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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.10 by root, Thu Sep 14 21:16:13 2006 UTC vs.
Revision 1.66 by root, Fri Aug 10 01:47:53 2007 UTC

1
2/* 1/*
3 * static char *rcsid_spell_effect_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
4 * "$Id: spell_effect.C,v 1.10 2006/09/14 21:16:13 root Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
5 */ 22 */
6
7
8/*
9 CrossFire, A Multiplayer game for X-windows
10
11 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
12 Copyright (C) 1992 Frank Tore Johansen
13
14 This program is free software; you can redistribute it and/or modify
15 it under the terms of the GNU General Public License as published by
16 the Free Software Foundation; either version 2 of the License, or
17 (at your option) any later version.
18
19 This program is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU General Public License for more details.
23
24 You should have received a copy of the GNU General Public License
25 along with this program; if not, write to the Free Software
26 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
27
28 The authors can be reached via e-mail at crossfire-devel@real-time.com
29*/
30 23
31#include <global.h> 24#include <global.h>
32#include <object.h> 25#include <object.h>
33#include <living.h> 26#include <living.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 27#include <sproto.h>
36#endif
37#include <spells.h> 28#include <spells.h>
38#include <sounds.h> 29#include <sounds.h>
39 30
40/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
41 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
44void 35void
45cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
46{ 37{
47 if (!tmp) 38 if (!tmp)
48 return; /* error */ 39 return; /* error */
40
49 tmp->level = op->level; 41 tmp->level = op->level;
50 tmp->x = op->x;
51 tmp->y = op->y;
52 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
53 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
54 44
55 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
56 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
57 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
58 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
59 */ 49 */
60 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
61 tmp->duration = 40; 51 tmp->duration = 40;
52
62 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
63 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
64 insert_ob_in_map (tmp, op->map, op, 0);
65 55
56 tmp->insert_at (op, op);
66} 57}
67
68 58
69int 59int
70recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
71{ 61{
72 object *wand, *tmp; 62 object *wand, *tmp;
79 return 0; 69 return 0;
80 } 70 }
81 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
82 { 72 {
83 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
84 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
85 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
86 remove_ob (wand); 76 wand->destroy ();
87 free_object (wand);
88 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
89 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
90 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
91 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
92 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
93 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
94 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
95 tmp->x = op->x; 87
96 tmp->y = op->y; 88 tmp->insert_at (op);
97 insert_ob_in_map (tmp, op->map, NULL, 0);
98 return 1; 89 return 1;
99 } 90 }
100 91
101 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
102 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
103 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
104 else 96 else
105 { 97 {
106 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
107 return 0; 99 return 0;
108 } 100 }
101
109 if (!ncharges) 102 if (!ncharges)
110 ncharges = 1; 103 ncharges = 1;
111 104
112 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
113 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
114 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
115 { 109 {
116 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
117 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
118 update_ob_speed (wand);
119 } 112 }
113
120 return 1; 114 return 1;
121} 115}
122 116
123/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
124 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
128 * great a plus, the default is used. 122 * great a plus, the default is used.
129 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
130 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
131 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
132 */ 126 */
133
134int 127int
135cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
136{ 129{
137 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
138 const char *missile_name; 131 const char *missile_name;
139 object *tmp, *missile; 132 object *tmp, *missile;
140 tag_t tag;
141 133
142 missile_name = "arrow"; 134 missile_name = "arrow";
143 135
144 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
145 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
146 {
147 missile_name = tmp->race; 138 missile_name = tmp->race;
148 }
149 139
150 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
151 141
152 if (archetype::find (missile_name) == NULL) 142 if (archetype::find (missile_name) == NULL)
153 { 143 {
154 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
155 return 0; 145 return 0;
156 } 146 }
147
157 missile = get_archetype (missile_name); 148 missile = get_archetype (missile_name);
158 149
159 if (stringarg) 150 if (stringarg)
160 { 151 {
161 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
162 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
163 { 154 {
164 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
165 156
166 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
167 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
168 break; 159 break;
169 160
170 if (!al) 161 if (!al)
171 { 162 {
172 free_object (missile); 163 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
174 return 0; 165 return 0;
175 } 166 }
167
176 if (al->item->slaying) 168 if (al->item->slaying)
177 { 169 {
178 free_object (missile); 170 missile->destroy ();
179 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
180 return 0; 172 return 0;
181 } 173 }
174
182 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
183 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
184 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
185 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
186 */ 179 */
188 missile_plus = 0; 181 missile_plus = 0;
189 } 182 }
190 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (stringarg) < missile_plus)
191 missile_plus = atoi (stringarg); 184 missile_plus = atoi (stringarg);
192 } 185 }
186
193 if (missile_plus > 4) 187 if (missile_plus > 4)
194 missile_plus = 4; 188 missile_plus = 4;
195 else if (missile_plus < -4) 189 else if (missile_plus < -4)
196 missile_plus = -4; 190 missile_plus = -4;
197 191
198 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
199 missile->nrof -= 3 * (missile_plus + bonus_plus); 193 missile->nrof -= 3 * (missile_plus + bonus_plus);
194
200 if (missile->nrof < 1) 195 if (missile->nrof < 1)
201 missile->nrof = 1; 196 missile->nrof = 1;
202 197
203 missile->magic = missile_plus; 198 missile->magic = missile_plus;
204 /* Can't get any money for these objects */ 199 /* Can't get any money for these objects */
205 missile->value = 0; 200 missile->value = 0;
206 201
207 SET_FLAG (missile, FLAG_IDENTIFIED); 202 SET_FLAG (missile, FLAG_IDENTIFIED);
208 tag = missile->count;
209 203
210 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !was_destroyed (missile, tag)) 204 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
211 {
212 pick_up (op, missile); 205 pick_up (op, missile);
213 } 206
214 return 1; 207 return 1;
215} 208}
216 209
217 210
218/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
229 if (stringarg) 222 if (stringarg)
230 { 223 {
231 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
232 if (at == NULL) 225 if (at == NULL)
233 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
234 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
235 stringarg = NULL; 228 stringarg = NULL;
236 } 229 }
237 230
238 if (!stringarg) 231 if (!stringarg)
239 { 232 {
245 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
246 * to be altered from the donor. 239 * to be altered from the donor.
247 */ 240 */
248 241
249 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
250 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
251 { 244 {
252 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
253 { 246 {
254 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
255 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
256 * the item we have now, take it instead. 249 * the item we have now, take it instead.
257 */ 250 */
258 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
259 at = at_tmp; 256 at = at_tmp;
260 } 257 }
261 } 258 }
262 } 259 }
260
263 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
264 * know 262 * know
265 */ 263 */
266 if (!at) 264 if (!at)
267 { 265 {
268 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
269 return 0; 267 return 0;
270 } 268 }
271 269
272 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
273 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
274 new_op->nrof = food_value; 272 new_op->nrof = food_value;
275 273
276 new_op->value = 0; 274 new_op->value = 0;
277 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
284int 282int
285probe (object *op, object *caster, object *spell_ob, int dir) 283probe (object *op, object *caster, object *spell_ob, int dir)
286{ 284{
287 int r, mflags, maxrange; 285 int r, mflags, maxrange;
288 object *tmp; 286 object *tmp;
289 mapstruct *m; 287 maptile *m;
290 288
291 289
292 if (!dir) 290 if (!dir)
293 { 291 {
294 examine_monster (op, op); 292 examine_monster (op, op);
295 return 1; 293 return 1;
296 } 294 }
295
297 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
298 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
299 { 298 {
300 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
301 300
310 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
311 return 0; 310 return 0;
312 } 311 }
313 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
314 { 313 {
315 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 314 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
316 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 315 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
317 { 316 {
318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
319 if (tmp->head != NULL) 318 if (tmp->head != NULL)
320 tmp = tmp->head; 319 tmp = tmp->head;
321 examine_monster (op, tmp); 320 examine_monster (op, tmp);
322 return 1; 321 return 1;
323 } 322 }
324 } 323 }
325 } 324 }
325
326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
327 return 1; 327 return 1;
328} 328}
329
330 329
331/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
332 * does race check, undead check, etc 331 * does race check, undead check, etc
333 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
334 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
378 * normal applies. 377 * normal applies.
379 */ 378 */
380int 379int
381cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
382{ 381{
383 object *tmp;
384
385 if (op->invisible > 1000) 382 if (op->invisible > 1000)
386 { 383 {
387 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
388 return 0; 385 return 0;
389 } 386 }
405 else 402 else
406 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
407 404
408 op->contr->hidden = 0; 405 op->contr->hidden = 0;
409 } 406 }
407
410 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 410 else
413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
414 412
415 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
416 414
417 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
418 * harm to the player. 416 * harm to the player.
419 */ 417 */
420 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
421 if (tmp->enemy == op) 419 if (tmp->enemy == op)
422 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
423 return 1; 422 return 1;
424} 423}
425 424
426/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
427 */ 426 */
429cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
430{ 429{
431 object *tmp, *next; 430 object *tmp, *next;
432 int range, i, j, mflags; 431 int range, i, j, mflags;
433 sint16 sx, sy; 432 sint16 sx, sy;
434 mapstruct *m; 433 maptile *m;
435 434
436 if (op->type != PLAYER) 435 if (op->type != PLAYER)
437 return 0; 436 return 0;
438 437
439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
448 447
449 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
450 continue; 449 continue;
451 450
452 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
453 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
454 { 453 {
455 next = tmp->above; 454 next = tmp->above;
456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
458 } 457 }
459 } 458 }
459
460 return 1; 460 return 1;
461} 461}
462
463 462
464void 463void
465execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
466{ 465{
467 object *wor = op; 466 if (object *pl = op->in_player ())
468
469 while (op != NULL && op->type != PLAYER)
470 op = op->env;
471
472 if (op != NULL && op->map)
473 { 467 {
474 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
475 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
476 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
477 enter_exit (op, wor); 474 pl->enter_exit (op);
475 }
478 } 476 }
479 remove_ob (wor); 477
480 free_object (wor); 478 op->destroy ();
481} 479}
482 480
483/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
484 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
485 * time delay effect. 483 * time delay effect.
504 { 502 {
505 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 503 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
506 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 504 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
507 return 0; 505 return 0;
508 } 506 }
507
509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 508 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
510 if (time < 1) 509 if (time < 1)
511 time = 1; 510 time = 1;
512 511
513 /* value of speed really doesn't make much difference, as long as it is 512 /* value of speed really doesn't make much difference, as long as it is
514 * positive. Lower value may be useful so that the problem doesn't 513 * positive. Lower value may be useful so that the problem doesn't
515 * do anything really odd if it say a -1000 or something. 514 * do anything really odd if it say a -1000 or something.
516 */ 515 */
517 dummy->speed = 0.002; 516 dummy->set_speed (0.002);
518 update_ob_speed (dummy);
519 dummy->speed_left = -dummy->speed * time; 517 dummy->speed_left = -dummy->speed * time;
520 dummy->type = SPELL_EFFECT; 518 dummy->type = SPELL_EFFECT;
521 dummy->subtype = SP_WORD_OF_RECALL; 519 dummy->subtype = SP_WORD_OF_RECALL;
522 520
523 /* If we could take advantage of enter_player_savebed() here, it would be 521 /* If we could take advantage of enter_player_savebed() here, it would be
524 * nice, but until the map load fails, we can't. 522 * nice, but until the map load fails, we can't.
525 */ 523 */
526 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
527 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
528 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
529 527
530 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
532 return 1; 532 return 1;
533} 533}
534 534
535/* cast_wonder 535/* cast_wonder
536 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
566 return cast_spell (op, caster, dir, newspell, NULL); 566 return cast_spell (op, caster, dir, newspell, NULL);
567 } 567 }
568 return 1; 568 return 1;
569} 569}
570 570
571
572int 571int
573perceive_self (object *op) 572perceive_self (object *op)
574{ 573{
575 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
576 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
577 object *tmp;
578 int i;
579 576
577 dynbuf_text buf;
578
579 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582
580 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
581 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
582 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
583 else 585 else
584 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
585 587
586 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
587 589
588 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
589 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
590 else 592 else
591 { 593 {
592 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
593 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
594 if (tmp != NULL) 596 if (tmp)
595 {
596 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
597 { 598 if (tmp->stats.stat (i) < 0)
598 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
599 {
600 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
601 }
602 }
603 }
604 } 600 }
605 601
606 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
607 {
608 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
609 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
610 { 605 {
611 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
612 { 607 {
613 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
614 {
615 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
616 }
617 else 610 else
618 {
619 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
620 } 612
621 new_draw_info (NDI_UNIQUE, 0, op, buf);
622 break; 613 break;
623 } 614 }
624 } 615 }
625 } 616
617 buf << '\0'; // zero-terminate
618
619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620
626 return 1; 621 return 1;
627} 622}
628
629/* int cast_create_town_portal (object *op, object *caster, int dir)
630 *
631 * This function cast the spell of town portal for op
632 *
633 * The spell operates in two passes. During the first one a place
634 * is marked as a destination for the portal. During the second one,
635 * 2 portals are created, one in the position the player cast it and
636 * one in the destination place. The portal are synchronized and 2 forces
637 * are inserted in the player to destruct the portal next time player
638 * creates a new portal pair.
639 * This spell has a side effect that it allows people to meet each other
640 * in a permanent, private, appartements by making a town portal from it
641 * to the town or another public place. So, check if the map is unique and if
642 * so return an error
643 *
644 * Code by Tchize (david.delbecq@usa.net)
645 */
646int
647cast_create_town_portal (object *op, object *caster, object *spell, int dir)
648{
649 object *dummy, *force, *old_force, *tmp;
650 archetype *perm_portal;
651 char portal_name[1024], portal_message[1024];
652 sint16 exitx, exity;
653 mapstruct *exitmap;
654 int op_level;
655
656
657 /* Check to see if the map the player is currently on is a per player unique
658 * map. This can be determined in that per player unique maps have the
659 * full pathname listed.
660 */
661 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
662 {
663 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
664 return 0;
665 }
666
667 /* The first thing to do is to check if we have a marked destination
668 * dummy is used to make a check inventory for the force
669 */
670 dummy = arch_to_object (spell->other_arch);
671 if (dummy == NULL)
672 {
673 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
674 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
675 return 0;
676 }
677 force = check_inv_recursive (op, dummy);
678
679 if (force == NULL)
680 {
681 /* Here we know there is no destination marked up.
682 * We have 2 things to do:
683 * 1. Mark the destination in the player inventory.
684 * 2. Let the player know it worked.
685 */
686 dummy->name = op->map->path;
687 EXIT_X (dummy) = op->x;
688 EXIT_Y (dummy) = op->y;
689 insert_ob_in_ob (dummy, op);
690 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.");
691 return 1;
692 }
693 free_object (dummy);
694
695 /* Here we know where the town portal should go to
696 * We should kill any existing portal associated with the player.
697 * Than we should create the 2 portals.
698 * For each of them, we need:
699 * - To create the portal with the name of the player+destination map
700 * - set the owner of the town portal
701 * - To mark the position of the portal in the player's inventory
702 * for easier destruction.
703 *
704 * The mark works has follow:
705 * slaying: Existing town portal
706 * hp, sp : x & y of the associated portal
707 * name : name of the portal
708 * race : map the portal is in
709 */
710
711 /* First step: killing existing town portals */
712 dummy = get_archetype (spell->race);
713 if (dummy == NULL)
714 {
715 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
716 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
717 return 0;
718 }
719 perm_portal = archetype::find (spell->slaying);
720
721 /* To kill a town portal, we go trough the player's inventory,
722 * for each marked portal in player's inventory,
723 * -We try load the associated map (if impossible, consider the portal destructed)
724 * -We find any portal in the specified location.
725 * If it has the good name, we destruct it.
726 * -We destruct the force indicating that portal.
727 */
728 while ((old_force = check_inv_recursive (op, dummy)))
729 {
730 exitx = EXIT_X (old_force);
731 exity = EXIT_Y (old_force);
732 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
733
734 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
735 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
736 else
737 exitmap = ready_map_name (old_force->race, 0);
738
739 if (exitmap)
740 {
741 tmp = present_arch (perm_portal, exitmap, exitx, exity);
742 while (tmp)
743 {
744 if (tmp->name == old_force->name)
745 {
746 remove_ob (tmp);
747 free_object (tmp);
748 break;
749 }
750 else
751 {
752 tmp = tmp->above;
753 }
754 }
755 }
756 remove_ob (old_force);
757 free_object (old_force);
758 LOG (llevDebug, "\n");
759 }
760 free_object (dummy);
761
762 /* Creating the portals.
763 * The very first thing to do is to ensure
764 * access to the destination map.
765 * If we can't, don't fizzle. Simply warn player.
766 * This ensure player pays his mana for the spell
767 * because HE is responsible of forgotting.
768 * 'force' is the destination of the town portal, which we got
769 * from the players inventory above.
770 */
771
772 /* Ensure exit map is loaded */
773 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
774 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
775 else
776 exitmap = ready_map_name (force->name, 0);
777
778 /* If we were unable to load (ex. random map deleted), warn player */
779 if (exitmap == NULL)
780 {
781 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
782 remove_ob (force);
783 free_object (force);
784 return 1;
785 }
786
787 op_level = caster_level (caster, spell);
788 if (op_level < 15)
789 snprintf (portal_message, 1024,
790 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
791 &op->name);
792 else if (op_level < 30)
793 snprintf (portal_message, 1024,
794 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
795 else if (op_level < 60)
796 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
797 else
798 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
799 &op->name);
800
801 /* Create a portal in front of player
802 * dummy contain the portal and
803 * force contain the track to kill it later
804 */
805
806 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
807 dummy = get_archetype (spell->slaying); /*The portal */
808 if (dummy == NULL)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814 EXIT_PATH (dummy) = force->name;
815 EXIT_X (dummy) = EXIT_X (force);
816 EXIT_Y (dummy) = EXIT_Y (force);
817 dummy->name = dummy->name_pl = portal_name;
818 dummy->msg = portal_message;
819 dummy->race = op->name; /*Save the owner of the portal */
820 cast_create_obj (op, caster, dummy, 0);
821
822 /* Now we need to to create a town portal marker inside the player
823 * object, so on future castings, we can know that he has an active
824 * town portal.
825 */
826 tmp = get_archetype (spell->race);
827 if (tmp == NULL)
828 {
829 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
830 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
831 return 0;
832 }
833 tmp->race = op->map->path;
834 tmp->name = portal_name;
835 EXIT_X (tmp) = dummy->x;
836 EXIT_Y (tmp) = dummy->y;
837 insert_ob_in_ob (tmp, op);
838
839 /* Create a portal in the destination map
840 * dummy contain the portal and
841 * force the track to kill it later
842 * the 'force' variable still contains the 'reminder' of
843 * where this portal goes to.
844 */
845 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
846 dummy = get_archetype (spell->slaying); /*The portal */
847 if (dummy == NULL)
848 {
849 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
850 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
851 return 0;
852 }
853 EXIT_PATH (dummy) = op->map->path;
854 EXIT_X (dummy) = op->x;
855 EXIT_Y (dummy) = op->y;
856 dummy->name = dummy->name_pl = portal_name;
857 dummy->msg = portal_message;
858 dummy->x = EXIT_X (force);
859 dummy->y = EXIT_Y (force);
860 dummy->race = op->name; /*Save the owner of the portal */
861 insert_ob_in_map (dummy, exitmap, op, 0);
862
863 /* Now we create another town portal marker that
864 * points back to the one we just made
865 */
866 tmp = get_archetype (spell->race);
867 if (tmp == NULL)
868 {
869 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
870 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
871 return 0;
872 }
873 tmp->race = force->name;
874 tmp->name = portal_name;
875 EXIT_X (tmp) = dummy->x;
876 EXIT_Y (tmp) = dummy->y;
877 insert_ob_in_ob (tmp, op);
878
879 /* Describe the player what happened
880 */
881 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
882 remove_ob (force); /* Delete the force inside the player */
883 free_object (force);
884 return 1;
885}
886
887 623
888/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
889 * within some reason. 625 * within some reason.
890 */ 626 */
891
892int 627int
893magic_wall (object *op, object *caster, int dir, object *spell_ob) 628magic_wall (object *op, object *caster, int dir, object *spell_ob)
894{ 629{
895 object *tmp, *tmp2; 630 object *tmp;
896 int i, posblocked, negblocked, maxrange; 631 int i, posblocked, negblocked, maxrange;
897 sint16 x, y; 632 sint16 x, y;
898 mapstruct *m; 633 maptile *m;
899 const char *name; 634 const char *name;
900 archetype *at; 635 archetype *at;
901 636
902 if (!dir) 637 if (!dir)
903 { 638 {
908 else 643 else
909 { 644 {
910 x = op->x + freearr_x[dir]; 645 x = op->x + freearr_x[dir];
911 y = op->y + freearr_y[dir]; 646 y = op->y + freearr_y[dir];
912 } 647 }
648
913 m = op->map; 649 m = op->map;
914 650
915 if ((spell_ob->move_block || x != op->x || y != op->y) && 651 if ((spell_ob->move_block || x != op->x || y != op->y) &&
916 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 652 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
917 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 653 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
918 { 654 {
919 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
920 return 0; 656 return 0;
921 } 657 }
658
922 if (spell_ob->other_arch) 659 if (spell_ob->other_arch)
923 {
924 tmp = arch_to_object (spell_ob->other_arch); 660 tmp = arch_to_object (spell_ob->other_arch);
925 }
926 else if (spell_ob->race) 661 else if (spell_ob->race)
927 { 662 {
928 char buf1[MAX_BUF]; 663 char buf1[MAX_BUF];
929 664
930 sprintf (buf1, spell_ob->race, dir); 665 sprintf (buf1, spell_ob->race, dir);
933 { 668 {
934 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 669 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
935 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 670 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
936 return 0; 671 return 0;
937 } 672 }
673
938 tmp = arch_to_object (at); 674 tmp = arch_to_object (at);
939 } 675 }
940 else 676 else
941 { 677 {
942 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 678 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
952 } 688 }
953 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 689 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
954 { 690 {
955 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 691 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 tmp->stats.maxhp = tmp->stats.hp; 692 tmp->stats.maxhp = tmp->stats.hp;
957 set_owner (tmp, op);
958 set_spell_skill (op, caster, spell_ob, tmp);
959 } 693 }
694
960 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 695 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
961 { 696 {
962 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 697 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
963 SET_FLAG (tmp, FLAG_IS_USED_UP); 698 SET_FLAG (tmp, FLAG_IS_USED_UP);
964 } 699 }
700
965 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 701 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
966 { 702 {
967 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 703 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
968 tmp->stats.maxhp = tmp->stats.hp; 704 tmp->stats.maxhp = tmp->stats.hp;
969 SET_FLAG (tmp, FLAG_TEAR_DOWN); 705 SET_FLAG (tmp, FLAG_TEAR_DOWN);
970 SET_FLAG (tmp, FLAG_ALIVE); 706 SET_FLAG (tmp, FLAG_ALIVE);
971 } 707 }
972 708
973 /* This can't really hurt - if the object doesn't kill anything, 709 /* This can't really hurt - if the object doesn't kill anything,
974 * these fields just won't be used. 710 * these fields just won't be used. Do not set the owner for
711 * earthwalls, though, so they survive restarts.
975 */ 712 */
976 set_owner (tmp, op); 713 if (tmp->type != EARTHWALL) //TODO
714 tmp->set_owner (op);
715
977 set_spell_skill (op, caster, spell_ob, tmp); 716 set_spell_skill (op, caster, spell_ob, tmp);
978 tmp->x = x;
979 tmp->y = y;
980 tmp->level = caster_level (caster, spell_ob) / 2; 717 tmp->level = caster_level (caster, spell_ob) / 2;
981 718
982 name = tmp->name; 719 name = tmp->name;
983 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 720 if (!(tmp = m->insert (tmp, x, y, op)))
984 { 721 {
985 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
986 return 0; 723 return 0;
987 } 724 }
725
988 /* If this is a spellcasting wall, need to insert the spell object */ 726 /* If this is a spellcasting wall, need to insert the spell object */
989 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
990 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
991 729
992 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
993 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
994 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
1010 m = tmp->map; 748 m = tmp->map;
1011 749
1012 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 750 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1013 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 751 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1014 { 752 {
1015 tmp2 = get_object (); 753 object *tmp2 = tmp->clone ();
1016 copy_object (tmp, tmp2); 754 m->insert (tmp2, x, y, op);
1017 tmp2->x = x; 755
1018 tmp2->y = y;
1019 insert_ob_in_map (tmp2, m, op, 0);
1020 /* If this is a spellcasting wall, need to insert the spell object */ 756 /* If this is a spellcasting wall, need to insert the spell object */
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 759
1024 } 760 }
1025 else 761 else
1026 posblocked = 1; 762 posblocked = 1;
1027 763
1030 m = tmp->map; 766 m = tmp->map;
1031 767
1032 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 768 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1033 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1034 { 770 {
1035 tmp2 = get_object (); 771 object *tmp2 = tmp->clone ();
1036 copy_object (tmp, tmp2); 772 m->insert (tmp2, x, y, op);
1037 tmp2->x = x; 773
1038 tmp2->y = y;
1039 insert_ob_in_map (tmp2, m, op, 0);
1040 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1041 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1042 } 776 }
1043 else 777 else
1044 negblocked = 1; 778 negblocked = 1;
1045 } 779 }
1046 780
1053int 787int
1054dimension_door (object *op, object *caster, object *spob, int dir) 788dimension_door (object *op, object *caster, object *spob, int dir)
1055{ 789{
1056 uint32 dist, maxdist; 790 uint32 dist, maxdist;
1057 int mflags; 791 int mflags;
1058 mapstruct *m; 792 maptile *m;
1059 sint16 sx, sy; 793 sint16 sx, sy;
1060 794
1061 if (op->type != PLAYER) 795 if (op->type != PLAYER)
1062 return 0; 796 return 0;
1063 797
1095 { 829 {
1096 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 830 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1097 op->contr->count = 0; 831 op->contr->count = 0;
1098 return 0; 832 return 0;
1099 } 833 }
834
1100 op->contr->count = 0; 835 op->contr->count = 0;
1101 836
1102 /* Remove code that puts player on random space on maps. IMO, 837 /* Remove code that puts player on random space on maps. IMO,
1103 * a lot of maps probably have areas the player should not get to, 838 * a lot of maps probably have areas the player should not get to,
1104 * but may not be marked as NO_MAGIC (as they may be bounded 839 * but may not be marked as NO_MAGIC (as they may be bounded
1153 return 0; 888 return 0;
1154 } 889 }
1155 } 890 }
1156 891
1157 /* Actually move the player now */ 892 /* Actually move the player now */
1158 remove_ob (op); 893 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1159 op->x += freearr_x[dir] * dist;
1160 op->y += freearr_y[dir] * dist;
1161 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1162 return 1; 894 return 1;
1163 895
1164 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1165 return 1; 897 return 1;
1166} 898}
1179 object *poison; 911 object *poison;
1180 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1181 913
1182 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1183 915
1184 if (tmp == NULL) 916 if (!tmp)
1185 return 0; 917 return 0;
1186 918
1187 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1188 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1189 */ 921 */
1192 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1193 925
1194 if (heal) 926 if (heal)
1195 { 927 {
1196 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1199 }
1200 else 930 else
1201 { 931 {
1202 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1203 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1204 * on amount of damage healed. 934 * on amount of damage healed.
1206 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1207 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
1208 tmp->stats.hp += heal; 938 tmp->stats.hp += heal;
1209 939
1210 if (tmp->stats.hp >= tmp->stats.maxhp) 940 if (tmp->stats.hp >= tmp->stats.maxhp)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1213 }
1214 else if (heal > 50) 942 else if (heal > 50)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1217 }
1218 else if (heal > 25) 944 else if (heal > 25)
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1221 }
1222 else if (heal > 10) 946 else if (heal > 10)
1223 {
1224 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1225 }
1226 else 948 else
1227 {
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 949 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1229 } 950
1230 success = 1; 951 success = 1;
1231 } 952 }
1232 } 953 }
954
1233 if (spell->attacktype & AT_DISEASE) 955 if (spell->attacktype & AT_DISEASE)
1234 if (cure_disease (tmp, op)) 956 if (cure_disease (tmp, op))
1235 success = 1; 957 success = 1;
1236 958
1237 if (spell->attacktype & AT_POISON) 959 if (spell->attacktype & AT_POISON)
1243 success = 1; 965 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 966 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1245 poison->stats.food = 1; 967 poison->stats.food = 1;
1246 } 968 }
1247 } 969 }
970
1248 if (spell->attacktype & AT_CONFUSION) 971 if (spell->attacktype & AT_CONFUSION)
1249 { 972 {
1250 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 973 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1251 if (poison) 974 if (poison)
1252 { 975 {
1253 success = 1; 976 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 977 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1255 poison->duration = 1; 978 poison->duration = 1;
1256 } 979 }
1257 } 980 }
981
1258 if (spell->attacktype & AT_BLIND) 982 if (spell->attacktype & AT_BLIND)
1259 { 983 {
1260 at = archetype::find ("blindness"); 984 at = archetype::find ("blindness");
1261 poison = present_arch_in_ob (at, tmp); 985 poison = present_arch_in_ob (at, tmp);
1262 if (poison) 986 if (poison)
1264 success = 1; 988 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1266 poison->stats.food = 1; 990 poison->stats.food = 1;
1267 } 991 }
1268 } 992 }
993
1269 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 994 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1270 { 995 {
1271 tmp->stats.sp += spell->last_sp; 996 tmp->stats.sp += spell->last_sp;
1272 if (tmp->stats.sp > tmp->stats.maxsp) 997 if (tmp->stats.sp > tmp->stats.maxsp)
1273 tmp->stats.sp = tmp->stats.maxsp; 998 tmp->stats.sp = tmp->stats.maxsp;
1274 success = 1; 999 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1276 } 1001 }
1002
1277 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1003 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1278 { 1004 {
1279 tmp->stats.grace += spell->last_grace; 1005 tmp->stats.grace += spell->last_grace;
1280 if (tmp->stats.grace > tmp->stats.maxgrace) 1006 if (tmp->stats.grace > tmp->stats.maxgrace)
1281 tmp->stats.grace = tmp->stats.maxgrace; 1007 tmp->stats.grace = tmp->stats.maxgrace;
1282 success = 1; 1008 success = 1;
1283 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1009 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1284 } 1010 }
1011
1285 if (spell->stats.food && tmp->stats.food < 999) 1012 if (spell->stats.food && tmp->stats.food < 999)
1286 { 1013 {
1287 tmp->stats.food += spell->stats.food; 1014 tmp->stats.food += spell->stats.food;
1288 if (tmp->stats.food > 999) 1015 if (tmp->stats.food > 999)
1289 tmp->stats.food = 999; 1016 tmp->stats.food = 999;
1290 success = 1; 1017 success = 1;
1291 /* We could do something a bit better like the messages for healing above */ 1018 /* We could do something a bit better like the messages for healing above */
1292 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1019 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1293 } 1020 }
1021
1294 return success; 1022 return success;
1295} 1023}
1296
1297 1024
1298/* This is used for the spells that gain stats. There are no spells 1025/* This is used for the spells that gain stats. There are no spells
1299 * right now that icnrease wis/int/pow on a temp basis, so no 1026 * right now that icnrease wis/int/pow on a temp basis, so no
1300 * good comments for those. 1027 * good comments for those.
1301 */ 1028 */
1302static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1303 "You grow no stronger.", 1030 "You grow no stronger.",
1304 "You grow no more agile.", 1031 "You grow no more agile.",
1305 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1306 "no wis", 1033 "You didn't grow any more intelligent.",
1034 "You do not feel any wiser.",
1035 "You don't feel any more powerful."
1307 "You are no easier to look at.", 1036 "You are no easier to look at.",
1308 "no int",
1309 "no pow"
1310}; 1037};
1311 1038
1312int 1039int
1313cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1314{ 1041{
1315 object *tmp, *tmp2 = NULL;
1316 object *force = NULL; 1042 object *force = NULL;
1317 int i; 1043 int i;
1318 1044
1319 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1045 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1320 if (dir != 0) 1046 object *tmp = dir
1321 {
1322 tmp = find_target_for_friendly_spell (op, dir); 1047 ? find_target_for_friendly_spell (op, dir)
1323 } 1048 : op;
1324 else
1325 {
1326 tmp = op;
1327 }
1328 1049
1329 if (tmp == NULL) 1050 if (!tmp)
1330 return 0; 1051 return 0;
1331 1052
1332 /* If we've already got a force of this type, don't add a new one. */ 1053 /* If we've already got a force of this type, don't add a new one. */
1333 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1054 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1334 { 1055 {
1335 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1056 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1336 { 1057 {
1337 if (tmp2->name == spell_ob->name) 1058 if (tmp2->name == spell_ob->name)
1338 { 1059 {
1371 } 1092 }
1372 else 1093 else
1373 { 1094 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1375 } 1096 }
1097
1376 return 1; 1098 return 1;
1377 } 1099 }
1100
1378 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1379 force->speed = 1.0; 1102 force->speed = 1.0;
1380 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1381 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1382 1105
1388 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1111 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1389 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1390 force->resist[i] = 100; 1113 force->resist[i] = 100;
1391 } 1114 }
1392 } 1115 }
1116
1393 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1394 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1118 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1395 1119
1396 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1397 { 1121 {
1398 /* Stat adjustment spells */ 1122 /* Stat adjustment spells */
1399 for (i = 0; i < NUM_STATS; i++) 1123 for (i = 0; i < NUM_STATS; i++)
1400 { 1124 {
1401 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1125 if (sint8 stat = spell_ob->stats.stat (i))
1402
1403 if (stat)
1404 { 1126 {
1405 sm = 0; 1127 sint8 sm = 0;
1406 for (k = 0; k < stat; k++) 1128 for (sint8 k = 0; k < stat; k++)
1407 sm += rndm (1, 3); 1129 sm += rndm (1, 3);
1408 1130
1409 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1131 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1410 { 1132 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1411 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1133
1412 if (sm < 0) 1134 force->stats.stat (i) = sm;
1413 sm = 0; 1135
1414 }
1415 set_attr_value (&force->stats, i, sm);
1416 if (!sm) 1136 if (!sm)
1417 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1137 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1418 } 1138 }
1419 } 1139 }
1420 } 1140 }
1440 force->stats.ac = spell_ob->stats.ac; 1160 force->stats.ac = spell_ob->stats.ac;
1441 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1442 1162
1443 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1445 fix_player (tmp); 1165 tmp->update_stats ();
1166
1446 return 1; 1167 return 1;
1447} 1168}
1448 1169
1449/* This used to be part of cast_change_ability, but it really didn't make 1170/* This used to be part of cast_change_ability, but it really didn't make
1450 * a lot of sense, since most of the values it derives are from the god 1171 * a lot of sense, since most of the values it derives are from the god
1451 * of the caster. 1172 * of the caster.
1452 */ 1173 */
1453
1454int 1174int
1455cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1456{ 1176{
1457 int i; 1177 int i;
1458 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1549 force->stats.wc = spell_ob->stats.wc; 1269 force->stats.wc = spell_ob->stats.wc;
1550 force->stats.ac = spell_ob->stats.ac; 1270 force->stats.ac = spell_ob->stats.ac;
1551 1271
1552 change_abil (tmp, force); /* Mostly to display any messages */ 1272 change_abil (tmp, force); /* Mostly to display any messages */
1553 insert_ob_in_ob (force, tmp); 1273 insert_ob_in_ob (force, tmp);
1554 fix_player (tmp); 1274 tmp->update_stats ();
1555 return 1; 1275 return 1;
1556} 1276}
1557
1558
1559 1277
1560/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1561 * 1279 *
1562 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1563 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1564 * about 90% of that of the item itself. It uses the value of the
1565 * object before charisma adjustments, because the nuggets themselves
1566 * will be will be adjusted by charisma when sold.
1567 * 1282 *
1568 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1569 * the maximum number of large nuggets you could get. 1284 * itself. It uses the value of the object before charisma adjustments,
1570 * Small nuggets are worth 1 gp each (base). You will get from 0 1285 * because the nuggets themselves will be will be adjusted by charisma
1571 * to the max amount of small nuggets as you could get. 1286 * when sold.
1572 *
1573 * For example, if an item is worth 110 gold, you will get
1574 * 4 large nuggets, and from 0-10 small nuggets.
1575 * 1287 *
1576 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1577 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1578 * alchemied. 1290 * alchemised.
1579 */ 1291 */
1580
1581/* I didn't feel like passing these as arguements to the
1582 * two functions that need them. Real values are put in them
1583 * when the spell is cast, and these are freed when the spell
1584 * is finished.
1585 */
1586static object *small, *large;
1587
1588static void 1292static void
1589alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1590{ 1294{
1591 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1592 1296
1593 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1594 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1595 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1596 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1597 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1598 * the stuff back to town. 1302 * the stuff back to town.
1599 */ 1303 */
1600
1601 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1602 value = 0; 1305 value = 0;
1603 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1604 value /= 3; 1307 value /= 3;
1605 else 1308 else
1606 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1607 1310
1608 value /= 4; // fix by GHJ, don't understand, pcg
1609
1610 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1611 { 1312 total_value += value;
1612 int count;
1613 1313
1614 count = value / large->value;
1615 *large_nuggets += count;
1616 value -= (uint64) count *(uint64) large->value;
1617
1618 count = value / small->value;
1619 *small_nuggets += count;
1620 }
1621
1622 /* Turn 25 small nuggets into 1 large nugget. If the value
1623 * of large nuggets is not evenly divisable by the small nugget
1624 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1625 */
1626 if (*small_nuggets * small->value >= large->value)
1627 {
1628 (*large_nuggets)++;
1629 *small_nuggets -= large->value / small->value;
1630 if (*small_nuggets && large->value % small->value)
1631 (*small_nuggets)--;
1632 }
1633 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1634 remove_ob (obj);
1635 free_object (obj);
1636}
1637 1315
1638static void 1316 obj->destroy ();
1639update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1640{
1641 object *tmp;
1642 int flag = 0;
1643
1644 /* Put any nuggets below the player, but we can only pass this
1645 * flag if we are on the same space as the player
1646 */
1647 if (x == op->x && y == op->y && op->map == m)
1648 flag = INS_BELOW_ORIGINATOR;
1649
1650 if (small_nuggets)
1651 {
1652 tmp = get_object ();
1653 copy_object (small, tmp);
1654 tmp->nrof = small_nuggets;
1655 tmp->x = x;
1656 tmp->y = y;
1657 insert_ob_in_map (tmp, m, op, flag);
1658 }
1659 if (large_nuggets)
1660 {
1661 tmp = get_object ();
1662 copy_object (large, tmp);
1663 tmp->nrof = large_nuggets;
1664 tmp->x = x;
1665 tmp->y = y;
1666 insert_ob_in_map (tmp, m, op, flag);
1667 }
1668} 1317}
1669 1318
1670int 1319int
1671alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1672{ 1321{
1673 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1674 sint16 nx, ny;
1675 object *next, *tmp;
1676 mapstruct *mp;
1677
1678 if (op->type != PLAYER) 1322 if (op->type != PLAYER)
1679 return 0; 1323 return 0;
1680 1324
1325 archetype *nugget[3];
1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1330
1681 /* Put a maximum weight of items that can be alchemied. Limits the power 1331 /* Put a maximum weight of items that can be alchemised. Limits the power
1682 * some, and also prevents people from alcheming every table/chair/clock 1332 * some, and also prevents people from alchemising every table/chair/clock
1683 * in sight 1333 * in sight
1684 */ 1334 */
1685 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1335 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1686 weight_max *= 1000; 1336 int weight_max = duration * 1000;
1687 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1337 uint64 value_max = duration * 1000;
1688 1338
1339 int weight = 0;
1340
1689 for (y = op->y - 1; y <= op->y + 1; y++) 1341 for (int y = op->y - 1; y <= op->y + 1; y++)
1690 { 1342 {
1691 for (x = op->x - 1; x <= op->x + 1; x++) 1343 for (int x = op->x - 1; x <= op->x + 1; x++)
1692 { 1344 {
1345 uint64 value = 0;
1346
1693 nx = x; 1347 sint16 nx = x;
1694 ny = y; 1348 sint16 ny = y;
1695 1349
1696 mp = op->map; 1350 maptile *mp = op->map;
1697 1351
1698 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1352 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1699 1353
1700 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1354 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1701 continue; 1355 continue;
1702 1356
1703 /* Treat alchemy a little differently - most spell effects 1357 /* Treat alchemy a little differently - most spell effects
1705 * ground level effect. 1359 * ground level effect.
1706 */ 1360 */
1707 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1361 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1708 continue; 1362 continue;
1709 1363
1710 small_nuggets = 0; 1364 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1711 large_nuggets = 0;
1712
1713 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1714 { 1365 {
1715 next = tmp->above; 1366 next = tmp->above;
1367
1716 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1368 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1717 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1369 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1718 { 1370 {
1719
1720 if (tmp->inv) 1371 if (tmp->inv)
1721 { 1372 {
1722 object *next1, *tmp1; 1373 object *next1, *tmp1;
1723 1374
1724 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1375 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1725 { 1376 {
1726 next1 = tmp1->below; 1377 next1 = tmp1->below;
1727 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1378 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1728 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1379 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1729 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1380 alchemy_object (tmp1, value, weight);
1730 } 1381 }
1731 } 1382 }
1383
1732 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1384 alchemy_object (tmp, value, weight);
1733 1385
1734 if (weight > weight_max) 1386 if (weight > weight_max)
1735 { 1387 break;
1736 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1737 free_object (large);
1738 free_object (small);
1739 return 1;
1740 } 1388 }
1741 } /* is alchemable object */
1742 } /* process all objects on this space */
1743
1744 /* Insert all the nuggets at one time. This probably saves time, but
1745 * it also prevents us from alcheming nuggets that were just created
1746 * with this spell.
1747 */ 1389 }
1748 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1390
1391 value -= rndm (value >> 4);
1392 value = min (value, value_max);
1393
1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1395 if (int nrof = value / nugget [i]->value)
1396 {
1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0);
1749 } 1403 }
1404
1405 if (weight > weight_max)
1406 goto bailout;
1407 }
1750 } 1408 }
1751 free_object (large); 1409
1752 free_object (small); 1410bailout:
1753 /* reset this so that if player standing on a big pile of stuff,
1754 * it is redrawn properly.
1755 */
1756 op->contr->socket.look_position = 0;
1757 return 1; 1411 return 1;
1758} 1412}
1759 1413
1760 1414
1761/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped
1770 for (tmp = op->inv; tmp; tmp = tmp->below) 1424 for (tmp = op->inv; tmp; tmp = tmp->below)
1771 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1425 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1772 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1426 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1773 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1427 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1774 { 1428 {
1775
1776 was_one++; 1429 was_one++;
1777 if (tmp->level <= caster_level (caster, spell)) 1430 if (tmp->level <= caster_level (caster, spell))
1778 { 1431 {
1779 success++; 1432 success++;
1780 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1433 if (QUERY_FLAG (spell, FLAG_DAMNED))
1789 } 1442 }
1790 1443
1791 if (op->type == PLAYER) 1444 if (op->type == PLAYER)
1792 { 1445 {
1793 if (success) 1446 if (success)
1794 {
1795 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1447 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1796 }
1797 else 1448 else
1798 { 1449 {
1799 if (was_one) 1450 if (was_one)
1800 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1801 else 1452 else
1802 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1453 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1803 } 1454 }
1804 } 1455 }
1456
1805 return success; 1457 return success;
1806} 1458}
1807 1459
1808/* Identifies objects in the players inventory/on the ground */ 1460/* Identifies objects in the players inventory/on the ground */
1809 1461
1816 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1468 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1817 1469
1818 if (num_ident < 1) 1470 if (num_ident < 1)
1819 num_ident = 1; 1471 num_ident = 1;
1820 1472
1821
1822 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1823 { 1474 {
1824 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1825 { 1476 {
1826 identify (tmp); 1477 identify (tmp);
1478
1827 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1828 { 1480 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1482
1830 if (tmp->msg) 1483 if (tmp->msg)
1831 { 1484 {
1832 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1833 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1834 } 1487 }
1835 } 1488 }
1489
1836 num_ident--; 1490 num_ident--;
1837 success = 1; 1491 success = 1;
1838 if (!num_ident) 1492 if (!num_ident)
1839 break; 1493 break;
1840 } 1494 }
1841 } 1495 }
1496
1842 /* If all the power of the spell has been used up, don't go and identify 1497 /* If all the power of the spell has been used up, don't go and identify
1843 * stuff on the floor. Only identify stuff on the floor if the spell 1498 * stuff on the floor. Only identify stuff on the floor if the spell
1844 * was not fully used. 1499 * was not fully used.
1845 */ 1500 */
1846 if (num_ident) 1501 if (num_ident)
1847 { 1502 {
1848 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1503 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1849 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1504 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1850 { 1505 {
1851
1852 identify (tmp); 1506 identify (tmp);
1507
1853 if (op->type == PLAYER) 1508 if (op->type == PLAYER)
1854 { 1509 {
1855 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1511
1856 if (tmp->msg) 1512 if (tmp->msg)
1857 { 1513 {
1858 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1859 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1860 } 1516 }
1517
1861 esrv_send_item (op, tmp); 1518 esrv_send_item (op, tmp);
1862 } 1519 }
1520
1863 num_ident--; 1521 num_ident--;
1864 success = 1; 1522 success = 1;
1865 if (!num_ident) 1523 if (!num_ident)
1866 break; 1524 break;
1867 } 1525 }
1868 } 1526 }
1527
1869 if (!success) 1528 if (!success)
1870 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1871 else 1530 else
1872 {
1873 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1874 } 1532
1875 return success; 1533 return success;
1876} 1534}
1877
1878 1535
1879int 1536int
1880cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1881{ 1538{
1882 object *tmp, *last, *god, *detect; 1539 object *tmp, *last, *god, *detect;
1883 int done_one, range, mflags, floor, level; 1540 int done_one, range, mflags, floor, level;
1884 sint16 x, y, nx, ny; 1541 sint16 x, y, nx, ny;
1885 mapstruct *m; 1542 maptile *m;
1886 1543
1887 /* We precompute some values here so that we don't have to keep 1544 /* We precompute some values here so that we don't have to keep
1888 * doing it over and over again. 1545 * doing it over and over again.
1889 */ 1546 */
1890 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1895 skill = caster; 1552 skill = caster;
1896 1553
1897 for (x = op->x - range; x <= op->x + range; x++) 1554 for (x = op->x - range; x <= op->x + range; x++)
1898 for (y = op->y - range; y <= op->y + range; y++) 1555 for (y = op->y - range; y <= op->y + range; y++)
1899 { 1556 {
1900
1901 m = op->map; 1557 m = op->map;
1902 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1558 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1903 if (mflags & P_OUT_OF_MAP) 1559 if (mflags & P_OUT_OF_MAP)
1904 continue; 1560 continue;
1905 1561
1907 * floor. But this is not true for show invisible. 1563 * floor. But this is not true for show invisible.
1908 * Basically, we just go and find the top object and work 1564 * Basically, we just go and find the top object and work
1909 * down - that is easier than working up. 1565 * down - that is easier than working up.
1910 */ 1566 */
1911 1567
1912 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1568 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1913 last = tmp; 1569 last = tmp;
1570
1914 /* Shouldn't happen, but if there are no objects on a space, this 1571 /* Shouldn't happen, but if there are no objects on a space, this
1915 * would happen. 1572 * would happen.
1916 */ 1573 */
1917 if (!last) 1574 if (!last)
1918 continue; 1575 continue;
1920 done_one = 0; 1577 done_one = 0;
1921 floor = 0; 1578 floor = 0;
1922 detect = NULL; 1579 detect = NULL;
1923 for (tmp = last; tmp; tmp = tmp->below) 1580 for (tmp = last; tmp; tmp = tmp->below)
1924 { 1581 {
1925
1926 /* show invisible */ 1582 /* show invisible */
1927 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1583 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1928 /* Might there be other objects that we can make visibile? */ 1584 /* Might there be other objects that we can make visible? */
1929 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1585 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1930 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1586 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1931 tmp->type == CF_HANDLE || 1587 tmp->type == CF_HANDLE ||
1932 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1588 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1933 tmp->type == BUTTON || tmp->type == TELEPORTER || 1589 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1940 { 1596 {
1941 tmp->invisible = 0; 1597 tmp->invisible = 0;
1942 done_one = 1; 1598 done_one = 1;
1943 } 1599 }
1944 } 1600 }
1601
1945 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1946 floor = 1; 1603 floor = 1;
1947 1604
1948 /* All detections below this point don't descend beneath the floor, 1605 /* All detections below this point don't descend beneath the floor,
1949 * so just continue on. We could be clever and look at the type of 1606 * so just continue on. We could be clever and look at the type of
2002 */ 1659 */
2003 if (done_one) 1660 if (done_one)
2004 { 1661 {
2005 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
2006 1663
2007 detect_ob->x = nx;
2008 detect_ob->y = ny;
2009 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
2010 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
2011 { 1666 {
2012 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
2013 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
2015 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
2016 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
2017 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2018 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2019 } 1674 }
1675
2020 insert_ob_in_map (detect_ob, m, op, 0); 1676 m->insert (detect_ob, nx, ny, op);
2021 } 1677 }
2022 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2023 1679
2024 1680
2025 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
2074 1730
2075 /* Explodes a fireball centered at player */ 1731 /* Explodes a fireball centered at player */
2076 tmp = get_archetype (EXPLODING_FIREBALL); 1732 tmp = get_archetype (EXPLODING_FIREBALL);
2077 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1733 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2078 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1734 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2079 tmp->x = victim->x; 1735
2080 tmp->y = victim->y; 1736 tmp->insert_at (victim);
2081 insert_ob_in_map (tmp, victim->map, NULL, 0);
2082 victim->stats.sp = 2 * victim->stats.maxsp; 1737 victim->stats.sp = 2 * victim->stats.maxsp;
2083 } 1738 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1739 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2085 {
2086 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1740 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2087 }
2088 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2089 {
2090 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2091 }
2092 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2093 { 1744 {
2094 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1745 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2095 confuse_player (victim, victim, 99); 1746 confuse_player (victim, victim, 99);
2096 } 1747 }
2097 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2098 {
2099 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1749 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2100 }
2101} 1750}
2102 1751
2103/* cast_transfer 1752/* cast_transfer
2104 * This spell transfers sp from the player to another person. 1753 * This spell transfers sp from the player to another person.
2105 * We let the target go above their normal maximum SP. 1754 * We let the target go above their normal maximum SP.
2108int 1757int
2109cast_transfer (object *op, object *caster, object *spell, int dir) 1758cast_transfer (object *op, object *caster, object *spell, int dir)
2110{ 1759{
2111 object *plyr = NULL; 1760 object *plyr = NULL;
2112 sint16 x, y; 1761 sint16 x, y;
2113 mapstruct *m; 1762 maptile *m;
2114 int mflags; 1763 int mflags;
2115 1764
2116 m = op->map; 1765 m = op->map;
2117 x = op->x + freearr_x[dir]; 1766 x = op->x + freearr_x[dir];
2118 y = op->y + freearr_y[dir]; 1767 y = op->y + freearr_y[dir];
2119 1768
2120 mflags = get_map_flags (m, &m, x, y, &x, &y); 1769 mflags = get_map_flags (m, &m, x, y, &x, &y);
2121 1770
2122 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1771 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2123 { 1772 {
2124 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1773 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2125 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1774 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2126 break; 1775 break;
2127 } 1776 }
2128 1777
2129 1778
2130 /* If we did not find a player in the specified direction, transfer 1779 /* If we did not find a player in the specified direction, transfer
2131 * to anyone on top of us. This is used for the rune of transference mostly. 1780 * to anyone on top of us. This is used for the rune of transference mostly.
2132 */ 1781 */
2133 if (plyr == NULL) 1782 if (plyr == NULL)
2134 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1783 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2135 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1784 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2136 break; 1785 break;
2137 1786
2138 if (!plyr) 1787 if (!plyr)
2139 { 1788 {
2184void 1833void
2185counterspell (object *op, int dir) 1834counterspell (object *op, int dir)
2186{ 1835{
2187 object *tmp, *head, *next; 1836 object *tmp, *head, *next;
2188 int mflags; 1837 int mflags;
2189 mapstruct *m; 1838 maptile *m;
2190 sint16 sx, sy; 1839 sint16 sx, sy;
2191 1840
2192 sx = op->x + freearr_x[dir]; 1841 sx = op->x + freearr_x[dir];
2193 sy = op->y + freearr_y[dir]; 1842 sy = op->y + freearr_y[dir];
2194 m = op->map; 1843 m = op->map;
2195 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1844 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2196 if (mflags & P_OUT_OF_MAP) 1845 if (mflags & P_OUT_OF_MAP)
2197 return; 1846 return;
2198 1847
2199 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1848 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2200 { 1849 {
2201 next = tmp->above; 1850 next = tmp->above;
2202 1851
2203 /* Need to look at the head object - otherwise, if tmp 1852 /* Need to look at the head object - otherwise, if tmp
2204 * points to a monster, we don't have all the necessary 1853 * points to a monster, we don't have all the necessary
2216 /* Basically, if the object is magical and not counterspell, 1865 /* Basically, if the object is magical and not counterspell,
2217 * we will more or less remove the object. Don't counterspell 1866 * we will more or less remove the object. Don't counterspell
2218 * monsters either. 1867 * monsters either.
2219 */ 1868 */
2220 1869
2221 if (head->attacktype & AT_MAGIC && 1870 if (head->attacktype & AT_MAGIC
2222 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1871 && !(head->attacktype & AT_COUNTERSPELL)
2223 { 1872 && !QUERY_FLAG (head, FLAG_MONSTER)
2224 remove_ob (head); 1873 && (op->level > head->level))
2225 free_object (head); 1874 head->destroy ();
2226 }
2227 else 1875 else
2228 switch (head->type) 1876 switch (head->type)
2229 { 1877 {
2230 case SPELL_EFFECT: 1878 case SPELL_EFFECT:
1879 // XXX: Don't affect floor spelleffects. See also XXX comment
1880 // about sanctuary in spell_util.C
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 continue;
1883
2231 if (op->level > head->level) 1884 if (op->level > head->level)
2232 { 1885 head->destroy ();
2233 remove_ob (head); 1886
2234 free_object (head);
2235 }
2236 break; 1887 break;
2237 1888
2238 /* I really don't get this rune code that much - that 1889 /* I really don't get this rune code that much - that
2239 * random chance seems really low. 1890 * random chance seems really low.
2240 */ 1891 */
2241 case RUNE: 1892 case RUNE:
2242 if (rndm (0, 149) == 0) 1893 if (rndm (0, 149) == 0)
2243 { 1894 {
2244 head->stats.hp--; /* weaken the rune */ 1895 head->stats.hp--; /* weaken the rune */
2245 if (!head->stats.hp) 1896 if (!head->stats.hp)
2246 { 1897 head->destroy ();
2247 remove_ob (head);
2248 free_object (head);
2249 }
2250 } 1898 }
2251 break; 1899 break;
2252 } 1900 }
2253 } 1901 }
2254} 1902}
2307 * This code was very odd - code early on would only let players use the spell, 1955 * This code was very odd - code early on would only let players use the spell,
2308 * yet the code wass full of player checks. I've presumed that the code 1956 * yet the code wass full of player checks. I've presumed that the code
2309 * that only let players use it was correct, and removed all the other 1957 * that only let players use it was correct, and removed all the other
2310 * player checks. MSW 2003-01-06 1958 * player checks. MSW 2003-01-06
2311 */ 1959 */
2312
2313int 1960int
2314animate_weapon (object *op, object *caster, object *spell, int dir) 1961animate_weapon (object *op, object *caster, object *spell, int dir)
2315{ 1962{
2316 object *weapon, *tmp; 1963 object *weapon, *tmp;
2317 char buf[MAX_BUF]; 1964 char buf[MAX_BUF];
2318 int a, i; 1965 int a, i;
2319 sint16 x, y; 1966 sint16 x, y;
2320 mapstruct *m; 1967 maptile *m;
2321 materialtype_t *mt;
2322 1968
2323 if (!spell->other_arch) 1969 if (!spell->other_arch)
2324 { 1970 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1971 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2326 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1972 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2329 /* exit if it's not a player using this spell. */ 1975 /* exit if it's not a player using this spell. */
2330 if (op->type != PLAYER) 1976 if (op->type != PLAYER)
2331 return 0; 1977 return 0;
2332 1978
2333 /* if player already has a golem, abort */ 1979 /* if player already has a golem, abort */
2334 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1980 if (object *golem = op->contr->golem)
2335 { 1981 {
2336 control_golem (op->contr->ranges[range_golem], dir); 1982 control_golem (golem, dir);
2337 return 0; 1983 return 0;
2338 } 1984 }
2339 1985
2340 /* if no direction specified, pick one */ 1986 /* if no direction specified, pick one */
2341 if (!dir) 1987 if (!dir)
2345 x = op->x + freearr_x[dir]; 1991 x = op->x + freearr_x[dir];
2346 y = op->y + freearr_y[dir]; 1992 y = op->y + freearr_y[dir];
2347 1993
2348 /* if there's no place to put the golem, abort */ 1994 /* if there's no place to put the golem, abort */
2349 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1995 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2350 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1996 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2351 { 1997 {
2352 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1998 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2353 return 0; 1999 return 0;
2354 } 2000 }
2355 2001
2359 if (!weapon) 2005 if (!weapon)
2360 { 2006 {
2361 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2007 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2362 return 0; 2008 return 0;
2363 } 2009 }
2364 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2010 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2365 { 2011 {
2366 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2012 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2367 return 0; 2013 return 0;
2368 } 2014 }
2369 if (weapon->type != WEAPON) 2015 if (weapon->type != WEAPON)
2387 /* create the golem object */ 2033 /* create the golem object */
2388 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2389 2035
2390 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2391 CLEAR_FLAG (tmp, FLAG_MONSTER); 2037 CLEAR_FLAG (tmp, FLAG_MONSTER);
2392 SET_FLAG (tmp, FLAG_FRIENDLY);
2393 tmp->stats.exp = 0; 2038 tmp->stats.exp = 0;
2394 add_friendly_object (tmp); 2039 add_friendly_object (tmp);
2395 tmp->type = GOLEM; 2040 tmp->type = GOLEM;
2396 set_owner (tmp, op); 2041 tmp->set_owner (op);
2042 op->contr->golem = tmp;
2397 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2398 op->contr->ranges[range_golem] = tmp;
2399 op->contr->shoottype = range_golem;
2400 op->contr->golem_count = tmp->count;
2401 2044
2402 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2403 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if get_split_object was
2404 * used above. 2047 * used above.
2405 */ 2048 */
2406 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2407 remove_ob (weapon); 2050 weapon->remove ();
2051
2408 insert_ob_in_ob (weapon, tmp); 2052 insert_ob_in_ob (weapon, tmp);
2409 esrv_send_item (op, weapon); 2053 esrv_send_item (op, weapon);
2410 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2411 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2412 * body_info, skills, etc) 2056 * body_info, skills, etc)
2413 */ 2057 */
2414 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2415 SET_FLAG (weapon, FLAG_APPLIED); 2059 SET_FLAG (weapon, FLAG_APPLIED);
2416 fix_player (tmp); 2060 tmp->update_stats ();
2417 2061
2418 /* There used to be 'odd' code that basically seemed to take the absolute 2062 /* There used to be 'odd' code that basically seemed to take the absolute
2419 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2063 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2420 * if you're using a crappy weapon, it shouldn't be as good. 2064 * if you're using a crappy weapon, it shouldn't be as good.
2421 */ 2065 */
2440 2084
2441 /* attacktype */ 2085 /* attacktype */
2442 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2443 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2444 2088
2445 mt = NULL;
2446 if (op->materialname != NULL)
2447 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2448 if (mt != NULL)
2449 { 2090 {
2450 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2451 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2452 a = mt->save[0]; 2093 a = mt->save[0];
2453 } 2094 }
2455 { 2096 {
2456 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2457 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2458 a = 10; 2099 a = 10;
2459 } 2100 }
2101
2460 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2461 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2462 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2463 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2464 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2470 2112
2471 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2472 2114
2473 if (a > 14) 2115 if (a > 14)
2474 a = 14; 2116 a = 14;
2117
2475 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2476 2119
2477 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2478 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2479
2480 if (tmp->speed > 3.33)
2481 tmp->speed = 3.33;
2482 2122
2483 if (!spell->race) 2123 if (!spell->race)
2484 { 2124 {
2485 sprintf (buf, "animated %s", &weapon->name); 2125 sprintf (buf, "animated %s", &weapon->name);
2486 tmp->name = buf; 2126 tmp->name = buf;
2488 tmp->face = weapon->face; 2128 tmp->face = weapon->face;
2489 tmp->animation_id = weapon->animation_id; 2129 tmp->animation_id = weapon->animation_id;
2490 tmp->anim_speed = weapon->anim_speed; 2130 tmp->anim_speed = weapon->anim_speed;
2491 tmp->last_anim = weapon->last_anim; 2131 tmp->last_anim = weapon->last_anim;
2492 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2493 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2494 {
2495 SET_FLAG (tmp, FLAG_ANIMATE);
2496 }
2497 else
2498 {
2499 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2500 }
2501 update_ob_speed (tmp);
2502 } 2134 }
2503 2135
2504 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2505 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2506 2138
2507 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2508 tmp->x = x;
2509 tmp->y = y;
2510 tmp->direction = dir; 2140 tmp->direction = dir;
2511 insert_ob_in_map (tmp, m, op, 0); 2141
2142 m->insert (tmp, x, y, op);
2512 return 1; 2143 return 1;
2513} 2144}
2514 2145
2515/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2516 2147
2524 int success; 2155 int success;
2525 2156
2526 if (!op->map) 2157 if (!op->map)
2527 return 0; /* shouldnt happen */ 2158 return 0; /* shouldnt happen */
2528 2159
2529 success = change_map_light (op->map, spell->stats.dam); 2160 success = op->map->change_map_light (spell->stats.dam);
2161
2530 if (!success) 2162 if (!success)
2531 { 2163 {
2532 if (spell->stats.dam < 0) 2164 if (spell->stats.dam < 0)
2533 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2165 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2534 else 2166 else
2559 2191
2560 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2561 2193
2562 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2563 2195
2564 set_owner (new_aura, op); 2196 new_aura->set_owner (op);
2565 set_spell_skill (op, caster, spell, new_aura); 2197 set_spell_skill (op, caster, spell, new_aura);
2566 new_aura->attacktype = spell->attacktype; 2198 new_aura->attacktype = spell->attacktype;
2567 2199
2568 new_aura->level = caster_level (caster, spell); 2200 new_aura->level = caster_level (caster, spell);
2569 if (refresh) 2201 if (refresh)
2587void 2219void
2588move_aura (object *aura) 2220move_aura (object *aura)
2589{ 2221{
2590 int i, mflags; 2222 int i, mflags;
2591 object *env; 2223 object *env;
2592 mapstruct *m; 2224 maptile *m;
2593 2225
2594 /* auras belong in inventories */ 2226 /* auras belong in inventories */
2595 env = aura->env; 2227 env = aura->env;
2596 2228
2597 /* no matter what we've gotta remove the aura... 2229 /* no matter what we've gotta remove the aura...
2598 * we'll put it back if its time isn't up. 2230 * we'll put it back if its time isn't up.
2599 */ 2231 */
2600 remove_ob (aura); 2232 aura->remove ();
2601 2233
2602 /* exit if we're out of gas */ 2234 /* exit if we're out of gas */
2603 if (aura->duration-- < 0) 2235 if (aura->duration-- < 0)
2604 { 2236 {
2605 free_object (aura); 2237 aura->destroy ();
2606 return; 2238 return;
2607 } 2239 }
2608 2240
2609 /* auras only exist in inventories */ 2241 /* auras only exist in inventories */
2610 if (env == NULL || env->map == NULL) 2242 if (env == NULL || env->map == NULL)
2611 { 2243 {
2612 free_object (aura); 2244 aura->destroy ();
2613 return; 2245 return;
2614 } 2246 }
2615 aura->x = env->x;
2616 aura->y = env->y;
2617 2247
2618 /* we need to jump out of the inventory for a bit 2248 /* we need to jump out of the inventory for a bit
2619 * in order to hit the map conveniently. 2249 * in order to hit the map conveniently.
2620 */ 2250 */
2621 insert_ob_in_map (aura, env->map, aura, 0); 2251 aura->insert_at (env, aura);
2622 2252
2623 for (i = 1; i < 9; i++) 2253 for (i = 1; i < 9; i++)
2624 { 2254 {
2625 sint16 nx, ny; 2255 sint16 nx, ny;
2626 2256
2635 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2636 { 2266 {
2637 hit_map (aura, i, aura->attacktype, 0); 2267 hit_map (aura, i, aura->attacktype, 0);
2638 2268
2639 if (aura->other_arch) 2269 if (aura->other_arch)
2640 { 2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2641 object *new_ob;
2642
2643 new_ob = arch_to_object (aura->other_arch);
2644 new_ob->x = nx;
2645 new_ob->y = ny;
2646 insert_ob_in_map (new_ob, m, aura, 0);
2647 } 2271 }
2648 }
2649 } 2272 }
2273
2650 /* put the aura back in the player's inventory */ 2274 /* put the aura back in the player's inventory */
2651 remove_ob (aura); 2275 aura->remove ();
2652 insert_ob_in_ob (aura, env); 2276 insert_ob_in_ob (aura, env);
2653} 2277}
2654 2278
2655/* moves the peacemaker spell. 2279/* moves the peacemaker spell.
2656 * op is the piece object. 2280 * op is the piece object.
2659void 2283void
2660move_peacemaker (object *op) 2284move_peacemaker (object *op)
2661{ 2285{
2662 object *tmp; 2286 object *tmp;
2663 2287
2664 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2288 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2665 { 2289 {
2666 int atk_lev, def_lev; 2290 int atk_lev, def_lev;
2667 object *victim = tmp; 2291 object *victim = tmp;
2668 2292
2669 if (tmp->head) 2293 if (tmp->head)
2680 2304
2681 if (rndm (0, atk_lev - 1) > def_lev) 2305 if (rndm (0, atk_lev - 1) > def_lev)
2682 { 2306 {
2683 /* make this sucker peaceful. */ 2307 /* make this sucker peaceful. */
2684 2308
2685 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2309 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2686 victim->stats.exp = 0; 2310 victim->stats.exp = 0;
2687#if 0 2311#if 0
2688 /* No idea why these were all set to zero - if something 2312 /* No idea why these were all set to zero - if something
2689 * makes this creature agressive, he should still do damage. 2313 * makes this creature agressive, he should still do damage.
2690 */ 2314 */
2735 2359
2736 snprintf (rune, sizeof (rune), "%s\n", msg); 2360 snprintf (rune, sizeof (rune), "%s\n", msg);
2737 2361
2738 tmp->race = op->name; /*Save the owner of the rune */ 2362 tmp->race = op->name; /*Save the owner of the rune */
2739 tmp->msg = rune; 2363 tmp->msg = rune;
2740 tmp->x = op->x; 2364
2741 tmp->y = op->y; 2365 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2742 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2743 return 1; 2366 return 1;
2744} 2367}

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