
2192 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2163 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2193 { 2164 {
2194 next = tmp->above; 2165 next = tmp->above;
2195 2166
2196 /* Need to look at the head object - otherwise, if tmp 2167 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 2168 * points to a monster, we don't have all the necessary
2211 * monsters either. 2182 * monsters either.
2212 */ 2183 */
2213 2184
2214 if (head->attacktype & AT_MAGIC && 2185 if (head->attacktype & AT_MAGIC &&
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level))
2216 { 2187 head->destroy ();
2217 remove_ob (head);
2218 free_object (head);
2219 }
2220 else 2188 else
2221 switch (head->type) 2189 switch (head->type)
2222 { 2190 {
2223 case SPELL_EFFECT: 2191 case SPELL_EFFECT:
2224 if (op->level > head->level) 2192 if (op->level > head->level)
2225 { 2193 head->destroy ();
2226 remove_ob (head); 2194
2227 free_object (head);
2228 }
2229 break; 2195 break;
2230 2196
2231 /* I really don't get this rune code that much - that 2197 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 2198 * random chance seems really low.
2233 */ 2199 */
2234 case RUNE: 2200 case RUNE:
2235 if (rndm (0, 149) == 0) 2201 if (rndm (0, 149) == 0)
2236 { 2202 {
2237 head->stats.hp--; /* weaken the rune */ 2203 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 2204 if (!head->stats.hp)
2239 { 2205 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 2206 }
2244 break; 2207 break;
2245 } 2208 }
2246 } 2209 }
2247} 2210}
2322 /* exit if it's not a player using this spell. */ 2285 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 2286 if (op->type != PLAYER)
2324 return 0; 2287 return 0;
2325 2288
2326 /* if player already has a golem, abort */ 2289 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 2290 if (op->contr->ranges[range_golem])
2328 { 2291 {
2329 control_golem (op->contr->ranges[range_golem], dir); 2292 control_golem (op->contr->ranges[range_golem], dir);
2330 return 0; 2293 return 0;
2331 } 2294 }
2332 2295
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2347 CLEAR_FLAG (tmp, FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY); 2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2349 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2350 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2351 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2352 tmp->set_owner (op);
2390 set_spell_skill (op, caster, spell, tmp); 2353 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp; 2354 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem; 2355 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2356
2395 /* Give the weapon to the golem now. A bit of a hack to check the 2357 /* Give the weapon to the golem now. A bit of a hack to check the
2396 * removed flag - it should only be set if get_split_object was 2358 * removed flag - it should only be set if get_split_object was
2397 * used above. 2359 * used above.
2398 */ 2360 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2400 remove_ob (weapon); 2362 weapon->remove ();
2401 insert_ob_in_ob (weapon, tmp); 2363 insert_ob_in_ob (weapon, tmp);
2402 esrv_send_item (op, weapon); 2364 esrv_send_item (op, weapon);
2403 /* To do everything necessary to let a golem use the weapon is a pain, 2365 /* To do everything necessary to let a golem use the weapon is a pain,
2404 * so instead, just set it as equipped (otherwise, we need to update 2366 * so instead, just set it as equipped (otherwise, we need to update
2405 * body_info, skills, etc) 2367 * body_info, skills, etc)
2406 */ 2368 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2369 SET_FLAG (tmp, FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2370 SET_FLAG (weapon, FLAG_APPLIED);
2409 fix_player (tmp); 2371 tmp->update_stats ();
2410 2372
2411 /* There used to be 'odd' code that basically seemed to take the absolute 2373 /* There used to be 'odd' code that basically seemed to take the absolute
2412 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2374 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2413 * if you're using a crappy weapon, it shouldn't be as good. 2375 * if you're using a crappy weapon, it shouldn't be as good.
2414 */ 2376 */
2466 if (a > 14) 2428 if (a > 14)
2467 a = 14; 2429 a = 14;
2468 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2469 2431
2470 /* Determine golem's speed */ 2432 /* Determine golem's speed */
2471 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2434
2476 if (!spell->race) 2435 if (!spell->race)
2477 { 2436 {
2478 sprintf (buf, "animated %s", &weapon->name); 2437 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2438 tmp->name = buf;
2481 tmp->face = weapon->face; 2440 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2441 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2442 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2443 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2444 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2446 }
2496 2447
2497 /* make experience increase in proportion to the strength of the summoned creature. */ 2448 /* make experience increase in proportion to the strength of the summoned creature. */
2498 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2449 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2499 2450
2500 tmp->speed_left = -1; 2451 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2452 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2453
2454 m->insert (tmp, x, y, op);
2505 return 1; 2455 return 1;
2506} 2456}
2507 2457
2508/* cast_daylight() - changes the map darkness level *lower* */ 2458/* cast_daylight() - changes the map darkness level *lower* */
2509 2459
2517 int success; 2467 int success;
2518 2468
2519 if (!op->map) 2469 if (!op->map)
2520 return 0; /* shouldnt happen */ 2470 return 0; /* shouldnt happen */
2521 2471
2522 success = change_map_light (op->map, spell->stats.dam); 2472 success = op->map->change_map_light (spell->stats.dam);
2473
2523 if (!success) 2474 if (!success)
2524 { 2475 {
2525 if (spell->stats.dam < 0) 2476 if (spell->stats.dam < 0)
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2477 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2527 else 2478 else
2552 2503
2553 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2554 2505
2555 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2556 2507
2557 set_owner (new_aura, op); 2508 new_aura->set_owner (op);
2558 set_spell_skill (op, caster, spell, new_aura); 2509 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2510 new_aura->attacktype = spell->attacktype;
2560 2511
2561 new_aura->level = caster_level (caster, spell); 2512 new_aura->level = caster_level (caster, spell);
2562 if (refresh) 2513 if (refresh)
2588 env = aura->env; 2539 env = aura->env;
2589 2540
2590 /* no matter what we've gotta remove the aura... 2541 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2542 * we'll put it back if its time isn't up.
2592 */ 2543 */
2593 remove_ob (aura); 2544 aura->remove ();
2594 2545
2595 /* exit if we're out of gas */ 2546 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2547 if (aura->duration-- < 0)
2597 { 2548 {
2598 free_object (aura); 2549 aura->destroy ();
2599 return; 2550 return;
2600 } 2551 }
2601 2552
2602 /* auras only exist in inventories */ 2553 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2554 if (env == NULL || env->map == NULL)
2604 { 2555 {
2605 free_object (aura); 2556 aura->destroy ();
2606 return; 2557 return;
2607 } 2558 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2559
2611 /* we need to jump out of the inventory for a bit 2560 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2561 * in order to hit the map conveniently.
2613 */ 2562 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2563 aura->insert_at (env, aura);
2615 2564
2616 for (i = 1; i < 9; i++) 2565 for (i = 1; i < 9; i++)
2617 { 2566 {
2618 sint16 nx, ny; 2567 sint16 nx, ny;
2619 2568
2628 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2629 { 2578 {
2630 hit_map (aura, i, aura->attacktype, 0); 2579 hit_map (aura, i, aura->attacktype, 0);
2631 2580
2632 if (aura->other_arch) 2581 if (aura->other_arch)
2633 { 2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2583 }
2641 }
2642 } 2584 }
2585
2643 /* put the aura back in the player's inventory */ 2586 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2587 aura->remove ();
2645 insert_ob_in_ob (aura, env); 2588 insert_ob_in_ob (aura, env);
2646} 2589}
2647 2590
2648/* moves the peacemaker spell. 2591/* moves the peacemaker spell.
2649 * op is the piece object. 2592 * op is the piece object.
2652void 2595void
2653move_peacemaker (object *op) 2596move_peacemaker (object *op)
2654{ 2597{
2655 object *tmp; 2598 object *tmp;
2656 2599
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2600 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2601 {
2659 int atk_lev, def_lev; 2602 int atk_lev, def_lev;
2660 object *victim = tmp; 2603 object *victim = tmp;
2661 2604
2662 if (tmp->head) 2605 if (tmp->head)
2673 2616
2674 if (rndm (0, atk_lev - 1) > def_lev) 2617 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2618 {
2676 /* make this sucker peaceful. */ 2619 /* make this sucker peaceful. */
2677 2620
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2621 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2622 victim->stats.exp = 0;
2680#if 0 2623#if 0
2681 /* No idea why these were all set to zero - if something 2624 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2625 * makes this creature agressive, he should still do damage.
2683 */ 2626 */
2728 2671
2729 snprintf (rune, sizeof (rune), "%s\n", msg); 2672 snprintf (rune, sizeof (rune), "%s\n", msg);
2730 2673
2731 tmp->race = op->name; /*Save the owner of the rune */ 2674 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2675 tmp->msg = rune;
2733 tmp->x = op->x; 2676
2734 tmp->y = op->y; 2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2736 return 1; 2678 return 1;
2737} 2679}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines