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/cvs/deliantra/server/server/spell_effect.C
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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.15 by root, Sat Dec 9 16:11:09 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 }
464 467
465 if (op != NULL && op->map) 468 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you.");
468 else 471 else
469 enter_exit (op, wor); 472 op->enter_exit (wor);
470 473
471 remove_ob (wor); 474 wor->destroy ();
472 free_object (wor);
473} 475}
474 476
475/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
476 * 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
477 * time delay effect. 479 * time delay effect.
504 506
505 /* 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
506 * 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
507 * do anything really odd if it say a -1000 or something. 509 * do anything really odd if it say a -1000 or something.
508 */ 510 */
509 dummy->speed = 0.002; 511 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 512 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 513 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 514 dummy->subtype = SP_WORD_OF_RECALL;
514 515
515 /* 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
557 } 558 }
558 return cast_spell (op, caster, dir, newspell, NULL); 559 return cast_spell (op, caster, dir, newspell, NULL);
559 } 560 }
560 return 1; 561 return 1;
561} 562}
562
563 563
564int 564int
565perceive_self (object *op) 565perceive_self (object *op)
566{ 566{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 567 char *cp = describe_item (op, op), buf[MAX_BUF];
639cast_create_town_portal (object *op, object *caster, object *spell, int dir) 639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{ 640{
641 object *dummy, *force, *old_force, *tmp; 641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal; 642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024]; 643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap; 644 maptile *exitmap;
646 int op_level; 645 int op_level;
647
648 646
649 /* 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
650 * 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
651 * full pathname listed. 649 * full pathname listed.
652 */ 650 */
661 */ 659 */
662 dummy = arch_to_object (spell->other_arch); 660 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL) 661 if (dummy == NULL)
664 { 662 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name); 664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0; 665 return 0;
668 } 666 }
667
669 force = check_inv_recursive (op, dummy); 668 force = check_inv_recursive (op, dummy);
670 669
671 if (force == NULL) 670 if (force == NULL)
672 { 671 {
673 /* Here we know there is no destination marked up. 672 /* Here we know there is no destination marked up.
680 EXIT_Y (dummy) = op->y; 679 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op); 680 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere."); 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.");
683 return 1; 682 return 1;
684 } 683 }
685 free_object (dummy); 684
685 dummy->destroy ();
686 686
687 /* Here we know where the town portal should go to 687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player. 688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals. 689 * Than we should create the 2 portals.
690 * For each of them, we need: 690 * For each of them, we need:
703 /* First step: killing existing town portals */ 703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race); 704 dummy = get_archetype (spell->race);
705 if (dummy == NULL) 705 if (dummy == NULL)
706 { 706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); 708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0; 709 return 0;
710 } 710 }
711
711 perm_portal = archetype::find (spell->slaying); 712 perm_portal = archetype::find (spell->slaying);
712 713
713 /* 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,
714 * for each marked portal in player's inventory, 715 * for each marked portal in player's inventory,
715 * -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)
717 * If it has the good name, we destruct it. 718 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal. 719 * -We destruct the force indicating that portal.
719 */ 720 */
720 while ((old_force = check_inv_recursive (op, dummy))) 721 while ((old_force = check_inv_recursive (op, dummy)))
721 { 722 {
722 exitx = EXIT_X (old_force); 723 exitmap = maptile::find_map (old_force->race, op->map);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730 724
731 if (exitmap) 725 if (exitmap)
732 { 726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
733 tmp = present_arch (perm_portal, exitmap, exitx, exity); 730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp) 731 while (tmp)
735 { 732 {
736 if (tmp->name == old_force->name) 733 if (tmp->name == old_force->name)
737 { 734 {
738 remove_ob (tmp); 735 tmp->destroy ();
739 free_object (tmp);
740 break; 736 break;
741 } 737 }
742 else 738
743 {
744 tmp = tmp->above; 739 tmp = tmp->above;
745 }
746 } 740 }
747 } 741 }
748 remove_ob (old_force); 742
749 free_object (old_force); 743 old_force->destroy ();
750 LOG (llevDebug, "\n");
751 } 744 }
752 free_object (dummy); 745
746 dummy->destroy ();
753 747
754 /* Creating the portals. 748 /* Creating the portals.
755 * The very first thing to do is to ensure 749 * The very first thing to do is to ensure
756 * access to the destination map. 750 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player. 751 * If we can't, don't fizzle. Simply warn player.
760 * 'force' is the destination of the town portal, which we got 754 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above. 755 * from the players inventory above.
762 */ 756 */
763 757
764 /* Ensure exit map is loaded */ 758 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0); 759 exitmap = maptile::find_map (force->name, 0);
769 760
770 /* 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 */
771 if (exitmap == NULL) 762 if (!exitmap)
772 { 763 {
773 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!?");
774 remove_ob (force); 765 force->destroy ();
775 free_object (force);
776 return 1; 766 return 1;
777 } 767 }
778 768
779 op_level = caster_level (caster, spell); 769 op_level = caster_level (caster, spell);
780 if (op_level < 15) 770 if (op_level < 15)
792 782
793 /* Create a portal in front of player 783 /* Create a portal in front of player
794 * dummy contain the portal and 784 * dummy contain the portal and
795 * force contain the track to kill it later 785 * force contain the track to kill it later
796 */ 786 */
797
798 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);
799 dummy = get_archetype (spell->slaying); /*The portal */ 788 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL) 789 if (dummy == NULL)
801 { 790 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0; 793 return 0;
805 } 794 }
795
806 EXIT_PATH (dummy) = force->name; 796 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force); 797 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force); 798 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name; 799 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message; 800 dummy->msg = portal_message;
817 */ 807 */
818 tmp = get_archetype (spell->race); 808 tmp = get_archetype (spell->race);
819 if (tmp == NULL) 809 if (tmp == NULL)
820 { 810 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); 812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0; 813 return 0;
824 } 814 }
815
825 tmp->race = op->map->path; 816 tmp->race = op->map->path;
826 tmp->name = portal_name; 817 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x; 818 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y; 819 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op); 820 op->insert (tmp);
830 821
831 /* Create a portal in the destination map 822 /* Create a portal in the destination map
832 * dummy contain the portal and 823 * dummy contain the portal and
833 * force the track to kill it later 824 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of 825 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to. 826 * where this portal goes to.
836 */ 827 */
837 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);
838 dummy = get_archetype (spell->slaying); /*The portal */ 829 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL) 830 if (dummy == NULL)
840 { 831 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); 833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0; 834 return 0;
844 } 835 }
836
845 EXIT_PATH (dummy) = op->map->path; 837 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x; 838 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y; 839 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name; 840 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message; 841 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */ 842 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0); 843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
854 844
855 /* Now we create another town portal marker that 845 /* Now we create another town portal marker that
856 * points back to the one we just made 846 * points back to the one we just made
857 */ 847 */
858 tmp = get_archetype (spell->race); 848 tmp = get_archetype (spell->race);
859 if (tmp == NULL) 849 if (tmp == NULL)
860 { 850 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name); 852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0; 853 return 0;
864 } 854 }
855
865 tmp->race = force->name; 856 tmp->race = force->name;
866 tmp->name = portal_name; 857 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x; 858 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y; 859 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op); 860 insert_ob_in_ob (tmp, op);
870 861
871 /* Describe the player what happened 862 /* Describe the player what happened
872 */ 863 */
873 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.");
874 remove_ob (force); /* Delete the force inside the player */ 865 force->destroy ();
875 free_object (force); 866
876 return 1; 867 return 1;
877} 868}
878
879 869
880/* This creates magic walls. Really, it can create most any object, 870/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 871 * within some reason.
882 */ 872 */
883
884int 873int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 874magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 875{
887 object *tmp, *tmp2; 876 object *tmp;
888 int i, posblocked, negblocked, maxrange; 877 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 878 sint16 x, y;
890 maptile *m; 879 maptile *m;
891 const char *name; 880 const char *name;
892 archetype *at; 881 archetype *at;
900 else 889 else
901 { 890 {
902 x = op->x + freearr_x[dir]; 891 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 892 y = op->y + freearr_y[dir];
904 } 893 }
894
905 m = op->map; 895 m = op->map;
906 896
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 897 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 898 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 899 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 900 {
911 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.");
912 return 0; 902 return 0;
913 } 903 }
904
914 if (spell_ob->other_arch) 905 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 906 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 907 else if (spell_ob->race)
919 { 908 {
920 char buf1[MAX_BUF]; 909 char buf1[MAX_BUF];
921 910
922 sprintf (buf1, spell_ob->race, dir); 911 sprintf (buf1, spell_ob->race, dir);
925 { 914 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 915 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 916 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 917 return 0;
929 } 918 }
919
930 tmp = arch_to_object (at); 920 tmp = arch_to_object (at);
931 } 921 }
932 else 922 else
933 { 923 {
934 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);
944 } 934 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 935 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 936 {
947 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);
948 tmp->stats.maxhp = tmp->stats.hp; 938 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 939 }
940
952 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))
953 { 942 {
954 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);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 944 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 945 }
946
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 947 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 948 {
959 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);
960 tmp->stats.maxhp = tmp->stats.hp; 950 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 951 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 952 SET_FLAG (tmp, FLAG_ALIVE);
963 } 953 }
964 954
965 /* 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,
966 * 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.
967 */ 958 */
968 set_owner (tmp, op); 959 if (tmp->type != EARTHWALL) //TODO
960 tmp->set_owner (op);
961
969 set_spell_skill (op, caster, spell_ob, tmp); 962 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 963 tmp->level = caster_level (caster, spell_ob) / 2;
973 964
974 name = tmp->name; 965 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 966 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 967 {
977 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);
978 return 0; 969 return 0;
979 } 970 }
971
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 975
984 /* This code causes the wall to extend some distance in 976 /* This code causes the wall to extend some distance in
1002 m = tmp->map; 994 m = tmp->map;
1003 995
1004 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)) &&
1005 ((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)
1006 { 998 {
1007 tmp2 = get_object (); 999 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 1000 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 1001
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 1002 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1004 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 1005
1016 } 1006 }
1017 else 1007 else
1018 posblocked = 1; 1008 posblocked = 1;
1019 1009
1022 m = tmp->map; 1012 m = tmp->map;
1023 1013
1024 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)) &&
1025 ((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)
1026 { 1016 {
1027 tmp2 = get_object (); 1017 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 1018 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 1019
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 1021 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 1022 }
1035 else 1023 else
1036 negblocked = 1; 1024 negblocked = 1;
1037 } 1025 }
1038 1026
1087 { 1075 {
1088 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");
1089 op->contr->count = 0; 1077 op->contr->count = 0;
1090 return 0; 1078 return 0;
1091 } 1079 }
1080
1092 op->contr->count = 0; 1081 op->contr->count = 0;
1093 1082
1094 /* Remove code that puts player on random space on maps. IMO, 1083 /* 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, 1084 * 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 1085 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 1134 return 0;
1146 } 1135 }
1147 } 1136 }
1148 1137
1149 /* Actually move the player now */ 1138 /* Actually move the player now */
1150 remove_ob (op); 1139 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; 1140 return 1;
1155 1141
1156 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 */
1157 return 1; 1143 return 1;
1158} 1144}
1302}; 1288};
1303 1289
1304int 1290int
1305cast_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)
1306{ 1292{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1293 object *force = NULL;
1309 int i; 1294 int i;
1310 1295
1311 /* 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. */
1312 if (dir != 0) 1297 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1298 ? find_target_for_friendly_spell (op, dir)
1315 } 1299 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1300
1321 if (tmp == NULL) 1301 if (!tmp)
1322 return 0; 1302 return 0;
1323 1303
1324 /* 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. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1305 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1306 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1307 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1308 {
1329 if (tmp2->name == spell_ob->name) 1309 if (tmp2->name == spell_ob->name)
1330 { 1310 {
1432 force->stats.ac = spell_ob->stats.ac; 1412 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1413 force->attacktype = spell_ob->attacktype;
1434 1414
1435 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1416 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1417 tmp->update_stats ();
1438 return 1; 1418 return 1;
1439} 1419}
1440 1420
1441/* 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
1442 * 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
1541 force->stats.wc = spell_ob->stats.wc; 1521 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1522 force->stats.ac = spell_ob->stats.ac;
1543 1523
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1525 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1526 tmp->update_stats ();
1547 return 1; 1527 return 1;
1548} 1528}
1549 1529
1550 1530
1551 1531
1621 *small_nuggets -= large->value / small->value; 1601 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value) 1602 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--; 1603 (*small_nuggets)--;
1624 } 1604 }
1625 weight += obj->weight; 1605 weight += obj->weight;
1626 remove_ob (obj); 1606 obj->destroy ();
1627 free_object (obj);
1628} 1607}
1629 1608
1630static void 1609static void
1631update_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)
1632{ 1611{
1639 if (x == op->x && y == op->y && op->map == m) 1618 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR; 1619 flag = INS_BELOW_ORIGINATOR;
1641 1620
1642 if (small_nuggets) 1621 if (small_nuggets)
1643 { 1622 {
1644 tmp = get_object (); 1623 tmp = small->clone ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets; 1624 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag); 1625 m->insert (tmp, x, y, op, flag);
1650 } 1626 }
1627
1651 if (large_nuggets) 1628 if (large_nuggets)
1652 { 1629 {
1653 tmp = get_object (); 1630 tmp = large->clone ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets; 1631 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag); 1632 m->insert (tmp, x, y, op, flag);
1659 } 1633 }
1660} 1634}
1661 1635
1662int 1636int
1663alchemy (object *op, object *caster, object *spell_ob) 1637alchemy (object *op, object *caster, object *spell_ob)
1700 continue; 1674 continue;
1701 1675
1702 small_nuggets = 0; 1676 small_nuggets = 0;
1703 large_nuggets = 0; 1677 large_nuggets = 0;
1704 1678
1705 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)
1706 { 1680 {
1707 next = tmp->above; 1681 next = tmp->above;
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1684 {
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight);
1725 1699
1726 if (weight > weight_max) 1700 if (weight > weight_max)
1727 { 1701 {
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 free_object (large); 1703 large->destroy ();
1730 free_object (small); 1704 small->destroy ();
1731 return 1; 1705 return 1;
1732 } 1706 }
1733 } /* is alchemable object */ 1707 } /* is alchemable object */
1734 } /* process all objects on this space */ 1708 } /* process all objects on this space */
1735 1709
1738 * with this spell. 1712 * with this spell.
1739 */ 1713 */
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1741 } 1715 }
1742 } 1716 }
1743 free_object (large); 1717
1744 free_object (small); 1718 large->destroy ();
1719 small->destroy ();
1745 /* 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,
1746 * it is redrawn properly. 1721 * it is redrawn properly.
1747 */ 1722 */
1748 op->contr->socket.look_position = 0; 1723 op->contr->ns->look_position = 0;
1749 return 1; 1724 return 1;
1750} 1725}
1751 1726
1752 1727
1753/* This function removes the cursed/damned status on equipped 1728/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1737 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1741 {
1767
1768 was_one++; 1742 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1743 if (tmp->level <= caster_level (caster, spell))
1770 { 1744 {
1771 success++; 1745 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1746 if (QUERY_FLAG (spell, FLAG_DAMNED))
1792 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.");
1793 else 1767 else
1794 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.");
1795 } 1769 }
1796 } 1770 }
1771
1797 return success; 1772 return success;
1798} 1773}
1799 1774
1800/* Identifies objects in the players inventory/on the ground */ 1775/* Identifies objects in the players inventory/on the ground */
1801 1776
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1784
1810 if (num_ident < 1) 1785 if (num_ident < 1)
1811 num_ident = 1; 1786 num_ident = 1;
1812 1787
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1789 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1791 {
1818 identify (tmp); 1792 identify (tmp);
1793
1819 if (op->type == PLAYER) 1794 if (op->type == PLAYER)
1820 { 1795 {
1821 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
1822 if (tmp->msg) 1798 if (tmp->msg)
1823 { 1799 {
1824 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:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 } 1802 }
1827 } 1803 }
1804
1828 num_ident--; 1805 num_ident--;
1829 success = 1; 1806 success = 1;
1830 if (!num_ident) 1807 if (!num_ident)
1831 break; 1808 break;
1832 } 1809 }
1833 } 1810 }
1811
1834 /* 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
1835 * 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
1836 * was not fully used. 1814 * was not fully used.
1837 */ 1815 */
1838 if (num_ident) 1816 if (num_ident)
1839 { 1817 {
1840 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)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1819 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1820 {
1843
1844 identify (tmp); 1821 identify (tmp);
1822
1845 if (op->type == PLAYER) 1823 if (op->type == PLAYER)
1846 { 1824 {
1847 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
1848 if (tmp->msg) 1827 if (tmp->msg)
1849 { 1828 {
1850 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:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 } 1831 }
1832
1853 esrv_send_item (op, tmp); 1833 esrv_send_item (op, tmp);
1854 } 1834 }
1835
1855 num_ident--; 1836 num_ident--;
1856 success = 1; 1837 success = 1;
1857 if (!num_ident) 1838 if (!num_ident)
1858 break; 1839 break;
1859 } 1840 }
1860 } 1841 }
1842
1861 if (!success) 1843 if (!success)
1862 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.");
1863 else 1845 else
1864 {
1865 spell_effect (spell, op->x, op->y, op->map, op); 1846 spell_effect (spell, op->x, op->y, op->map, op);
1866 } 1847
1867 return success; 1848 return success;
1868} 1849}
1869
1870 1850
1871int 1851int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1852cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1853{
1874 object *tmp, *last, *god, *detect; 1854 object *tmp, *last, *god, *detect;
1887 skill = caster; 1867 skill = caster;
1888 1868
1889 for (x = op->x - range; x <= op->x + range; x++) 1869 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1870 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1871 {
1892
1893 m = op->map; 1872 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1873 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1874 if (mflags & P_OUT_OF_MAP)
1896 continue; 1875 continue;
1897 1876
1899 * floor. But this is not true for show invisible. 1878 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1879 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1880 * down - that is easier than working up.
1902 */ 1881 */
1903 1882
1904 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)
1905 last = tmp; 1884 last = tmp;
1885
1906 /* 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
1907 * would happen. 1887 * would happen.
1908 */ 1888 */
1909 if (!last) 1889 if (!last)
1910 continue; 1890 continue;
1912 done_one = 0; 1892 done_one = 0;
1913 floor = 0; 1893 floor = 0;
1914 detect = NULL; 1894 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1895 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1896 {
1917
1918 /* show invisible */ 1897 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1899 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1902 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1903 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1904 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1911 {
1933 tmp->invisible = 0; 1912 tmp->invisible = 0;
1934 done_one = 1; 1913 done_one = 1;
1935 } 1914 }
1936 } 1915 }
1916
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1918 floor = 1;
1939 1919
1940 /* All detections below this point don't descend beneath the floor, 1920 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of 1921 * so just continue on. We could be clever and look at the type of
1994 */ 1974 */
1995 if (done_one) 1975 if (done_one)
1996 { 1976 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1977 object *detect_ob = arch_to_object (spell->other_arch);
1998 1978
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1979 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1980 if (done_one == 2 && detect)
2003 { 1981 {
2004 detect_ob->face = detect->face; 1982 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1983 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1985 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1986 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1989 }
1990
2012 insert_ob_in_map (detect_ob, m, op, 0); 1991 m->insert (detect_ob, nx, ny, op);
2013 } 1992 }
2014 } /* for processing the surrounding spaces */ 1993 } /* for processing the surrounding spaces */
2015 1994
2016 1995
2017 /* 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 */
2066 2045
2067 /* Explodes a fireball centered at player */ 2046 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 2047 tmp = get_archetype (EXPLODING_FIREBALL);
2069 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;
2070 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;
2071 tmp->x = victim->x; 2050
2072 tmp->y = victim->y; 2051 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 2052 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 2053 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 2055 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 2056 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 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!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 2059 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 2061 confuse_player (victim, victim, 99);
2088 } 2062 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 2063 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 2064 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 2065}
2094 2066
2095/* cast_transfer 2067/* cast_transfer
2096 * This spell transfers sp from the player to another person. 2068 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 2069 * We let the target go above their normal maximum SP.
2111 2083
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 2084 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 2085
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2086 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 2087 {
2116 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)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2089 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 2090 break;
2119 } 2091 }
2120 2092
2121 2093
2122 /* 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
2123 * 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.
2124 */ 2096 */
2125 if (plyr == NULL) 2097 if (plyr == NULL)
2126 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)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 2100 break;
2129 2101
2130 if (!plyr) 2102 if (!plyr)
2131 { 2103 {
2186 m = op->map; 2158 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2159 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 2160 if (mflags & P_OUT_OF_MAP)
2189 return; 2161 return;
2190 2162
2191 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)
2192 { 2164 {
2193 next = tmp->above; 2165 next = tmp->above;
2194 2166
2195 /* Need to look at the head object - otherwise, if tmp 2167 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 2168 * points to a monster, we don't have all the necessary
2210 * monsters either. 2182 * monsters either.
2211 */ 2183 */
2212 2184
2213 if (head->attacktype & AT_MAGIC && 2185 if (head->attacktype & AT_MAGIC &&
2214 !(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))
2215 { 2187 head->destroy ();
2216 remove_ob (head);
2217 free_object (head);
2218 }
2219 else 2188 else
2220 switch (head->type) 2189 switch (head->type)
2221 { 2190 {
2222 case SPELL_EFFECT: 2191 case SPELL_EFFECT:
2223 if (op->level > head->level) 2192 if (op->level > head->level)
2224 { 2193 head->destroy ();
2225 remove_ob (head); 2194
2226 free_object (head);
2227 }
2228 break; 2195 break;
2229 2196
2230 /* I really don't get this rune code that much - that 2197 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 2198 * random chance seems really low.
2232 */ 2199 */
2233 case RUNE: 2200 case RUNE:
2234 if (rndm (0, 149) == 0) 2201 if (rndm (0, 149) == 0)
2235 { 2202 {
2236 head->stats.hp--; /* weaken the rune */ 2203 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 2204 if (!head->stats.hp)
2238 { 2205 head->destroy ();
2239 remove_ob (head);
2240 free_object (head);
2241 }
2242 } 2206 }
2243 break; 2207 break;
2244 } 2208 }
2245 } 2209 }
2246} 2210}
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2347 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY); 2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2349 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2350 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2351 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2352 tmp->set_owner (op);
2389 set_spell_skill (op, caster, spell, tmp); 2353 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp; 2354 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem; 2355 op->contr->shoottype = range_golem;
2392 2356
2393 /* 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
2394 * 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
2395 * used above. 2359 * used above.
2396 */ 2360 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 remove_ob (weapon); 2362 weapon->remove ();
2399 insert_ob_in_ob (weapon, tmp); 2363 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon); 2364 esrv_send_item (op, weapon);
2401 /* 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,
2402 * 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
2403 * body_info, skills, etc) 2367 * body_info, skills, etc)
2404 */ 2368 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2369 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2370 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2371 tmp->update_stats ();
2408 2372
2409 /* 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
2410 * 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 -
2411 * 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.
2412 */ 2376 */
2464 if (a > 14) 2428 if (a > 14)
2465 a = 14; 2429 a = 14;
2466 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));
2467 2431
2468 /* Determine golem's speed */ 2432 /* Determine golem's speed */
2469 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)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2434
2474 if (!spell->race) 2435 if (!spell->race)
2475 { 2436 {
2476 sprintf (buf, "animated %s", &weapon->name); 2437 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2438 tmp->name = buf;
2479 tmp->face = weapon->face; 2440 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2441 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2442 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2443 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2444 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2446 }
2494 2447
2495 /* 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. */
2496 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));
2497 2450
2498 tmp->speed_left = -1; 2451 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2452 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2453
2454 m->insert (tmp, x, y, op);
2503 return 1; 2455 return 1;
2504} 2456}
2505 2457
2506/* cast_daylight() - changes the map darkness level *lower* */ 2458/* cast_daylight() - changes the map darkness level *lower* */
2507 2459
2515 int success; 2467 int success;
2516 2468
2517 if (!op->map) 2469 if (!op->map)
2518 return 0; /* shouldnt happen */ 2470 return 0; /* shouldnt happen */
2519 2471
2520 success = change_map_light (op->map, spell->stats.dam); 2472 success = op->map->change_map_light (spell->stats.dam);
2473
2521 if (!success) 2474 if (!success)
2522 { 2475 {
2523 if (spell->stats.dam < 0) 2476 if (spell->stats.dam < 0)
2524 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.");
2525 else 2478 else
2550 2503
2551 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);
2552 2505
2553 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);
2554 2507
2555 set_owner (new_aura, op); 2508 new_aura->set_owner (op);
2556 set_spell_skill (op, caster, spell, new_aura); 2509 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2510 new_aura->attacktype = spell->attacktype;
2558 2511
2559 new_aura->level = caster_level (caster, spell); 2512 new_aura->level = caster_level (caster, spell);
2560 if (refresh) 2513 if (refresh)
2586 env = aura->env; 2539 env = aura->env;
2587 2540
2588 /* no matter what we've gotta remove the aura... 2541 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2542 * we'll put it back if its time isn't up.
2590 */ 2543 */
2591 remove_ob (aura); 2544 aura->remove ();
2592 2545
2593 /* exit if we're out of gas */ 2546 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2547 if (aura->duration-- < 0)
2595 { 2548 {
2596 free_object (aura); 2549 aura->destroy ();
2597 return; 2550 return;
2598 } 2551 }
2599 2552
2600 /* auras only exist in inventories */ 2553 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2554 if (env == NULL || env->map == NULL)
2602 { 2555 {
2603 free_object (aura); 2556 aura->destroy ();
2604 return; 2557 return;
2605 } 2558 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2559
2609 /* we need to jump out of the inventory for a bit 2560 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2561 * in order to hit the map conveniently.
2611 */ 2562 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2563 aura->insert_at (env, aura);
2613 2564
2614 for (i = 1; i < 9; i++) 2565 for (i = 1; i < 9; i++)
2615 { 2566 {
2616 sint16 nx, ny; 2567 sint16 nx, ny;
2617 2568
2626 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))))
2627 { 2578 {
2628 hit_map (aura, i, aura->attacktype, 0); 2579 hit_map (aura, i, aura->attacktype, 0);
2629 2580
2630 if (aura->other_arch) 2581 if (aura->other_arch)
2631 { 2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2583 }
2639 }
2640 } 2584 }
2585
2641 /* put the aura back in the player's inventory */ 2586 /* put the aura back in the player's inventory */
2642 remove_ob (aura); 2587 aura->remove ();
2643 insert_ob_in_ob (aura, env); 2588 insert_ob_in_ob (aura, env);
2644} 2589}
2645 2590
2646/* moves the peacemaker spell. 2591/* moves the peacemaker spell.
2647 * op is the piece object. 2592 * op is the piece object.
2650void 2595void
2651move_peacemaker (object *op) 2596move_peacemaker (object *op)
2652{ 2597{
2653 object *tmp; 2598 object *tmp;
2654 2599
2655 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)
2656 { 2601 {
2657 int atk_lev, def_lev; 2602 int atk_lev, def_lev;
2658 object *victim = tmp; 2603 object *victim = tmp;
2659 2604
2660 if (tmp->head) 2605 if (tmp->head)
2671 2616
2672 if (rndm (0, atk_lev - 1) > def_lev) 2617 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2618 {
2674 /* make this sucker peaceful. */ 2619 /* make this sucker peaceful. */
2675 2620
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2621 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2622 victim->stats.exp = 0;
2678#if 0 2623#if 0
2679 /* No idea why these were all set to zero - if something 2624 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2625 * makes this creature agressive, he should still do damage.
2681 */ 2626 */
2726 2671
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2672 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2673
2729 tmp->race = op->name; /*Save the owner of the rune */ 2674 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2675 tmp->msg = rune;
2731 tmp->x = op->x; 2676
2732 tmp->y = op->y; 2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2678 return 1;
2735} 2679}

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