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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.55 by root, Sat Jun 2 03:34:48 2007 UTC vs.
Revision 1.107 by elmex, Thu Sep 17 16:53:15 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
62{ 61{
63 object *wand, *tmp; 62 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 wand = find_marked_object (op);
67 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
68 { 67 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 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));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 75 wand->destroy ();
78 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 78
81 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
104 ncharges = 1; 102 ncharges = 1;
105 103
106 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 106
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 108 {
111 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 110 wand->set_speed (wand->arch->speed);
113 } 111 }
114 112
115 return 1; 113 return 1;
116} 114}
117 115
123 * great a plus, the default is used. 121 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 122 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 123 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
127 */ 125 */
128
129int 126int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 128{
132 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
133 const char *missile_name; 130 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 131
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
140 missile_name = tmp->race; 134 missile_name = tmp->race;
141 135
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 137
144 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
145 { 141 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 143 return 0;
148 } 144 }
149 145
150 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
151 147
152 if (stringarg) 148 if (spellparam)
153 { 149 {
154 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 151 if (isalpha (*spellparam))
156 { 152 {
157 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
158 154
159 for (; al; al = al->next) 155 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, spellparam))
161 break; 157 break;
162 158
163 if (!al) 159 if (!al)
164 { 160 {
165 missile->destroy (); 161 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam);
167 return 0; 163 return 0;
168 } 164 }
169 165
170 if (al->item->slaying) 166 if (al->item->slaying)
171 { 167 {
172 missile->destroy (); 168 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 170 return 0;
175 } 171 }
176 172
177 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
181 */ 177 */
182 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 179 missile_plus = 0;
184 } 180 }
185 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 182 missile_plus = atoi (spellparam);
187 } 183 }
188 184
189 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 186
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 189
197 if (missile->nrof < 1) 190 if (missile->nrof < 1)
209 return 1; 202 return 1;
210} 203}
211 204
212 205
213/* allows the choice of what sort of food object to make. 206/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 207 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 208int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 210{
218 int food_value; 211 int food_value;
219 archetype *at = NULL; 212 archetype *at = NULL;
220 object *new_op; 213 object *new_op;
221 214
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 216
224 if (stringarg) 217 if (spellparam)
225 { 218 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 220 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 223 spellparam = NULL;
231 } 224 }
232 225
233 if (!stringarg) 226 if (!spellparam)
234 { 227 {
235 archetype *at_tmp; 228 archetype *at_tmp;
236 229
237 /* We try to find the archetype with the maximum food value. 230 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 231 * This removes the dependancy of hard coded food values in this
240 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 234 * to be altered from the donor.
242 */ 235 */
243 236
244 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
246 { 239 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 241 {
249 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 244 * the item we have now, take it instead.
252 */ 245 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
254 at = at_tmp; 251 at = at_tmp;
255 } 252 }
256 } 253 }
257 } 254 }
255
258 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
259 * know 257 * know
260 */ 258 */
261 if (!at) 259 if (!at)
262 { 260 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 262 return 0;
265 } 263 }
266 264
267 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 267 new_op->nrof = food_value;
270 268
271 new_op->value = 0; 269 new_op->value = 0;
272 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
281{ 279{
282 int r, mflags, maxrange; 280 int r, mflags, maxrange;
283 object *tmp; 281 object *tmp;
284 maptile *m; 282 maptile *m;
285 283
286
287 if (!dir) 284 if (!dir)
288 { 285 {
289 examine_monster (op, op); 286 examine_monster (op, op);
290 return 1; 287 return 1;
291 } 288 }
289
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
294 { 292 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 294
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
304 { 302 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 304 return 0;
307 } 305 }
306
308 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
309 { 308 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 309 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
312 { 311 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 313 if (tmp->head != NULL)
315 tmp = tmp->head; 314 tmp = tmp->head;
316 examine_monster (op, tmp); 315 examine_monster (op, tmp);
317 return 1; 316 return 1;
318 } 317 }
319 } 318 }
320 } 319 }
320
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 322 return 1;
323} 323}
324
325 324
326/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 326 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 330 * pl is invisible.
332 */ 331 */
333int 332int
334makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
335{ 334{
336
337 if (!pl->invisible) 335 if (!pl->invisible)
338 return 0; 336 return 0;
337
339 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
340 { 339 {
341 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
343 { 342 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 344 return 0;
345
346 return 1; 346 return 1;
347 } 347 }
348
348 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 351 return 1;
352
351 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
352 if (!mon->race) 354 if (!mon->race)
353 return 0; 355 return 0;
356
354 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 358 return 1;
359
356 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
357 return 0; 361 return 0;
358 } 362 }
359 else 363 else
360 { 364 {
421/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 426 */
423int 427int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 428cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 429{
426 object *tmp, *next;
427 int range, i, j, mflags; 430 int range, i, j, mflags;
428 sint16 sx, sy; 431 sint16 sx, sy;
429 maptile *m; 432 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 433
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 435
436 for (i = -range; i <= range; i++) 436 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 437 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 443
444 if (mflags & P_OUT_OF_MAP) 444 if (mflags & P_OUT_OF_MAP)
445 continue; 445 continue;
446 446
447 // earth to dust tears down everything that can be teared down 447 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 448 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 449 {
450 next = tmp->above; 450 next = tmp->above;
451
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 454 }
454 } 455 }
455 456
462 if (object *pl = op->in_player ()) 463 if (object *pl = op->in_player ())
463 { 464 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 466 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 467 else
467 { 468 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 } 469 }
473 470
474 op->destroy (); 471 op->destroy ();
475} 472}
476 473
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 490 return 1;
494 } 491 }
495 492
496 dummy = get_archetype (FORCE_NAME); 493 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 494
495 if (!dummy)
498 { 496 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 499 return 0;
502 } 500 }
565} 563}
566 564
567int 565int
568perceive_self (object *op) 566perceive_self (object *op)
569{ 567{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 568 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 569 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 570
571 dynbuf_text &buf = msg_dynbuf; buf.clear ();
572
573 if (!op->is_player ())
574 return 0;
575
576 if (object *race = archetype::find (op->race))
577 buf << " - You are a G<male|female> " << &race->name << ".\n";
578
576 tmp = find_god (determine_god (op)); 579 if (object *god = find_god (determine_god (op)))
577 if (tmp) 580 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 581 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 582 buf << " - You worship no god.\n";
581 583
582 tmp = present_arch_in_ob (at, op); 584 object *tmp = present_arch_in_ob (at, op);
583 585
584 if (*cp == '\0' && tmp == NULL) 586 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 587 buf << " - You feel very mundane. ";
586 else 588 else
587 { 589 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 590 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 591
591 if (tmp) 592 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 593 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 594 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 595 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 596 }
596 597
597 if (is_dragon_pl (op)) 598 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 601 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 603 {
604 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 605 buf << " - Your metabolism isn't focused on anything.\n";
606 else 606 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 608
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 609 break;
611 } 610 }
612 } 611 }
613 } 612
613 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
614 614
615 return 1; 615 return 1;
616} 616}
617 617
618/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
706 */ 706 */
707 if (tmp->type != EARTHWALL) //TODO 707 if (tmp->type != EARTHWALL) //TODO
708 tmp->set_owner (op); 708 tmp->set_owner (op);
709 709
710 set_spell_skill (op, caster, spell_ob, tmp); 710 set_spell_skill (op, caster, spell_ob, tmp);
711 tmp->level = caster_level (caster, spell_ob) / 2; 711 tmp->level = casting_level (caster, spell_ob) / 2;
712 712
713 name = tmp->name; 713 name = tmp->name;
714 if (!(tmp = m->insert (tmp, x, y, op))) 714 if (!(tmp = m->insert (tmp, x, y, op)))
715 { 715 {
716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 716 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
717 return 0; 717 return 0;
718 } 718 }
719 719
720 /* If this is a spellcasting wall, need to insert the spell object */ 720 /* If this is a spellcasting wall, need to insert the spell object */
721 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 721 if (tmp->other_arch && tmp->other_arch->type == SPELL)
722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 722 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
723 723
724 /* This code causes the wall to extend some distance in 724 /* This code causes the wall to extend some distance in
725 * each direction, or until an obstruction is encountered. 725 * each direction, or until an obstruction is encountered.
726 * posblocked and negblocked help determine how far the 726 * posblocked and negblocked help determine how far the
746 { 746 {
747 object *tmp2 = tmp->clone (); 747 object *tmp2 = tmp->clone ();
748 m->insert (tmp2, x, y, op); 748 m->insert (tmp2, x, y, op);
749 749
750 /* If this is a spellcasting wall, need to insert the spell object */ 750 /* If this is a spellcasting wall, need to insert the spell object */
751 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 751 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
752 tmp2->insert (arch_to_object (tmp2->other_arch)); 752 tmp2->insert (arch_to_object (tmp2->other_arch));
753 753
754 } 754 }
755 else 755 else
756 posblocked = 1; 756 posblocked = 1;
763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 763 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
764 { 764 {
765 object *tmp2 = tmp->clone (); 765 object *tmp2 = tmp->clone ();
766 m->insert (tmp2, x, y, op); 766 m->insert (tmp2, x, y, op);
767 767
768 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 768 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
769 tmp2->insert (arch_to_object (tmp2->other_arch)); 769 tmp2->insert (arch_to_object (tmp2->other_arch));
770 } 770 }
771 else 771 else
772 negblocked = 1; 772 negblocked = 1;
773 } 773 }
777 777
778 return 1; 778 return 1;
779} 779}
780 780
781int 781int
782dimension_door (object *op, object *caster, object *spob, int dir) 782dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
783{ 783{
784 uint32 dist, maxdist; 784 uint32 dist, maxdist;
785 int mflags; 785 int mflags;
786 maptile *m; 786 maptile *m;
787 sint16 sx, sy; 787 sint16 sx, sy;
798 /* Given the new outdoor maps, can't let players dimension door for 798 /* Given the new outdoor maps, can't let players dimension door for
799 * ever, so put limits in. 799 * ever, so put limits in.
800 */ 800 */
801 maxdist = spob->range + SP_level_range_adjust (caster, spob); 801 maxdist = spob->range + SP_level_range_adjust (caster, spob);
802 802
803 if (op->contr->count) 803 if (spellparam)
804 { 804 {
805 int count = atoi (spellparam);
806
805 if (op->contr->count > maxdist) 807 if (count > maxdist)
806 { 808 {
807 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 809 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!");
808 return 0; 810 return 0;
809 } 811 }
810 812
811 for (dist = 0; dist < op->contr->count; dist++) 813 for (dist = 0; dist < count; dist++)
812 { 814 {
813 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 815 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
814 816
815 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 817 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
816 break; 818 break;
817 819
818 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 820 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
819 break; 821 break;
820 } 822 }
821 823
822 if (dist < op->contr->count) 824 if (dist < count)
823 { 825 {
824 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 826 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
825 op->contr->count = 0;
826 return 0; 827 return 0;
827 } 828 }
828
829 op->contr->count = 0;
830 829
831 /* Remove code that puts player on random space on maps. IMO, 830 /* Remove code that puts player on random space on maps. IMO,
832 * a lot of maps probably have areas the player should not get to, 831 * a lot of maps probably have areas the player should not get to,
833 * but may not be marked as NO_MAGIC (as they may be bounded 832 * but may not be marked as NO_MAGIC (as they may be bounded
834 * by such squares). Also, there are probably treasure rooms and 833 * by such squares). Also, there are probably treasure rooms and
889 888
890 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 889 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
891 return 1; 890 return 1;
892} 891}
893 892
894
895/* cast_heal: Heals something. 893/* cast_heal: Heals something.
896 * op is the caster. 894 * op is the caster.
897 * dir is the direction he is casting it in. 895 * dir is the direction he is casting it in.
898 * spell is the spell object. 896 * spell is the spell object.
899 */ 897 */
925 { 923 {
926 /* See how many points we actually heal. Instead of messages 924 /* See how many points we actually heal. Instead of messages
927 * based on type of spell, we instead do messages based 925 * based on type of spell, we instead do messages based
928 * on amount of damage healed. 926 * on amount of damage healed.
929 */ 927 */
930 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 928 if (heal > tmp->stats.maxhp - tmp->stats.hp)
931 heal = tmp->stats.maxhp - tmp->stats.hp; 929 heal = tmp->stats.maxhp - tmp->stats.hp;
930
932 tmp->stats.hp += heal; 931 tmp->stats.hp += heal;
933 932
934 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
936 else if (heal > 50) 935 else if (heal > 50)
945 success = 1; 944 success = 1;
946 } 945 }
947 } 946 }
948 947
949 if (spell->attacktype & AT_DISEASE) 948 if (spell->attacktype & AT_DISEASE)
950 if (cure_disease (tmp, op)) 949 if (cure_disease (tmp, op, spell))
951 success = 1; 950 success = 1;
952 951
953 if (spell->attacktype & AT_POISON) 952 if (spell->attacktype & AT_POISON)
954 { 953 {
955 at = archetype::find ("poisoning"); 954 at = archetype::find ("poisoning");
1004 } 1003 }
1005 1004
1006 if (spell->stats.food && tmp->stats.food < 999) 1005 if (spell->stats.food && tmp->stats.food < 999)
1007 { 1006 {
1008 tmp->stats.food += spell->stats.food; 1007 tmp->stats.food += spell->stats.food;
1008
1009 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1010 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1011
1011 success = 1; 1012 success = 1;
1012 /* We could do something a bit better like the messages for healing above */ 1013 /* We could do something a bit better like the messages for healing above */
1013 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1014 } 1015 }
1015 1016
1029 "You don't feel any more powerful." 1030 "You don't feel any more powerful."
1030 "You are no easier to look at.", 1031 "You are no easier to look at.",
1031}; 1032};
1032 1033
1033int 1034int
1035change_ability_duration (object *spell, object *caster)
1036{
1037 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1038}
1039
1040int
1034cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1041cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1035{ 1042{
1036 object *force = NULL; 1043 object *force = 0;
1037 int i; 1044 int i;
1038 1045
1039 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1046 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1040 object *tmp = dir 1047 object *tmp = dir
1041 ? find_target_for_friendly_spell (op, dir) 1048 ? find_target_for_friendly_spell (op, dir)
1042 : op; 1049 : op;
1043 1050
1044 if (!tmp) 1051 if (!tmp)
1045 return 0; 1052 return 0;
1046 1053
1047 /* If we've already got a force of this type, don't add a new one. */ 1054 /* If we've already got a force of this type, don't add a new one. */
1056 } 1063 }
1057 else if (spell_ob->race && spell_ob->race == tmp2->name) 1064 else if (spell_ob->race && spell_ob->race == tmp2->name)
1058 { 1065 {
1059 if (!silent) 1066 if (!silent)
1060 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1068
1061 return 0; 1069 return 0;
1062 } 1070 }
1063 } 1071 }
1064 } 1072 }
1065 if (force == NULL) 1073
1074 if (!force)
1066 { 1075 {
1067 force = get_archetype (FORCE_NAME); 1076 force = get_archetype (FORCE_NAME);
1068 force->subtype = FORCE_CHANGE_ABILITY; 1077 force->subtype = FORCE_CHANGE_ABILITY;
1078
1069 if (spell_ob->race) 1079 if (spell_ob->race)
1070 force->name = spell_ob->race; 1080 force->name = spell_ob->race;
1071 else 1081 else
1072 force->name = spell_ob->name; 1082 force->name = spell_ob->name;
1083
1073 force->name_pl = spell_ob->name; 1084 force->name_pl = spell_ob->name;
1074 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1085 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1075 1086
1076 } 1087 }
1077 else 1088 else
1078 { 1089 {
1079 int duration; 1090 int duration = change_ability_duration (spell_ob, caster);
1080 1091
1081 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1082 if (duration > force->duration) 1092 if (duration > force->duration)
1083 { 1093 {
1084 force->duration = duration; 1094 force->duration = duration;
1085 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1086 } 1096 }
1087 else 1097 else
1088 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1090 }
1091 1099
1092 return 1; 1100 return 1;
1093 } 1101 }
1094 1102
1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1103 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1167 */ 1175 */
1168int 1176int
1169cast_bless (object *op, object *caster, object *spell_ob, int dir) 1177cast_bless (object *op, object *caster, object *spell_ob, int dir)
1170{ 1178{
1171 int i; 1179 int i;
1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1180 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1173 1181
1174 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1182 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1175 if (dir != 0) 1183 if (dir != 0)
1176 { 1184 {
1177 tmp = find_target_for_friendly_spell (op, dir); 1185 tmp = find_target_for_friendly_spell (op, dir);
1186
1187 if (!tmp)
1188 return 0;
1178 } 1189 }
1179 else 1190 else
1180 {
1181 tmp = op; 1191 tmp = op;
1182 }
1183 1192
1184 /* If we've already got a force of this type, don't add a new one. */ 1193 /* If we've already got a force of this type, don't add a new one. */
1185 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1194 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1186 { 1195 {
1187 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1196 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1188 { 1197 {
1189 if (tmp2->name == spell_ob->name) 1198 if (tmp2->name == spell_ob->name)
1190 { 1199 {
1196 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1205 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1197 return 0; 1206 return 0;
1198 } 1207 }
1199 } 1208 }
1200 } 1209 }
1210
1201 if (force == NULL) 1211 if (force == NULL)
1202 { 1212 {
1203 force = get_archetype (FORCE_NAME); 1213 force = get_archetype (FORCE_NAME);
1204 force->subtype = FORCE_CHANGE_ABILITY; 1214 force->subtype = FORCE_CHANGE_ABILITY;
1205 if (spell_ob->race) 1215 if (spell_ob->race)
1270} 1280}
1271 1281
1272/* Alchemy code by Mark Wedel 1282/* Alchemy code by Mark Wedel
1273 * 1283 *
1274 * This code adds a new spell, called alchemy. Alchemy will turn 1284 * This code adds a new spell, called alchemy. Alchemy will turn
1275 * objects to gold nuggets, the value of the gold nuggets being 1285 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1276 * about 90% of that of the item itself. It uses the value of the
1277 * object before charisma adjustments, because the nuggets themselves
1278 * will be will be adjusted by charisma when sold.
1279 * 1286 *
1280 * Large nuggets are worth 25 gp each (base). You will always get 1287 * The value of the gold nuggets being about 90% of that of the item
1281 * the maximum number of large nuggets you could get. 1288 * itself. It uses the value of the object before charisma adjustments,
1282 * Small nuggets are worth 1 gp each (base). You will get from 0 1289 * because the nuggets themselves will be will be adjusted by charisma
1283 * to the max amount of small nuggets as you could get. 1290 * when sold.
1284 *
1285 * For example, if an item is worth 110 gold, you will get
1286 * 4 large nuggets, and from 0-10 small nuggets.
1287 * 1291 *
1288 * There is also a chance (1:30) that you will get nothing at all 1292 * There is also a chance (1:30) that you will get nothing at all
1289 * for the object. There is also a maximum weight that will be 1293 * for the object. There is also a maximum weight that will be
1290 * alchemised. 1294 * alchemised.
1291 */ 1295 */
1292static void 1296static void
1293alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1294{ 1298{
1295 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1296 1300
1297 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (this should hopefully
1298 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1299 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1300 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1301 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1302 * the stuff back to town. 1306 * the stuff back to town.
1314 total_weight += obj->total_weight (); 1318 total_weight += obj->total_weight ();
1315 1319
1316 obj->destroy (); 1320 obj->destroy ();
1317} 1321}
1318 1322
1319static void
1320update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1321{
1322 int flag = 0;
1323
1324 /* Put any nuggets below the player, but we can only pass this
1325 * flag if we are on the same space as the player
1326 */
1327 if (x == op->x && y == op->y && op->map == m)
1328 flag = INS_BELOW_ORIGINATOR;
1329
1330 if (small_nuggets)
1331 {
1332 object *tmp = small->clone ();
1333 tmp->nrof = small_nuggets;
1334 m->insert (tmp, x, y, op, flag);
1335 }
1336
1337 if (large_nuggets)
1338 {
1339 object *tmp = large->clone ();
1340 tmp->nrof = large_nuggets;
1341 m->insert (tmp, x, y, op, flag);
1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1347}
1348
1349int 1323int
1350alchemy (object *op, object *caster, object *spell_ob) 1324alchemy (object *op, object *caster, object *spell_ob)
1351{ 1325{
1352 if (op->type != PLAYER) 1326 if (op->type != PLAYER)
1353 return 0; 1327 return 0;
1354 1328
1355 object *large = get_archetype ("largenugget"); 1329 archetype *nugget[3];
1356 object *small = get_archetype ("smallnugget"); 1330
1331 nugget[0] = archetype::find ("pyrite3");
1332 nugget[1] = archetype::find ("pyrite2");
1333 nugget[2] = archetype::find ("pyrite");
1357 1334
1358 /* Put a maximum weight of items that can be alchemised. Limits the power 1335 /* Put a maximum weight of items that can be alchemised. Limits the power
1359 * some, and also prevents people from alchemising every table/chair/clock 1336 * some, and also prevents people from alchemising every table/chair/clock
1360 * in sight 1337 * in sight
1361 */ 1338 */
1413 if (weight > weight_max) 1390 if (weight > weight_max)
1414 break; 1391 break;
1415 } 1392 }
1416 } 1393 }
1417 1394
1395 value -= rndm (value >> 4);
1418 value = min (value, value_max); 1396 value = min (value, value_max);
1419 1397
1420 uint64 count = value / large->value; 1398 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1421 int large_nuggets = count; 1399 if (int nrof = value / nugget [i]->value)
1422 value -= count * large->value;
1423
1424 count = value / small->value;
1425 int small_nuggets = count;
1426
1427 /* Insert all the nuggets at one time. This probably saves time, but
1428 * it also prevents us from alcheming nuggets that were just created
1429 * with this spell.
1430 */ 1400 {
1431 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1401 value -= nrof * nugget[i]->value;
1402
1403 object *tmp = arch_to_object (nugget[i]);
1404 tmp->nrof = nrof;
1405 tmp->flag [FLAG_IDENTIFIED] = true;
1406 op->map->insert (tmp, x, y, op, 0);
1407 }
1432 1408
1433 if (weight > weight_max) 1409 if (weight > weight_max)
1434 goto bailout; 1410 goto bailout;
1435 } 1411 }
1436 } 1412 }
1437 1413
1438bailout: 1414bailout:
1439 large->destroy ();
1440 small->destroy ();
1441 return 1; 1415 return 1;
1442} 1416}
1443
1444 1417
1445/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1446 * items. 1419 * items.
1447 */ 1420 */
1448int 1421int
1449remove_curse (object *op, object *caster, object *spell) 1422remove_curse (object *op, object *caster, object *spell)
1450{ 1423{
1451 object *tmp;
1452 int success = 0, was_one = 0; 1424 int success = 0, was_one = 0;
1453 1425
1454 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1456 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1457 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1458 { 1430 {
1459 was_one++; 1431 was_one++;
1432
1460 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1461 { 1434 {
1462 success++; 1435 success++;
1463 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1464 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1465 1438
1466 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1467 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1468 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1469 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1470 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1471 } 1445 }
1472 } 1446 }
1473 1447
1474 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1475 { 1449 {
1486 1460
1487 return success; 1461 return success;
1488} 1462}
1489 1463
1490/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1491
1492int 1465int
1493cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1494{ 1467{
1495 object *tmp; 1468 object *tmp;
1496 int success = 0, num_ident; 1469 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1497 1470
1498 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1499
1500 if (num_ident < 1)
1501 num_ident = 1;
1502 1472
1503 for (tmp = op->inv; tmp; tmp = tmp->below) 1473 for (tmp = op->inv; tmp; tmp = tmp->below)
1504 { 1474 {
1505 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1475 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1506 { 1476 {
1507 identify (tmp); 1477 identify (tmp);
1508 1478
1509 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1510 { 1480 {
1511 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1481 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1512 1482
1513 if (tmp->msg) 1483 if (tmp->msg)
1514 { 1484 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1517 }
1518 } 1485 }
1519 1486
1520 num_ident--;
1521 success = 1;
1522 if (!num_ident) 1487 if (!--num_ident)
1523 break; 1488 break;
1524 } 1489 }
1525 } 1490 }
1526 1491
1527 /* If all the power of the spell has been used up, don't go and identify 1492 /* If all the power of the spell has been used up, don't go and identify
1533 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1498 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1499 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1535 { 1500 {
1536 identify (tmp); 1501 identify (tmp);
1537 1502
1538 if (op->type == PLAYER) 1503 if (object *pl = tmp->visible_to ())
1539 { 1504 {
1540 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1505 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1541 1506
1542 if (tmp->msg) 1507 if (tmp->msg)
1543 { 1508 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1546 }
1547
1548 esrv_send_item (op, tmp);
1549 } 1509 }
1550 1510
1551 num_ident--;
1552 success = 1;
1553 if (!num_ident) 1511 if (!--num_ident)
1554 break; 1512 break;
1555 } 1513 }
1556 } 1514 }
1557 1515
1558 if (!success) 1516 if (buf.empty ())
1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1517 {
1518 op->failmsg ("You can't reach anything unidentified.");
1519 return 0;
1520 }
1560 else 1521 else
1522 {
1523 if (op->contr)
1524 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1525
1561 spell_effect (spell, op->x, op->y, op->map, op); 1526 spell_effect (spell, op->x, op->y, op->map, op);
1562 1527 return 1;
1563 return success; 1528 }
1564} 1529}
1565 1530
1566int 1531int
1567cast_detection (object *op, object *caster, object *spell, object *skill) 1532cast_detection (object *op, object *caster, object *spell, object *skill)
1568{ 1533{
1573 1538
1574 /* We precompute some values here so that we don't have to keep 1539 /* We precompute some values here so that we don't have to keep
1575 * doing it over and over again. 1540 * doing it over and over again.
1576 */ 1541 */
1577 god = find_god (determine_god (op)); 1542 god = find_god (determine_god (op));
1578 level = caster_level (caster, spell); 1543 level = casting_level (caster, spell);
1579 range = spell->range + SP_level_range_adjust (caster, spell); 1544 range = spell->range + SP_level_range_adjust (caster, spell);
1580 1545
1581 if (!skill) 1546 if (!skill)
1582 skill = caster; 1547 skill = caster;
1583 1548
1584 for (x = op->x - range; x <= op->x + range; x++) 1549 unordered_mapwalk (op, -range, -range, range, range)
1585 for (y = op->y - range; y <= op->y + range; y++)
1586 { 1550 {
1587 m = op->map;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 if (mflags & P_OUT_OF_MAP)
1590 continue;
1591
1592 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1593 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1594 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1595 * down - that is easier than working up. 1554 * down - that is easier than working up.
1596 */ 1555 */
1597 1556
1598 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1599 last = tmp; 1558 last = tmp;
1600 1559
1601 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1602 * would happen. 1561 * would happen.
1603 */ 1562 */
1604 if (!last) 1563 if (!last)
1605 continue; 1564 continue;
1606 1565
1607 done_one = 0; 1566 done_one = 0;
1608 floor = 0; 1567 floor = 0;
1609 detect = NULL; 1568 detect = NULL;
1610 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1611 { 1570 {
1612 /* show invisible */ 1571 /* show invisible */
1613 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1614 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1615 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER)
1616 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1617 tmp->type == CF_HANDLE || 1576 || tmp->type == CF_HANDLE
1618 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1619 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1620 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1621 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || tmp->type == SIGN
1622 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1623 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1624 { 1593 {
1625 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1594 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1626 { 1595 {
1627 tmp->invisible = 0; 1596 tmp->invisible = 0;
1628 done_one = 1; 1597 done_one = 1;
1629 } 1598 }
1630 } 1599 }
1631 1600
1632 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1601 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1633 floor = 1; 1602 floor = 1;
1634 1603
1635 /* All detections below this point don't descend beneath the floor, 1604 /* All detections below this point don't descend beneath the floor,
1636 * so just continue on. We could be clever and look at the type of 1605 * so just continue on. We could be clever and look at the type of
1637 * detection to completely break out if we don't care about objects beneath 1606 * detection to completely break out if we don't care about objects beneath
1638 * the floor, but once we get to the floor, not likely a very big issue anyways. 1607 * the floor, but once we get to the floor, not likely a very big issue anyways.
1639 */ 1608 */
1640 if (floor) 1609 if (floor)
1641 continue; 1610 continue;
1642 1611
1643 /* I had thought about making detect magic and detect curse 1612 /* I had thought about making detect magic and detect curse
1644 * show the flash the magic item like it does for detect monster. 1613 * show the flash the magic item like it does for detect monster.
1645 * however, if the object is within sight, this would then make it 1614 * however, if the object is within sight, this would then make it
1646 * difficult to see what object is magical/cursed, so the 1615 * difficult to see what object is magical/cursed, so the
1647 * effect wouldn't be as apparant. 1616 * effect wouldn't be as apparent.
1648 */ 1617 */
1649 1618
1650 /* detect magic */ 1619 /* detect magic */
1651 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1620 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1652 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1621 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1653 { 1622 {
1654 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1623 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1655 /* make runes more visibile */ 1624 /* make runes more visibile */
1656 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1625 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1657 tmp->stats.Cha /= 4; 1626 tmp->stats.Cha /= 4;
1627
1658 done_one = 1; 1628 done_one = 1;
1659 } 1629 }
1630
1660 /* detect monster */ 1631 /* detect monster */
1661 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1632 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1662 { 1633 {
1663 done_one = 2; 1634 done_one = 2;
1635
1664 if (!detect) 1636 if (!detect)
1665 detect = tmp; 1637 detect = tmp;
1666 } 1638 }
1639
1667 /* Basically, if race is set in the spell, then the creatures race must 1640 /* Basically, if race is set in the spell, then the creatures race must
1668 * match that. if the spell race is set to GOD, then the gods opposing 1641 * match that. if the spell race is set to GOD, then the gods opposing
1669 * race must match. 1642 * race must match.
1670 */ 1643 */
1671 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1644 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1672 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1645 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1673 (strstr (spell->race, tmp->race)))) 1646 spell->race.contains (tmp->race)))
1674 { 1647 {
1675 done_one = 2; 1648 done_one = 2;
1649
1676 if (!detect) 1650 if (!detect)
1677 detect = tmp; 1651 detect = tmp;
1678 } 1652 }
1653
1679 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1654 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1680 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1655 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1681 { 1656 {
1682 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1657 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1683 done_one = 1; 1658 done_one = 1;
1684 } 1659 }
1685 } /* for stack of objects on this space */ 1660 } /* for stack of objects on this space */
1686 1661
1687 /* Code here puts an effect of the spell on the space, so you can see 1662 /* Code here puts an effect of the spell on the space, so you can see
1688 * where the magic is. 1663 * where the magic is.
1689 */ 1664 */
1690 if (done_one) 1665 if (done_one)
1691 { 1666 {
1692 object *detect_ob = arch_to_object (spell->other_arch); 1667 object *detect_ob = arch_to_object (spell->other_arch);
1693 1668
1694 /* if this is set, we want to copy the face */ 1669 /* if this is set, we want to copy the face */
1695 if (done_one == 2 && detect) 1670 if (done_one == 2 && detect)
1696 { 1671 {
1697 detect_ob->face = detect->face; 1672 detect_ob->face = detect->face;
1698 detect_ob->animation_id = detect->animation_id; 1673 detect_ob->animation_id = detect->animation_id;
1699 detect_ob->anim_speed = detect->anim_speed; 1674 detect_ob->anim_speed = detect->anim_speed;
1700 detect_ob->last_anim = 0; 1675 detect_ob->last_anim = 0;
1701 /* by default, the detect_ob is already animated */ 1676 /* by default, the detect_ob is already animated */
1702 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1677 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
1703 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1678 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
1704 } 1679 }
1705 1680
1706 m->insert (detect_ob, nx, ny, op); 1681 m->insert (detect_ob, nx, ny, op);
1707 } 1682 }
1708 } /* for processing the surrounding spaces */ 1683 } /* for processing the surrounding spaces */
1709 1684
1710 1685
1711 /* 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 */
1712 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1687 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1713 { 1688 {
1714 done_one = 0; 1689 done_one = 0;
1690
1715 for (tmp = op->inv; tmp; tmp = tmp->below) 1691 for (tmp = op->inv; tmp; tmp = tmp->below)
1716 { 1692 {
1717 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1693 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1718 { 1694 {
1719 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1695 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1720 { 1696 {
1721 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1697 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1722 if (op->type == PLAYER) 1698
1699 if (object *pl = tmp->visible_to ())
1723 esrv_send_item (op, tmp); 1700 esrv_update_item (UPD_FLAGS, pl, tmp);
1724 } 1701 }
1702
1725 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1703 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1726 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1704 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1727 { 1705 {
1728 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1706 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1729 if (op->type == PLAYER) 1707
1708 if (object *pl = tmp->visible_to ())
1730 esrv_send_item (op, tmp); 1709 esrv_update_item (UPD_FLAGS, pl, tmp);
1731 } 1710 }
1732 } /* if item is not identified */ 1711 } /* if item is not identified */
1733 } /* for the players inventory */ 1712 } /* for the players inventory */
1734 } /* if detect magic/curse and object is a player */ 1713 } /* if detect magic/curse and object is a player */
1714
1735 return 1; 1715 return 1;
1736} 1716}
1737 1717
1738 1718
1739/** 1719/**
1752 1732
1753 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1733 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1754 1734
1755 if (victim->stats.sp >= victim->stats.maxsp * 2) 1735 if (victim->stats.sp >= victim->stats.maxsp * 2)
1756 { 1736 {
1757 object *tmp;
1758
1759 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1760
1761 /* Explodes a fireball centered at player */
1762 tmp = get_archetype (EXPLODING_FIREBALL);
1763 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1764 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1765
1766 tmp->insert_at (victim);
1767 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
1739 create_exploding_ball_at (victim, caster_level);
1768 } 1740 }
1769 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1741 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1770 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1742 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1771 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1743 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1772 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1773 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1774 { 1746 {
1775 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1747 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1821 } 1793 }
1822 /* give sp */ 1794 /* give sp */
1823 if (spell->stats.dam > 0) 1795 if (spell->stats.dam > 0)
1824 { 1796 {
1825 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1797 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1826 charge_mana_effect (plyr, caster_level (caster, spell)); 1798 charge_mana_effect (plyr, casting_level (caster, spell));
1827 return 1; 1799 return 1;
1828 } 1800 }
1829 /* suck sp away. Can't suck sp from yourself */ 1801 /* suck sp away. Can't suck sp from yourself */
1830 else if (op != plyr) 1802 else if (op != plyr)
1831 { 1803 {
1843 /* Player doesn't get full credit */ 1815 /* Player doesn't get full credit */
1844 sucked = (sucked * rate) / 100; 1816 sucked = (sucked * rate) / 100;
1845 op->stats.sp += sucked; 1817 op->stats.sp += sucked;
1846 if (sucked > 0) 1818 if (sucked > 0)
1847 { 1819 {
1848 charge_mana_effect (op, caster_level (caster, spell)); 1820 charge_mana_effect (op, casting_level (caster, spell));
1849 } 1821 }
1850 } 1822 }
1851 return 1; 1823 return 1;
1852 } 1824 }
1853 return 0; 1825 return 0;
1929 break; 1901 break;
1930 } 1902 }
1931 } 1903 }
1932} 1904}
1933 1905
1934
1935
1936/* cast_consecrate() - a spell to make an altar your god's */ 1906/* cast_consecrate() - a spell to make an altar your god's */
1937int 1907int
1938cast_consecrate (object *op, object *caster, object *spell) 1908cast_consecrate (object *op, object *caster, object *spell)
1939{ 1909{
1940 char buf[MAX_BUF]; 1910 char buf[MAX_BUF];
1952 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1922 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1953 break; 1923 break;
1954 if (tmp->type == HOLY_ALTAR) 1924 if (tmp->type == HOLY_ALTAR)
1955 { 1925 {
1956 1926
1957 if (tmp->level > caster_level (caster, spell)) 1927 if (tmp->level > casting_level (caster, spell))
1958 { 1928 {
1959 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1929 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
1960 return 0; 1930 return 0;
1961 } 1931 }
1962 else 1932 else
1963 { 1933 {
1964 /* If we got here, we are consecrating an altar */ 1934 /* If we got here, we are consecrating an altar */
1965 sprintf (buf, "Altar of %s", &god->name); 1935 sprintf (buf, "Altar of %s", &god->name);
1966 tmp->name = buf; 1936 tmp->name = buf;
1967 tmp->level = caster_level (caster, spell); 1937 tmp->level = casting_level (caster, spell);
1968 tmp->other_arch = god->arch; 1938 tmp->other_arch = god->arch;
1939
1969 if (op->type == PLAYER) 1940 if (op->type == PLAYER)
1970 esrv_update_item (UPD_NAME, op, tmp); 1941 esrv_update_item (UPD_NAME, op, tmp);
1942
1971 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1943 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1972 return 1; 1944 return 1;
1973 } 1945 }
1974 } 1946 }
1975 } 1947 }
1993 object *weapon, *tmp; 1965 object *weapon, *tmp;
1994 char buf[MAX_BUF]; 1966 char buf[MAX_BUF];
1995 int a, i; 1967 int a, i;
1996 sint16 x, y; 1968 sint16 x, y;
1997 maptile *m; 1969 maptile *m;
1998 materialtype_t *mt;
1999 1970
2000 if (!spell->other_arch) 1971 if (!spell->other_arch)
2001 { 1972 {
2002 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1973 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2003 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1974 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2014 return 0; 1985 return 0;
2015 } 1986 }
2016 1987
2017 /* if no direction specified, pick one */ 1988 /* if no direction specified, pick one */
2018 if (!dir) 1989 if (!dir)
2019 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1990 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2020 1991
2021 m = op->map; 1992 m = op->map;
2022 x = op->x + freearr_x[dir]; 1993 x = op->x + freearr_x[dir];
2023 y = op->y + freearr_y[dir]; 1994 y = op->y + freearr_y[dir];
2024 1995
2025 /* if there's no place to put the golem, abort */ 1996 /* if there's no place to put the golem, abort */
2026 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1997 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2027 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1998 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2028 { 1999 {
2029 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2000 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2030 return 0; 2001 return 0;
2031 } 2002 }
2032 2003
2036 if (!weapon) 2007 if (!weapon)
2037 { 2008 {
2038 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2009 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2039 return 0; 2010 return 0;
2040 } 2011 }
2012
2041 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2013 if (spell->race && weapon->arch->archname != spell->race)
2042 { 2014 {
2043 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2015 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2044 return 0; 2016 return 0;
2045 } 2017 }
2018
2046 if (weapon->type != WEAPON) 2019 if (weapon->type != WEAPON)
2047 { 2020 {
2048 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2021 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2049 return 0; 2022 return 0;
2050 } 2023 }
2024
2051 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2025 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2052 { 2026 {
2053 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2027 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2054 return 0; 2028 return 0;
2055 } 2029 }
2056 2030
2057 if (weapon->nrof > 1) 2031 weapon = weapon->split ();
2058 {
2059 tmp = get_split_ob (weapon, 1);
2060 esrv_send_item (op, weapon);
2061 weapon = tmp;
2062 }
2063 2032
2064 /* create the golem object */ 2033 /* create the golem object */
2065 tmp = arch_to_object (spell->other_arch); 2034 tmp = arch_to_object (spell->other_arch);
2066 2035
2067 /* if animated by a player, give the player control of the golem */ 2036 /* if animated by a player, give the player control of the golem */
2072 tmp->set_owner (op); 2041 tmp->set_owner (op);
2073 op->contr->golem = tmp; 2042 op->contr->golem = tmp;
2074 set_spell_skill (op, caster, spell, tmp); 2043 set_spell_skill (op, caster, spell, tmp);
2075 2044
2076 /* Give the weapon to the golem now. A bit of a hack to check the 2045 /* Give the weapon to the golem now. A bit of a hack to check the
2077 * removed flag - it should only be set if get_split_object was 2046 * removed flag - it should only be set if weapon->split was
2078 * used above. 2047 * used above.
2079 */ 2048 */
2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2049 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2081 weapon->remove (); 2050 weapon->remove ();
2082 2051
2083 insert_ob_in_ob (weapon, tmp); 2052 tmp->insert (weapon);
2084 esrv_send_item (op, weapon); 2053
2085 /* To do everything necessary to let a golem use the weapon is a pain, 2054 /* To do everything necessary to let a golem use the weapon is a pain,
2086 * so instead, just set it as equipped (otherwise, we need to update 2055 * so instead, just set it as equipped (otherwise, we need to update
2087 * body_info, skills, etc) 2056 * body_info, skills, etc)
2088 */ 2057 */
2089 SET_FLAG (tmp, FLAG_USE_WEAPON); 2058 SET_FLAG (tmp, FLAG_USE_WEAPON);
2115 2084
2116 /* attacktype */ 2085 /* attacktype */
2117 if (!tmp->attacktype) 2086 if (!tmp->attacktype)
2118 tmp->attacktype = AT_PHYSICAL; 2087 tmp->attacktype = AT_PHYSICAL;
2119 2088
2120 mt = NULL;
2121 if (op->materialname != NULL)
2122 mt = name_to_material (op->materialname); 2089 if (materialtype_t *mt = name_to_material (op->materialname))
2123 if (mt != NULL)
2124 { 2090 {
2125 for (i = 0; i < NROFATTACKS; i++) 2091 for (i = 0; i < NROFATTACKS; i++)
2126 tmp->resist[i] = 50 - (mt->save[i] * 5); 2092 tmp->resist[i] = 50 - (mt->save[i] * 5);
2127 a = mt->save[0]; 2093 a = mt->save[0];
2128 } 2094 }
2130 { 2096 {
2131 for (i = 0; i < NROFATTACKS; i++) 2097 for (i = 0; i < NROFATTACKS; i++)
2132 tmp->resist[i] = 5; 2098 tmp->resist[i] = 5;
2133 a = 10; 2099 a = 10;
2134 } 2100 }
2101
2135 /* Set weapon's immunity */ 2102 /* Set weapon's immunity */
2136 tmp->resist[ATNR_CONFUSION] = 100; 2103 tmp->resist[ATNR_CONFUSION] = 100;
2137 tmp->resist[ATNR_POISON] = 100; 2104 tmp->resist[ATNR_POISON] = 100;
2138 tmp->resist[ATNR_SLOW] = 100; 2105 tmp->resist[ATNR_SLOW] = 100;
2139 tmp->resist[ATNR_PARALYZE] = 100; 2106 tmp->resist[ATNR_PARALYZE] = 100;
2145 2112
2146 /* Improve weapon's armour value according to best save vs. physical of its material */ 2113 /* Improve weapon's armour value according to best save vs. physical of its material */
2147 2114
2148 if (a > 14) 2115 if (a > 14)
2149 a = 14; 2116 a = 14;
2117
2150 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2118 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2151 2119
2152 /* Determine golem's speed */ 2120 /* Determine golem's speed */
2153 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2121 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2154 2122
2164 tmp->state = weapon->state; 2132 tmp->state = weapon->state;
2165 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2133 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2166 } 2134 }
2167 2135
2168 /* make experience increase in proportion to the strength of the summoned creature. */ 2136 /* make experience increase in proportion to the strength of the summoned creature. */
2169 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2137 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2170 2138
2171 tmp->speed_left = -1; 2139 tmp->speed_left = -1;
2172 tmp->direction = dir; 2140 tmp->direction = dir;
2173 2141
2174 m->insert (tmp, x, y, op); 2142 m->insert (tmp, x, y, op);
2178/* cast_daylight() - changes the map darkness level *lower* */ 2146/* cast_daylight() - changes the map darkness level *lower* */
2179 2147
2180/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2148/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2181 * This changes the light level for the entire map. 2149 * This changes the light level for the entire map.
2182 */ 2150 */
2183
2184int 2151int
2185cast_change_map_lightlevel (object *op, object *caster, object *spell) 2152cast_change_map_lightlevel (object *op, object *caster, object *spell)
2186{ 2153{
2187 int success; 2154 int success;
2188 2155
2196 if (spell->stats.dam < 0) 2163 if (spell->stats.dam < 0)
2197 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2164 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2198 else 2165 else
2199 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2200 } 2167 }
2168
2201 return success; 2169 return success;
2202} 2170}
2203
2204
2205
2206
2207 2171
2208/* create an aura spell object and put it in the player's inventory. 2172/* create an aura spell object and put it in the player's inventory.
2209 * as usual, op is player, caster is the object casting the spell, 2173 * as usual, op is player, caster is the object casting the spell,
2210 * spell is the spell object itself. 2174 * spell is the spell object itself.
2211 */ 2175 */
2223 2187
2224 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2188 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2225 2189
2226 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2190 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2227 2191
2228 new_aura->set_owner (op);
2229 set_spell_skill (op, caster, spell, new_aura); 2192 set_spell_skill (op, caster, spell, new_aura);
2230 new_aura->attacktype = spell->attacktype; 2193 new_aura->attacktype = spell->attacktype;
2231 2194
2232 new_aura->level = caster_level (caster, spell); 2195 new_aura->level = casting_level (caster, spell);
2196
2233 if (refresh) 2197 if (refresh)
2234 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2235 else 2199 else
2236 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2200 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201
2237 insert_ob_in_ob (new_aura, op); 2202 insert_ob_in_ob (new_aura, op);
2203 new_aura->set_owner (op);
2204
2238 return 1; 2205 return 1;
2239} 2206}
2240
2241 2207
2242/* move aura function. An aura is a part of someone's inventory, 2208/* move aura function. An aura is a part of someone's inventory,
2243 * which he carries with him, but which acts on the map immediately 2209 * which he carries with him, but which acts on the map immediately
2244 * around him. 2210 * around him.
2245 * Aura parameters: 2211 * Aura parameters:
2246 * duration: duration counter. 2212 * duration: duration counter.
2247 * attacktype: aura's attacktype 2213 * attacktype: aura's attacktype
2248 * other_arch: archetype to drop where we attack 2214 * other_arch: archetype to drop where we attack
2249 */ 2215 */
2250
2251void 2216void
2252move_aura (object *aura) 2217move_aura (object *aura)
2253{ 2218{
2254 int i, mflags;
2255 object *env;
2256 maptile *m;
2257
2258 /* auras belong in inventories */ 2219 /* auras belong in inventories */
2259 env = aura->env; 2220 object *env = aura->env;
2221 object *owner = aura->owner;
2260 2222
2261 /* no matter what we've gotta remove the aura... 2223 /* no matter what we've gotta remove the aura...
2262 * we'll put it back if its time isn't up. 2224 * we'll put it back if its time isn't up.
2263 */ 2225 */
2264 aura->remove (); 2226 aura->remove ();
2269 aura->destroy (); 2231 aura->destroy ();
2270 return; 2232 return;
2271 } 2233 }
2272 2234
2273 /* auras only exist in inventories */ 2235 /* auras only exist in inventories */
2274 if (env == NULL || env->map == NULL) 2236 if (!env || !env->map)
2275 { 2237 {
2276 aura->destroy (); 2238 aura->destroy ();
2277 return; 2239 return;
2278 } 2240 }
2279 2241
2280 /* we need to jump out of the inventory for a bit 2242 /* we need to jump out of the inventory for a bit
2281 * in order to hit the map conveniently. 2243 * in order to hit the map conveniently.
2282 */ 2244 */
2283 aura->insert_at (env, aura); 2245 aura->insert_at (env, aura);
2284 2246
2285 for (i = 1; i < 9; i++) 2247 for (int i = 1; i < 9; i++)
2286 { 2248 {
2287 sint16 nx, ny; 2249 mapxy pos (env);
2250 pos.move (i);
2288 2251
2289 nx = aura->x + freearr_x[i];
2290 ny = aura->y + freearr_y[i];
2291 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2292
2293 /* Consider the movement tyep of the person with the aura as 2252 /* Consider the movement type of the person with the aura as
2294 * movement type of the aura. Eg, if the player is flying, the aura 2253 * movement type of the aura. Eg, if the player is flying, the aura
2295 * is flying also, if player is walking, it is on the ground, etc. 2254 * is flying also, if player is walking, it is on the ground, etc.
2296 */ 2255 */
2297 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2256 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2298 { 2257 {
2299 hit_map (aura, i, aura->attacktype, 0); 2258 hit_map (aura, i, aura->attacktype, 0);
2300 2259
2301 if (aura->other_arch) 2260 if (aura->other_arch)
2302 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2261 pos.insert (arch_to_object (aura->other_arch), aura);
2303 } 2262 }
2304 } 2263 }
2305 2264
2306 /* put the aura back in the player's inventory */ 2265 /* put the aura back in the player's inventory */
2307 aura->remove (); 2266 env->insert (aura);
2308 insert_ob_in_ob (aura, env); 2267 aura->set_owner (owner);
2309} 2268}
2310 2269
2311/* moves the peacemaker spell. 2270/* moves the peacemaker spell.
2312 * op is the piece object. 2271 * op is the piece object.
2313 */ 2272 */
2314
2315void 2273void
2316move_peacemaker (object *op) 2274move_peacemaker (object *op)
2317{ 2275{
2318 object *tmp; 2276 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2319
2320 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2321 { 2277 {
2322 int atk_lev, def_lev; 2278 int atk_lev, def_lev;
2323 object *victim = tmp; 2279 object *victim = tmp->head_ ();
2324 2280
2325 if (tmp->head)
2326 victim = tmp->head;
2327 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2281 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2328 continue; 2282 continue;
2283
2329 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2284 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2330 continue; 2285 continue;
2286
2331 if (victim->stats.exp == 0) 2287 if (victim->stats.exp == 0)
2332 continue; 2288 continue;
2333 2289
2334 def_lev = MAX (1, victim->level); 2290 def_lev = MAX (1, victim->level);
2335 atk_lev = MAX (1, op->level); 2291 atk_lev = MAX (1, op->level);
2336 2292
2337 if (rndm (0, atk_lev - 1) > def_lev) 2293 if (rndm (0, atk_lev - 1) > def_lev)
2338 { 2294 {
2339 /* make this sucker peaceful. */ 2295 /* make this sucker peaceful. */
2340 2296
2297 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2341 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2298 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2342 victim->stats.exp = 0; 2299 victim->stats.exp = 0;
2343#if 0 2300#if 0
2344 /* No idea why these were all set to zero - if something 2301 /* No idea why these were all set to zero - if something
2345 * makes this creature agressive, he should still do damage. 2302 * makes this creature agressive, he should still do damage.
2352 victim->attack_movement = RANDO2; 2309 victim->attack_movement = RANDO2;
2353 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2310 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2354 SET_FLAG (victim, FLAG_RUN_AWAY); 2311 SET_FLAG (victim, FLAG_RUN_AWAY);
2355 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2312 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2356 CLEAR_FLAG (victim, FLAG_MONSTER); 2313 CLEAR_FLAG (victim, FLAG_MONSTER);
2314
2357 if (victim->name) 2315 if (victim->name)
2358 {
2359 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2316 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2360 } 2317 }
2361 }
2362 } 2318 }
2363} 2319}
2364
2365 2320
2366/* This writes a rune that contains the appropriate message. 2321/* This writes a rune that contains the appropriate message.
2367 * There really isn't any adjustments we make. 2322 * There really isn't any adjustments we make.
2368 */ 2323 */
2369
2370int 2324int
2371write_mark (object *op, object *spell, const char *msg) 2325write_mark (object *op, object *spell, const char *msg)
2372{ 2326{
2373 char rune[HUGE_BUF];
2374 object *tmp;
2375
2376 if (!msg || msg[0] == 0) 2327 if (!msg || msg[0] == 0)
2377 { 2328 {
2378 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2329 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2379 return 0; 2330 return 0;
2380 } 2331 }
2383 { 2334 {
2384 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2335 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2385 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2336 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2386 return 0; 2337 return 0;
2387 } 2338 }
2339
2388 if (!spell->other_arch) 2340 if (!spell->other_arch)
2389 return 0; 2341 return 0;
2342
2390 tmp = arch_to_object (spell->other_arch); 2343 object *tmp = arch_to_object (spell->other_arch);
2391
2392 snprintf (rune, sizeof (rune), "%s\n", msg);
2393 2344
2394 tmp->race = op->name; /*Save the owner of the rune */ 2345 tmp->race = op->name; /*Save the owner of the rune */
2395 tmp->msg = rune; 2346 tmp->msg = msg;
2396 2347
2397 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2348 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2349
2398 return 1; 2350 return 1;
2399} 2351}
2352

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