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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.11 by root, Thu Sep 14 22:34:05 2006 UTC vs.
Revision 1.69 by root, Thu Aug 23 17:17:41 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* 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
49 * 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
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * 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.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 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));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 remove_ob (wand); 76 wand->destroy ();
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
82 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
83 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
85 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
86 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
88 tmp->x = op->x; 87
89 tmp->y = op->y; 88 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 89 return 1;
92 } 90 }
93 91
94 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
95 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
97 else 96 else
98 { 97 {
99 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));
100 return 0; 99 return 0;
101 } 100 }
101
102 if (!ncharges) 102 if (!ncharges)
103 ncharges = 1; 103 ncharges = 1;
104 104
105 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
106 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
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 109 {
109 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 112 }
113
113 return 1; 114 return 1;
114} 115}
115 116
116/* 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
117 * 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
121 * great a plus, the default is used. 122 * great a plus, the default is used.
122 * 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
123 * 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
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126
127int 127int
128cast_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)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name;
132 object *tmp, *missile; 132 object *tmp, *missile;
133 tag_t tag;
134 133
135 missile_name = "arrow"; 134 missile_name = "arrow";
136 135
137 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
138 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
139 {
140 missile_name = tmp->race; 138 missile_name = tmp->race;
141 }
142 139
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 141
145 if (archetype::find (missile_name) == NULL) 142 if (archetype::find (missile_name) == NULL)
146 { 143 {
147 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);
148 return 0; 145 return 0;
149 } 146 }
147
150 missile = get_archetype (missile_name); 148 missile = get_archetype (missile_name);
151 149
152 if (stringarg) 150 if (stringarg)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 free_object (missile); 163 missile->destroy ();
166 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);
167 return 0; 165 return 0;
168 } 166 }
167
169 if (al->item->slaying) 168 if (al->item->slaying)
170 { 169 {
171 free_object (missile); 170 missile->destroy ();
172 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);
173 return 0; 172 return 0;
174 } 173 }
174
175 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
176 /* 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 -
177 * 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
178 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
179 */ 179 */
181 missile_plus = 0; 181 missile_plus = 0;
182 } 182 }
183 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 184 missile_plus = atoi (stringarg);
185 } 185 }
186
186 if (missile_plus > 4) 187 if (missile_plus > 4)
187 missile_plus = 4; 188 missile_plus = 4;
188 else if (missile_plus < -4) 189 else if (missile_plus < -4)
189 missile_plus = -4; 190 missile_plus = -4;
190 191
191 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 missile->nrof -= 3 * (missile_plus + bonus_plus); 193 missile->nrof -= 3 * (missile_plus + bonus_plus);
194
193 if (missile->nrof < 1) 195 if (missile->nrof < 1)
194 missile->nrof = 1; 196 missile->nrof = 1;
195 197
196 missile->magic = missile_plus; 198 missile->magic = missile_plus;
197 /* Can't get any money for these objects */ 199 /* Can't get any money for these objects */
198 missile->value = 0; 200 missile->value = 0;
199 201
200 SET_FLAG (missile, FLAG_IDENTIFIED); 202 SET_FLAG (missile, FLAG_IDENTIFIED);
201 tag = missile->count;
202 203
203 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 ())
204 {
205 pick_up (op, missile); 205 pick_up (op, missile);
206 } 206
207 return 1; 207 return 1;
208} 208}
209 209
210 210
211/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
222 if (stringarg) 222 if (stringarg)
223 { 223 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 225 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 228 stringarg = NULL;
229 } 229 }
230 230
231 if (!stringarg) 231 if (!stringarg)
232 { 232 {
238 * 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
239 * to be altered from the donor. 239 * to be altered from the donor.
240 */ 240 */
241 241
242 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
244 { 244 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 246 {
247 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 249 * the item we have now, take it instead.
250 */ 250 */
251 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)))
252 at = at_tmp; 256 at = at_tmp;
253 } 257 }
254 } 258 }
255 } 259 }
260
256 /* 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
257 * know 262 * know
258 */ 263 */
259 if (!at) 264 if (!at)
260 { 265 {
261 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.");
262 return 0; 267 return 0;
263 } 268 }
264 269
265 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 272 new_op->nrof = food_value;
268 273
269 new_op->value = 0; 274 new_op->value = 0;
270 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
277int 282int
278probe (object *op, object *caster, object *spell_ob, int dir) 283probe (object *op, object *caster, object *spell_ob, int dir)
279{ 284{
280 int r, mflags, maxrange; 285 int r, mflags, maxrange;
281 object *tmp; 286 object *tmp;
282 mapstruct *m; 287 maptile *m;
283 288
284 289
285 if (!dir) 290 if (!dir)
286 { 291 {
287 examine_monster (op, op); 292 examine_monster (op, op);
288 return 1; 293 return 1;
289 } 294 }
295
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
292 { 298 {
293 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];
294 300
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 310 return 0;
305 } 311 }
306 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
307 { 313 {
308 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)
309 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)))
310 { 316 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 318 if (tmp->head != NULL)
313 tmp = tmp->head; 319 tmp = tmp->head;
314 examine_monster (op, tmp); 320 examine_monster (op, tmp);
315 return 1; 321 return 1;
316 } 322 }
317 } 323 }
318 } 324 }
325
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 327 return 1;
321} 328}
322
323 329
324/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 331 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 335 * pl is invisible.
330 */ 336 */
331int 337int
332makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
333{ 339{
334
335 if (!pl->invisible) 340 if (!pl->invisible)
336 return 0; 341 return 0;
342
337 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
338 { 344 {
339 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
341 { 347 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 349 return 0;
350
344 return 1; 351 return 1;
345 } 352 }
353
346 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
348 return 1; 356 return 1;
357
349 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
350 if (!mon->race) 359 if (!mon->race)
351 return 0; 360 return 0;
361
352 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
353 return 1; 363 return 1;
364
354 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
355 return 0; 366 return 0;
356 } 367 }
357 else 368 else
358 { 369 {
371 * normal applies. 382 * normal applies.
372 */ 383 */
373int 384int
374cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
375{ 386{
376 object *tmp;
377
378 if (op->invisible > 1000) 387 if (op->invisible > 1000)
379 { 388 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 390 return 0;
382 } 391 }
398 else 407 else
399 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
400 409
401 op->contr->hidden = 0; 410 op->contr->hidden = 0;
402 } 411 }
412
403 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 415 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 417
408 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
409 419
410 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
411 * harm to the player. 421 * harm to the player.
412 */ 422 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
414 if (tmp->enemy == op) 424 if (tmp->enemy == op)
415 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
416 return 1; 427 return 1;
417} 428}
418 429
419/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 431 */
422cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
423{ 434{
424 object *tmp, *next; 435 object *tmp, *next;
425 int range, i, j, mflags; 436 int range, i, j, mflags;
426 sint16 sx, sy; 437 sint16 sx, sy;
427 mapstruct *m; 438 maptile *m;
428 439
429 if (op->type != PLAYER) 440 if (op->type != PLAYER)
430 return 0; 441 return 0;
431 442
432 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 443 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
441 452
442 if (mflags & P_OUT_OF_MAP) 453 if (mflags & P_OUT_OF_MAP)
443 continue; 454 continue;
444 455
445 // earth to dust tears down everything that can be teared down 456 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 457 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 458 {
448 next = tmp->above; 459 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 462 }
452 } 463 }
464
453 return 1; 465 return 1;
454} 466}
455
456 467
457void 468void
458execute_word_of_recall (object *op) 469execute_word_of_recall (object *op)
459{ 470{
460 object *wor = op; 471 if (object *pl = op->in_player ())
461
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 { 472 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 473 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 475 else
476 {
477 // remove first so we do not call update_stats
478 op->remove ();
470 enter_exit (op, wor); 479 pl->enter_exit (op);
480 }
471 } 481 }
472 remove_ob (wor); 482
473 free_object (wor); 483 op->destroy ();
474} 484}
475 485
476/* Word of recall causes the player to return 'home'. 486/* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a 487 * we put a force into the player object, so that there is a
478 * time delay effect. 488 * time delay effect.
497 { 507 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 510 return 0;
501 } 511 }
512
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 513 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
503 if (time < 1) 514 if (time < 1)
504 time = 1; 515 time = 1;
505 516
506 /* value of speed really doesn't make much difference, as long as it is 517 /* value of speed really doesn't make much difference, as long as it is
507 * positive. Lower value may be useful so that the problem doesn't 518 * positive. Lower value may be useful so that the problem doesn't
508 * do anything really odd if it say a -1000 or something. 519 * do anything really odd if it say a -1000 or something.
509 */ 520 */
510 dummy->speed = 0.002; 521 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 522 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 523 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 524 dummy->subtype = SP_WORD_OF_RECALL;
515 525
516 /* If we could take advantage of enter_player_savebed() here, it would be 526 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 527 * nice, but until the map load fails, we can't.
518 */ 528 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 529 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 530 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 531 EXIT_Y (dummy) = op->contr->bed_y;
522 532
523 (void) insert_ob_in_ob (dummy, op); 533 op->insert (dummy);
534
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 535 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
536
525 return 1; 537 return 1;
526} 538}
527 539
528/* cast_wonder 540/* cast_wonder
529 * wonder is really just a spell that will likely cast another 541 * wonder is really just a spell that will likely cast another
559 return cast_spell (op, caster, dir, newspell, NULL); 571 return cast_spell (op, caster, dir, newspell, NULL);
560 } 572 }
561 return 1; 573 return 1;
562} 574}
563 575
564
565int 576int
566perceive_self (object *op) 577perceive_self (object *op)
567{ 578{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 579 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
570 object *tmp;
571 int i;
572 581
582 dynbuf_text buf;
583
584 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
587
573 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
574 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 590 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
578 592
579 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
580 594
581 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
583 else 597 else
584 { 598 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 600
587 if (tmp != NULL) 601 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
590 { 603 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 604 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 605 }
598 606
599 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 610 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 612 {
606 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
609 }
610 else 615 else
611 {
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 } 617
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 618 break;
616 } 619 }
617 } 620 }
618 } 621
622 buf << '\0'; // zero-terminate
623
624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
625
619 return 1; 626 return 1;
620} 627}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 mapstruct *exitmap;
647 int op_level;
648
649
650 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the
652 * full pathname listed.
653 */
654 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
655 {
656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
657 return 0;
658 }
659
660 /* The first thing to do is to check if we have a marked destination
661 * dummy is used to make a check inventory for the force
662 */
663 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0;
669 }
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686 free_object (dummy);
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 remove_ob (tmp);
740 free_object (tmp);
741 break;
742 }
743 else
744 {
745 tmp = tmp->above;
746 }
747 }
748 }
749 remove_ob (old_force);
750 free_object (old_force);
751 LOG (llevDebug, "\n");
752 }
753 free_object (dummy);
754
755 /* Creating the portals.
756 * The very first thing to do is to ensure
757 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player.
759 * This ensure player pays his mana for the spell
760 * because HE is responsible of forgotting.
761 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above.
763 */
764
765 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0);
770
771 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL)
773 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force);
776 free_object (force);
777 return 1;
778 }
779
780 op_level = caster_level (caster, spell);
781 if (op_level < 15)
782 snprintf (portal_message, 1024,
783 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
784 &op->name);
785 else if (op_level < 30)
786 snprintf (portal_message, 1024,
787 "\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);
788 else if (op_level < 60)
789 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
790 else
791 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
792 &op->name);
793
794 /* Create a portal in front of player
795 * dummy contain the portal and
796 * force contain the track to kill it later
797 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0;
806 }
807 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message;
812 dummy->race = op->name; /*Save the owner of the portal */
813 cast_create_obj (op, caster, dummy, 0);
814
815 /* Now we need to to create a town portal marker inside the player
816 * object, so on future castings, we can know that he has an active
817 * town portal.
818 */
819 tmp = get_archetype (spell->race);
820 if (tmp == NULL)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0;
825 }
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */
876 free_object (force);
877 return 1;
878}
879
880 628
881/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 630 * within some reason.
883 */ 631 */
884
885int 632int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 633magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 634{
888 object *tmp, *tmp2; 635 object *tmp;
889 int i, posblocked, negblocked, maxrange; 636 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 637 sint16 x, y;
891 mapstruct *m; 638 maptile *m;
892 const char *name; 639 const char *name;
893 archetype *at; 640 archetype *at;
894 641
895 if (!dir) 642 if (!dir)
896 { 643 {
901 else 648 else
902 { 649 {
903 x = op->x + freearr_x[dir]; 650 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 651 y = op->y + freearr_y[dir];
905 } 652 }
653
906 m = op->map; 654 m = op->map;
907 655
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 656 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 657 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
910 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 658 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 659 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
913 return 0; 661 return 0;
914 } 662 }
663
915 if (spell_ob->other_arch) 664 if (spell_ob->other_arch)
916 {
917 tmp = arch_to_object (spell_ob->other_arch); 665 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 666 else if (spell_ob->race)
920 { 667 {
921 char buf1[MAX_BUF]; 668 char buf1[MAX_BUF];
922 669
923 sprintf (buf1, spell_ob->race, dir); 670 sprintf (buf1, spell_ob->race, dir);
926 { 673 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 674 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 675 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 676 return 0;
930 } 677 }
678
931 tmp = arch_to_object (at); 679 tmp = arch_to_object (at);
932 } 680 }
933 else 681 else
934 { 682 {
935 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 683 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
945 } 693 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 694 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
947 { 695 {
948 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 696 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 697 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 698 }
699
953 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 700 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
954 { 701 {
955 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 702 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 703 SET_FLAG (tmp, FLAG_IS_USED_UP);
957 } 704 }
705
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 706 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
959 { 707 {
960 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 708 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
961 tmp->stats.maxhp = tmp->stats.hp; 709 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 710 SET_FLAG (tmp, FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 711 SET_FLAG (tmp, FLAG_ALIVE);
964 } 712 }
965 713
966 /* This can't really hurt - if the object doesn't kill anything, 714 /* This can't really hurt - if the object doesn't kill anything,
967 * these fields just won't be used. 715 * these fields just won't be used. Do not set the owner for
716 * earthwalls, though, so they survive restarts.
968 */ 717 */
969 set_owner (tmp, op); 718 if (tmp->type != EARTHWALL) //TODO
719 tmp->set_owner (op);
720
970 set_spell_skill (op, caster, spell_ob, tmp); 721 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 722 tmp->level = caster_level (caster, spell_ob) / 2;
974 723
975 name = tmp->name; 724 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 725 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 726 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 728 return 0;
980 } 729 }
730
981 /* If this is a spellcasting wall, need to insert the spell object */ 731 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 734
985 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 753 m = tmp->map;
1004 754
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 755 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 756 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 757 {
1008 tmp2 = get_object (); 758 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 759 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 760
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 761 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 764
1017 } 765 }
1018 else 766 else
1019 posblocked = 1; 767 posblocked = 1;
1020 768
1023 m = tmp->map; 771 m = tmp->map;
1024 772
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 773 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 774 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 775 {
1028 tmp2 = get_object (); 776 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 777 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 778
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1035 } 781 }
1036 else 782 else
1037 negblocked = 1; 783 negblocked = 1;
1038 } 784 }
1039 785
1046int 792int
1047dimension_door (object *op, object *caster, object *spob, int dir) 793dimension_door (object *op, object *caster, object *spob, int dir)
1048{ 794{
1049 uint32 dist, maxdist; 795 uint32 dist, maxdist;
1050 int mflags; 796 int mflags;
1051 mapstruct *m; 797 maptile *m;
1052 sint16 sx, sy; 798 sint16 sx, sy;
1053 799
1054 if (op->type != PLAYER) 800 if (op->type != PLAYER)
1055 return 0; 801 return 0;
1056 802
1088 { 834 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 835 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1090 op->contr->count = 0; 836 op->contr->count = 0;
1091 return 0; 837 return 0;
1092 } 838 }
839
1093 op->contr->count = 0; 840 op->contr->count = 0;
1094 841
1095 /* Remove code that puts player on random space on maps. IMO, 842 /* Remove code that puts player on random space on maps. IMO,
1096 * a lot of maps probably have areas the player should not get to, 843 * a lot of maps probably have areas the player should not get to,
1097 * but may not be marked as NO_MAGIC (as they may be bounded 844 * but may not be marked as NO_MAGIC (as they may be bounded
1146 return 0; 893 return 0;
1147 } 894 }
1148 } 895 }
1149 896
1150 /* Actually move the player now */ 897 /* Actually move the player now */
1151 remove_ob (op); 898 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 899 return 1;
1156 900
1157 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1158 return 1; 902 return 1;
1159} 903}
1172 object *poison; 916 object *poison;
1173 int heal = 0, success = 0; 917 int heal = 0, success = 0;
1174 918
1175 tmp = find_target_for_friendly_spell (op, dir); 919 tmp = find_target_for_friendly_spell (op, dir);
1176 920
1177 if (tmp == NULL) 921 if (!tmp)
1178 return 0; 922 return 0;
1179 923
1180 /* Figure out how many hp this spell might cure. 924 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 925 * could be zero if this spell heals effects, not damage.
1182 */ 926 */
1185 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 929 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1186 930
1187 if (heal) 931 if (heal)
1188 { 932 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1192 }
1193 else 935 else
1194 { 936 {
1195 /* See how many points we actually heal. Instead of messages 937 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 938 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 939 * on amount of damage healed.
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 941 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 942 heal = tmp->stats.maxhp - tmp->stats.hp;
1201 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1202 944
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 947 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 949 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 951 else if (heal > 10)
1216 {
1217 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1218 }
1219 else 953 else
1220 {
1221 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1222 } 955
1223 success = 1; 956 success = 1;
1224 } 957 }
1225 } 958 }
959
1226 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op))
1228 success = 1; 962 success = 1;
1229 963
1230 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1236 success = 1; 970 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 972 poison->stats.food = 1;
1239 } 973 }
1240 } 974 }
975
1241 if (spell->attacktype & AT_CONFUSION) 976 if (spell->attacktype & AT_CONFUSION)
1242 { 977 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1244 if (poison) 979 if (poison)
1245 { 980 {
1246 success = 1; 981 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 983 poison->duration = 1;
1249 } 984 }
1250 } 985 }
986
1251 if (spell->attacktype & AT_BLIND) 987 if (spell->attacktype & AT_BLIND)
1252 { 988 {
1253 at = archetype::find ("blindness"); 989 at = archetype::find ("blindness");
1254 poison = present_arch_in_ob (at, tmp); 990 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 991 if (poison)
1257 success = 1; 993 success = 1;
1258 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1259 poison->stats.food = 1; 995 poison->stats.food = 1;
1260 } 996 }
1261 } 997 }
998
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 1000 {
1264 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 1003 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 1004 success = 1;
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1269 } 1006 }
1007
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 1009 {
1272 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 1012 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 1013 success = 1;
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1277 } 1015 }
1016
1278 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1279 { 1018 {
1280 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1281 if (tmp->stats.food > 999) 1020 if (tmp->stats.food > 999)
1282 tmp->stats.food = 999; 1021 tmp->stats.food = 999;
1283 success = 1; 1022 success = 1;
1284 /* We could do something a bit better like the messages for healing above */ 1023 /* We could do something a bit better like the messages for healing above */
1285 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1286 } 1025 }
1026
1287 return success; 1027 return success;
1288} 1028}
1289
1290 1029
1291/* This is used for the spells that gain stats. There are no spells 1030/* This is used for the spells that gain stats. There are no spells
1292 * right now that icnrease wis/int/pow on a temp basis, so no 1031 * right now that icnrease wis/int/pow on a temp basis, so no
1293 * good comments for those. 1032 * good comments for those.
1294 */ 1033 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1035 "You grow no stronger.",
1297 "You grow no more agile.", 1036 "You grow no more agile.",
1298 "You don't feel any healthier.", 1037 "You don't feel any healthier.",
1299 "no wis", 1038 "You didn't grow any more intelligent.",
1039 "You do not feel any wiser.",
1040 "You don't feel any more powerful."
1300 "You are no easier to look at.", 1041 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1042};
1304 1043
1305int 1044int
1306cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1307{ 1046{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1047 object *force = NULL;
1310 int i; 1048 int i;
1311 1049
1312 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1050 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1313 if (dir != 0) 1051 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1052 ? find_target_for_friendly_spell (op, dir)
1316 } 1053 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1054
1322 if (tmp == NULL) 1055 if (!tmp)
1323 return 0; 1056 return 0;
1324 1057
1325 /* If we've already got a force of this type, don't add a new one. */ 1058 /* If we've already got a force of this type, don't add a new one. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1059 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1060 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1061 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1062 {
1330 if (tmp2->name == spell_ob->name) 1063 if (tmp2->name == spell_ob->name)
1331 { 1064 {
1364 } 1097 }
1365 else 1098 else
1366 { 1099 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1368 } 1101 }
1102
1369 return 1; 1103 return 1;
1370 } 1104 }
1105
1371 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 force->speed = 1.0; 1107 force->speed = 1.0;
1373 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1375 1110
1381 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1382 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1383 force->resist[i] = 100; 1118 force->resist[i] = 100;
1384 } 1119 }
1385 } 1120 }
1121
1386 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1387 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1388 1124
1389 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1390 { 1126 {
1391 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1128 for (i = 0; i < NUM_STATS; i++)
1393 { 1129 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1130 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1131 {
1398 sm = 0; 1132 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1133 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1134 sm += rndm (1, 3);
1401 1135
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1138
1405 if (sm < 0) 1139 force->stats.stat (i) = sm;
1406 sm = 0; 1140
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1141 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1143 }
1412 } 1144 }
1413 } 1145 }
1433 force->stats.ac = spell_ob->stats.ac; 1165 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1435 1167
1436 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1170 tmp->update_stats ();
1171
1439 return 1; 1172 return 1;
1440} 1173}
1441 1174
1442/* This used to be part of cast_change_ability, but it really didn't make 1175/* This used to be part of cast_change_ability, but it really didn't make
1443 * a lot of sense, since most of the values it derives are from the god 1176 * a lot of sense, since most of the values it derives are from the god
1444 * of the caster. 1177 * of the caster.
1445 */ 1178 */
1446
1447int 1179int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1181{
1450 int i; 1182 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1542 force->stats.wc = spell_ob->stats.wc; 1274 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1275 force->stats.ac = spell_ob->stats.ac;
1544 1276
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1277 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1279 tmp->update_stats ();
1548 return 1; 1280 return 1;
1549} 1281}
1550
1551
1552 1282
1553/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1554 * 1284 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1557 * about 90% of that of the item itself. It uses the value of the
1558 * object before charisma adjustments, because the nuggets themselves
1559 * will be will be adjusted by charisma when sold.
1560 * 1287 *
1561 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1562 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1563 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1564 * to the max amount of small nuggets as you could get. 1291 * when sold.
1565 *
1566 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1292 *
1569 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1570 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1571 * alchemied. 1295 * alchemised.
1572 */ 1296 */
1573
1574/* I didn't feel like passing these as arguements to the
1575 * two functions that need them. Real values are put in them
1576 * when the spell is cast, and these are freed when the spell
1577 * is finished.
1578 */
1579static object *small, *large;
1580
1581static void 1297static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1299{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1301
1586 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1587 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1588 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1307 * the stuff back to town.
1592 */ 1308 */
1593
1594 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1310 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1312 value /= 3;
1598 else 1313 else
1599 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1600 1315
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1604 { 1317 total_value += value;
1605 int count;
1606 1318
1607 count = value / large->value;
1608 *large_nuggets += count;
1609 value -= (uint64) count *(uint64) large->value;
1610
1611 count = value / small->value;
1612 *small_nuggets += count;
1613 }
1614
1615 /* Turn 25 small nuggets into 1 large nugget. If the value
1616 * of large nuggets is not evenly divisable by the small nugget
1617 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1618 */
1619 if (*small_nuggets * small->value >= large->value)
1620 {
1621 (*large_nuggets)++;
1622 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--;
1625 }
1626 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1627 remove_ob (obj);
1628 free_object (obj);
1629}
1630 1320
1631static void 1321 obj->destroy ();
1632update_map (object *op, mapstruct *m, int small_nuggets, int large_nuggets, int x, int y)
1633{
1634 object *tmp;
1635 int flag = 0;
1636
1637 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player
1639 */
1640 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR;
1642
1643 if (small_nuggets)
1644 {
1645 tmp = get_object ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag);
1651 }
1652 if (large_nuggets)
1653 {
1654 tmp = get_object ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag);
1660 }
1661} 1322}
1662 1323
1663int 1324int
1664alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1665{ 1326{
1666 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1667 sint16 nx, ny;
1668 object *next, *tmp;
1669 mapstruct *mp;
1670
1671 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1672 return 0; 1328 return 0;
1673 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1335
1674 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1675 * some, and also prevents people from alcheming every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1338 * in sight
1677 */ 1339 */
1678 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1679 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1681 1343
1344 int weight = 0;
1345
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1347 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1349 {
1350 uint64 value = 0;
1351
1686 nx = x; 1352 sint16 nx = x;
1687 ny = y; 1353 sint16 ny = y;
1688 1354
1689 mp = op->map; 1355 maptile *mp = op->map;
1690 1356
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1358
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1360 continue;
1695 1361
1696 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1364 * ground level effect.
1699 */ 1365 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1367 continue;
1702 1368
1703 small_nuggets = 0; 1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1704 large_nuggets = 0;
1705
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1370 {
1708 next = tmp->above; 1371 next = tmp->above;
1372
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1711 { 1375 {
1712
1713 if (tmp->inv) 1376 if (tmp->inv)
1714 { 1377 {
1715 object *next1, *tmp1; 1378 object *next1, *tmp1;
1716 1379
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1381 {
1719 next1 = tmp1->below; 1382 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1723 } 1386 }
1724 } 1387 }
1388
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1726 1390
1727 if (weight > weight_max) 1391 if (weight > weight_max)
1728 { 1392 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1393 }
1734 } /* is alchemable object */
1735 } /* process all objects on this space */
1736
1737 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell.
1740 */ 1394 }
1741 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1742 } 1408 }
1409
1410 if (weight > weight_max)
1411 goto bailout;
1412 }
1743 } 1413 }
1744 free_object (large); 1414
1745 free_object (small); 1415bailout:
1746 /* reset this so that if player standing on a big pile of stuff,
1747 * it is redrawn properly.
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1416 return 1;
1751} 1417}
1752 1418
1753 1419
1754/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1429 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1430 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1431 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1432 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1433 {
1768
1769 was_one++; 1434 was_one++;
1770 if (tmp->level <= caster_level (caster, spell)) 1435 if (tmp->level <= caster_level (caster, spell))
1771 { 1436 {
1772 success++; 1437 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1438 if (QUERY_FLAG (spell, FLAG_DAMNED))
1782 } 1447 }
1783 1448
1784 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1785 { 1450 {
1786 if (success) 1451 if (success)
1787 {
1788 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1789 }
1790 else 1453 else
1791 { 1454 {
1792 if (was_one) 1455 if (was_one)
1793 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1794 else 1457 else
1795 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1796 } 1459 }
1797 } 1460 }
1461
1798 return success; 1462 return success;
1799} 1463}
1800 1464
1801/* Identifies objects in the players inventory/on the ground */ 1465/* Identifies objects in the players inventory/on the ground */
1802 1466
1809 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1810 1474
1811 if (num_ident < 1) 1475 if (num_ident < 1)
1812 num_ident = 1; 1476 num_ident = 1;
1813 1477
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1478 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1479 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1818 { 1481 {
1819 identify (tmp); 1482 identify (tmp);
1483
1820 if (op->type == PLAYER) 1484 if (op->type == PLAYER)
1821 { 1485 {
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1487
1823 if (tmp->msg) 1488 if (tmp->msg)
1824 { 1489 {
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 } 1492 }
1828 } 1493 }
1494
1829 num_ident--; 1495 num_ident--;
1830 success = 1; 1496 success = 1;
1831 if (!num_ident) 1497 if (!num_ident)
1832 break; 1498 break;
1833 } 1499 }
1834 } 1500 }
1501
1835 /* If all the power of the spell has been used up, don't go and identify 1502 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1503 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1504 * was not fully used.
1838 */ 1505 */
1839 if (num_ident) 1506 if (num_ident)
1840 { 1507 {
1841 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1510 {
1844
1845 identify (tmp); 1511 identify (tmp);
1512
1846 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1847 { 1514 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1516
1849 if (tmp->msg) 1517 if (tmp->msg)
1850 { 1518 {
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 } 1521 }
1522
1854 esrv_send_item (op, tmp); 1523 esrv_send_item (op, tmp);
1855 } 1524 }
1525
1856 num_ident--; 1526 num_ident--;
1857 success = 1; 1527 success = 1;
1858 if (!num_ident) 1528 if (!num_ident)
1859 break; 1529 break;
1860 } 1530 }
1861 } 1531 }
1532
1862 if (!success) 1533 if (!success)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1864 else 1535 else
1865 {
1866 spell_effect (spell, op->x, op->y, op->map, op); 1536 spell_effect (spell, op->x, op->y, op->map, op);
1867 } 1537
1868 return success; 1538 return success;
1869} 1539}
1870
1871 1540
1872int 1541int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1542cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1543{
1875 object *tmp, *last, *god, *detect; 1544 object *tmp, *last, *god, *detect;
1876 int done_one, range, mflags, floor, level; 1545 int done_one, range, mflags, floor, level;
1877 sint16 x, y, nx, ny; 1546 sint16 x, y, nx, ny;
1878 mapstruct *m; 1547 maptile *m;
1879 1548
1880 /* We precompute some values here so that we don't have to keep 1549 /* We precompute some values here so that we don't have to keep
1881 * doing it over and over again. 1550 * doing it over and over again.
1882 */ 1551 */
1883 god = find_god (determine_god (op)); 1552 god = find_god (determine_god (op));
1888 skill = caster; 1557 skill = caster;
1889 1558
1890 for (x = op->x - range; x <= op->x + range; x++) 1559 for (x = op->x - range; x <= op->x + range; x++)
1891 for (y = op->y - range; y <= op->y + range; y++) 1560 for (y = op->y - range; y <= op->y + range; y++)
1892 { 1561 {
1893
1894 m = op->map; 1562 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1563 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP) 1564 if (mflags & P_OUT_OF_MAP)
1897 continue; 1565 continue;
1898 1566
1900 * floor. But this is not true for show invisible. 1568 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1569 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1570 * down - that is easier than working up.
1903 */ 1571 */
1904 1572
1905 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1573 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1906 last = tmp; 1574 last = tmp;
1575
1907 /* Shouldn't happen, but if there are no objects on a space, this 1576 /* Shouldn't happen, but if there are no objects on a space, this
1908 * would happen. 1577 * would happen.
1909 */ 1578 */
1910 if (!last) 1579 if (!last)
1911 continue; 1580 continue;
1913 done_one = 0; 1582 done_one = 0;
1914 floor = 0; 1583 floor = 0;
1915 detect = NULL; 1584 detect = NULL;
1916 for (tmp = last; tmp; tmp = tmp->below) 1585 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1586 {
1918
1919 /* show invisible */ 1587 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1588 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1921 /* Might there be other objects that we can make visibile? */ 1589 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1590 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1591 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1924 tmp->type == CF_HANDLE || 1592 tmp->type == CF_HANDLE ||
1925 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1593 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1594 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1933 { 1601 {
1934 tmp->invisible = 0; 1602 tmp->invisible = 0;
1935 done_one = 1; 1603 done_one = 1;
1936 } 1604 }
1937 } 1605 }
1606
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1; 1608 floor = 1;
1940 1609
1941 /* All detections below this point don't descend beneath the floor, 1610 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of 1611 * so just continue on. We could be clever and look at the type of
1995 */ 1664 */
1996 if (done_one) 1665 if (done_one)
1997 { 1666 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1999 1668
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
2004 { 1671 {
2005 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
2008 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2012 } 1679 }
1680
2013 insert_ob_in_map (detect_ob, m, op, 0); 1681 m->insert (detect_ob, nx, ny, op);
2014 } 1682 }
2015 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
2016 1684
2017 1685
2018 /* Now process objects in the players inventory if detect curse or magic */ 1686 /* Now process objects in the players inventory if detect curse or magic */
2067 1735
2068 /* Explodes a fireball centered at player */ 1736 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL); 1737 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1738 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1739 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x; 1740
2073 tmp->y = victim->y; 1741 tmp->insert_at (victim);
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
2076 } 1743 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1745 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1746 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1749 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1751 confuse_player (victim, victim, 99);
2089 } 1752 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1753 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1755}
2095 1756
2096/* cast_transfer 1757/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1758 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1759 * We let the target go above their normal maximum SP.
2101int 1762int
2102cast_transfer (object *op, object *caster, object *spell, int dir) 1763cast_transfer (object *op, object *caster, object *spell, int dir)
2103{ 1764{
2104 object *plyr = NULL; 1765 object *plyr = NULL;
2105 sint16 x, y; 1766 sint16 x, y;
2106 mapstruct *m; 1767 maptile *m;
2107 int mflags; 1768 int mflags;
2108 1769
2109 m = op->map; 1770 m = op->map;
2110 x = op->x + freearr_x[dir]; 1771 x = op->x + freearr_x[dir];
2111 y = op->y + freearr_y[dir]; 1772 y = op->y + freearr_y[dir];
2112 1773
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1774 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1775
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1776 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1777 {
2117 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1778 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1779 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2119 break; 1780 break;
2120 } 1781 }
2121 1782
2122 1783
2123 /* If we did not find a player in the specified direction, transfer 1784 /* If we did not find a player in the specified direction, transfer
2124 * to anyone on top of us. This is used for the rune of transference mostly. 1785 * to anyone on top of us. This is used for the rune of transference mostly.
2125 */ 1786 */
2126 if (plyr == NULL) 1787 if (plyr == NULL)
2127 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1788 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1789 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2129 break; 1790 break;
2130 1791
2131 if (!plyr) 1792 if (!plyr)
2132 { 1793 {
2177void 1838void
2178counterspell (object *op, int dir) 1839counterspell (object *op, int dir)
2179{ 1840{
2180 object *tmp, *head, *next; 1841 object *tmp, *head, *next;
2181 int mflags; 1842 int mflags;
2182 mapstruct *m; 1843 maptile *m;
2183 sint16 sx, sy; 1844 sint16 sx, sy;
2184 1845
2185 sx = op->x + freearr_x[dir]; 1846 sx = op->x + freearr_x[dir];
2186 sy = op->y + freearr_y[dir]; 1847 sy = op->y + freearr_y[dir];
2187 m = op->map; 1848 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1849 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1850 if (mflags & P_OUT_OF_MAP)
2190 return; 1851 return;
2191 1852
2192 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1853 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2193 { 1854 {
2194 next = tmp->above; 1855 next = tmp->above;
2195 1856
2196 /* Need to look at the head object - otherwise, if tmp 1857 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1858 * points to a monster, we don't have all the necessary
2209 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1872 * monsters either.
2212 */ 1873 */
2213 1874
2214 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1876 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1877 && !QUERY_FLAG (head, FLAG_MONSTER)
2217 remove_ob (head); 1878 && (op->level > head->level))
2218 free_object (head); 1879 head->destroy ();
2219 }
2220 else 1880 else
2221 switch (head->type) 1881 switch (head->type)
2222 { 1882 {
2223 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1887 continue;
1888
2224 if (op->level > head->level) 1889 if (op->level > head->level)
2225 { 1890 head->destroy ();
2226 remove_ob (head); 1891
2227 free_object (head);
2228 }
2229 break; 1892 break;
2230 1893
2231 /* I really don't get this rune code that much - that 1894 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1895 * random chance seems really low.
2233 */ 1896 */
2234 case RUNE: 1897 case RUNE:
2235 if (rndm (0, 149) == 0) 1898 if (rndm (0, 149) == 0)
2236 { 1899 {
2237 head->stats.hp--; /* weaken the rune */ 1900 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1901 if (!head->stats.hp)
2239 { 1902 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1903 }
2244 break; 1904 break;
2245 } 1905 }
2246 } 1906 }
2247} 1907}
2300 * This code was very odd - code early on would only let players use the spell, 1960 * This code was very odd - code early on would only let players use the spell,
2301 * yet the code wass full of player checks. I've presumed that the code 1961 * yet the code wass full of player checks. I've presumed that the code
2302 * that only let players use it was correct, and removed all the other 1962 * that only let players use it was correct, and removed all the other
2303 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2304 */ 1964 */
2305
2306int 1965int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1967{
2309 object *weapon, *tmp; 1968 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2311 int a, i; 1970 int a, i;
2312 sint16 x, y; 1971 sint16 x, y;
2313 mapstruct *m; 1972 maptile *m;
2314 materialtype_t *mt;
2315 1973
2316 if (!spell->other_arch) 1974 if (!spell->other_arch)
2317 { 1975 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2319 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2322 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2324 return 0; 1982 return 0;
2325 1983
2326 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1985 if (object *golem = op->contr->golem)
2328 { 1986 {
2329 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2330 return 0; 1988 return 0;
2331 } 1989 }
2332 1990
2333 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2334 if (!dir) 1992 if (!dir)
2338 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2339 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2340 1998
2341 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2342 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2343 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2344 { 2002 {
2345 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2346 return 0; 2004 return 0;
2347 } 2005 }
2348 2006
2352 if (!weapon) 2010 if (!weapon)
2353 { 2011 {
2354 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2355 return 0; 2013 return 0;
2356 } 2014 }
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2358 { 2016 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2360 return 0; 2018 return 0;
2361 } 2019 }
2362 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2380 /* create the golem object */ 2038 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2039 tmp = arch_to_object (spell->other_arch);
2382 2040
2383 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2049
2395 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2396 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if get_split_object was
2397 * used above. 2052 * used above.
2398 */ 2053 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2400 remove_ob (weapon); 2055 weapon->remove ();
2056
2401 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2402 esrv_send_item (op, weapon); 2058 esrv_send_item (op, weapon);
2403 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2404 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2405 * body_info, skills, etc) 2061 * body_info, skills, etc)
2406 */ 2062 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2063 SET_FLAG (tmp, FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2064 SET_FLAG (weapon, FLAG_APPLIED);
2409 fix_player (tmp); 2065 tmp->update_stats ();
2410 2066
2411 /* There used to be 'odd' code that basically seemed to take the absolute 2067 /* There used to be 'odd' code that basically seemed to take the absolute
2412 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2068 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2413 * if you're using a crappy weapon, it shouldn't be as good. 2069 * if you're using a crappy weapon, it shouldn't be as good.
2414 */ 2070 */
2433 2089
2434 /* attacktype */ 2090 /* attacktype */
2435 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2436 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2437 2093
2438 mt = NULL;
2439 if (op->materialname != NULL)
2440 mt = name_to_material (op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2441 if (mt != NULL)
2442 { 2095 {
2443 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2445 a = mt->save[0]; 2098 a = mt->save[0];
2446 } 2099 }
2448 { 2101 {
2449 for (i = 0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2450 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2451 a = 10; 2104 a = 10;
2452 } 2105 }
2106
2453 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2454 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2455 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2456 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2457 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2463 2117
2464 /* Improve weapon's armour value according to best save vs. physical of its material */ 2118 /* Improve weapon's armour value according to best save vs. physical of its material */
2465 2119
2466 if (a > 14) 2120 if (a > 14)
2467 a = 14; 2121 a = 14;
2122
2468 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2469 2124
2470 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2471 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2127
2476 if (!spell->race) 2128 if (!spell->race)
2477 { 2129 {
2478 sprintf (buf, "animated %s", &weapon->name); 2130 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2131 tmp->name = buf;
2481 tmp->face = weapon->face; 2133 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2134 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2135 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2136 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2137 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2138 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2139 }
2496 2140
2497 /* make experience increase in proportion to the strength of the summoned creature. */ 2141 /* make experience increase in proportion to the strength of the summoned creature. */
2498 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2142 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2499 2143
2500 tmp->speed_left = -1; 2144 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2145 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2146
2147 m->insert (tmp, x, y, op);
2505 return 1; 2148 return 1;
2506} 2149}
2507 2150
2508/* cast_daylight() - changes the map darkness level *lower* */ 2151/* cast_daylight() - changes the map darkness level *lower* */
2509 2152
2517 int success; 2160 int success;
2518 2161
2519 if (!op->map) 2162 if (!op->map)
2520 return 0; /* shouldnt happen */ 2163 return 0; /* shouldnt happen */
2521 2164
2522 success = change_map_light (op->map, spell->stats.dam); 2165 success = op->map->change_map_light (spell->stats.dam);
2166
2523 if (!success) 2167 if (!success)
2524 { 2168 {
2525 if (spell->stats.dam < 0) 2169 if (spell->stats.dam < 0)
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2527 else 2171 else
2552 2196
2553 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2554 2198
2555 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2556 2200
2557 set_owner (new_aura, op); 2201 new_aura->set_owner (op);
2558 set_spell_skill (op, caster, spell, new_aura); 2202 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2203 new_aura->attacktype = spell->attacktype;
2560 2204
2561 new_aura->level = caster_level (caster, spell); 2205 new_aura->level = caster_level (caster, spell);
2562 if (refresh) 2206 if (refresh)
2580void 2224void
2581move_aura (object *aura) 2225move_aura (object *aura)
2582{ 2226{
2583 int i, mflags; 2227 int i, mflags;
2584 object *env; 2228 object *env;
2585 mapstruct *m; 2229 maptile *m;
2586 2230
2587 /* auras belong in inventories */ 2231 /* auras belong in inventories */
2588 env = aura->env; 2232 env = aura->env;
2589 2233
2590 /* no matter what we've gotta remove the aura... 2234 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2235 * we'll put it back if its time isn't up.
2592 */ 2236 */
2593 remove_ob (aura); 2237 aura->remove ();
2594 2238
2595 /* exit if we're out of gas */ 2239 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2240 if (aura->duration-- < 0)
2597 { 2241 {
2598 free_object (aura); 2242 aura->destroy ();
2599 return; 2243 return;
2600 } 2244 }
2601 2245
2602 /* auras only exist in inventories */ 2246 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2247 if (env == NULL || env->map == NULL)
2604 { 2248 {
2605 free_object (aura); 2249 aura->destroy ();
2606 return; 2250 return;
2607 } 2251 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2252
2611 /* we need to jump out of the inventory for a bit 2253 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2254 * in order to hit the map conveniently.
2613 */ 2255 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2256 aura->insert_at (env, aura);
2615 2257
2616 for (i = 1; i < 9; i++) 2258 for (i = 1; i < 9; i++)
2617 { 2259 {
2618 sint16 nx, ny; 2260 sint16 nx, ny;
2619 2261
2628 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny))))
2629 { 2271 {
2630 hit_map (aura, i, aura->attacktype, 0); 2272 hit_map (aura, i, aura->attacktype, 0);
2631 2273
2632 if (aura->other_arch) 2274 if (aura->other_arch)
2633 { 2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura);
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2276 }
2641 }
2642 } 2277 }
2278
2643 /* put the aura back in the player's inventory */ 2279 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2280 aura->remove ();
2645 insert_ob_in_ob (aura, env); 2281 insert_ob_in_ob (aura, env);
2646} 2282}
2647 2283
2648/* moves the peacemaker spell. 2284/* moves the peacemaker spell.
2649 * op is the piece object. 2285 * op is the piece object.
2652void 2288void
2653move_peacemaker (object *op) 2289move_peacemaker (object *op)
2654{ 2290{
2655 object *tmp; 2291 object *tmp;
2656 2292
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2293 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2294 {
2659 int atk_lev, def_lev; 2295 int atk_lev, def_lev;
2660 object *victim = tmp; 2296 object *victim = tmp;
2661 2297
2662 if (tmp->head) 2298 if (tmp->head)
2673 2309
2674 if (rndm (0, atk_lev - 1) > def_lev) 2310 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2311 {
2676 /* make this sucker peaceful. */ 2312 /* make this sucker peaceful. */
2677 2313
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2314 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2315 victim->stats.exp = 0;
2680#if 0 2316#if 0
2681 /* No idea why these were all set to zero - if something 2317 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2318 * makes this creature agressive, he should still do damage.
2683 */ 2319 */
2728 2364
2729 snprintf (rune, sizeof (rune), "%s\n", msg); 2365 snprintf (rune, sizeof (rune), "%s\n", msg);
2730 2366
2731 tmp->race = op->name; /*Save the owner of the rune */ 2367 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2368 tmp->msg = rune;
2733 tmp->x = op->x; 2369
2734 tmp->y = op->y; 2370 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2736 return 1; 2371 return 1;
2737} 2372}

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