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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.115 by root, Sun Nov 29 09:41:28 2009 UTC vs.
Revision 1.135 by root, Fri Jul 2 19:58:19 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
58} 58}
59 59
60int 60int
61recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
62{ 62{
63 object *wand, *tmp;
64 int ncharges; 63 int ncharges;
65 64
66 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
67 if (!wand || wand->type != WAND) 67 if (!wand || wand->type != WAND)
68 { 68 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0; 70 return 0;
71 } 71 }
72
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 74 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
75 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
76 wand->destroy (); 77 wand->destroy ();
77 tmp = get_archetype (shstr_fireball); 78 object *tmp = get_archetype (shstr_fireball);
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 80
80 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
81 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
82 83
93 94
94 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
95 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
96 else 97 else
97 { 98 {
98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
99 return 0; 100 return 0;
100 } 101 }
101 102
102 if (!ncharges) 103 if (!ncharges)
103 ncharges = 1; 104 ncharges = 1;
104 105
105 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107 108
108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
109 { 110 {
110 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
111 wand->set_speed (wand->arch->speed); 112 wand->set_speed (wand->arch->speed);
112 } 113 }
113 114
114 return 1; 115 return 1;
115} 116}
129{ 130{
130 int bonus_plus = 0; 131 int bonus_plus = 0;
131 const char *missile_name = "arrow"; 132 const char *missile_name = "arrow";
132 133
133 for (object *tmp = op->inv; tmp; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
135 missile_name = tmp->race; 136 missile_name = tmp->race;
136 137
137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
138 139
139 archetype *missile_arch = archetype::find (missile_name); 140 archetype *missile_arch = archetype::find (missile_name);
158 break; 159 break;
159 160
160 if (!al) 161 if (!al)
161 { 162 {
162 missile->destroy (); 163 missile->destroy ();
163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, spellparam); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
164 return 0; 165 return 0;
165 } 166 }
166 167
167 if (al->item->slaying) 168 if (al->item->slaying)
168 { 169 {
169 missile->destroy (); 170 missile->destroy ();
170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, spellparam); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
171 return 0; 172 return 0;
172 } 173 }
173 174
174 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
175 /* 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 -
193 194
194 missile->magic = missile_plus; 195 missile->magic = missile_plus;
195 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
196 missile->value = 0; 197 missile->value = 0;
197 198
198 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
199 200
200 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
201 pick_up (op, missile); 202 pick_up (op, missile);
202 203
203 return 1; 204 return 1;
257 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
258 * know 259 * know
259 */ 260 */
260 if (!at) 261 if (!at)
261 { 262 {
262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
263 return 0; 264 return 0;
264 } 265 }
265 266
266 food_value /= at->stats.food; 267 food_value /= at->stats.food;
267 new_op = arch_to_object (at); 268 new_op = at->instance ();
268 new_op->nrof = food_value; 269 new_op->nrof = food_value;
269 270
270 new_op->value = 0; 271 new_op->value = 0;
271 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
272 new_op->nrof = 1; 273 new_op->nrof = 1;
297 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
298 299
299 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
300 break; 301 break;
301 302
302 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
303 { 304 {
304 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
305 return 0; 306 return 0;
306 } 307 }
307 308
308 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
309 { 310 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 311 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))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
312 { 313 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 315 if (tmp->head != NULL)
315 tmp = tmp->head; 316 tmp = tmp->head;
316 examine_monster (op, tmp); 317 examine_monster (op, tmp);
339 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
340 { 341 {
341 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
343 { 344 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
345 return 0; 346 return 0;
346 347
347 return 1; 348 return 1;
348 } 349 }
349 350
380int 381int
381cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
382{ 383{
383 if (op->invisible > 1000) 384 if (op->invisible > 1000)
384 { 385 {
385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
386 return 0; 387 return 0;
387 } 388 }
388 389
389 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
390 * and if statement or two. 391 * and if statement or two.
396 397
397 if (op->type == PLAYER) 398 if (op->type == PLAYER)
398 { 399 {
399 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
400 401
401 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
402 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
403 else 404 else
404 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
405 406
406 op->contr->hidden = 0; 407 op->contr->hidden = 0;
448 // earth to dust tears down everything that can be torn down 449 // earth to dust tears down everything that can be torn down
449 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 451 {
451 next = tmp->above; 452 next = tmp->above;
452 453
453 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 454 if (tmp->flag [FLAG_TEAR_DOWN])
454 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
455 } 456 }
456 } 457 }
457 458
458 return 1; 459 return 1;
460 461
461void 462void
462execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
463{ 464{
464 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
465 {
466 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 467 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 468 else
469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
470 }
471 470
472 op->destroy (); 471 op->destroy ();
473} 472}
474 473
475/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
477 * time delay effect. 476 * time delay effect.
478 */ 477 */
479int 478int
480cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
481{ 480{
482 object *dummy; 481 if (!op->is_player ())
483 int time;
484
485 if (op->type != PLAYER)
486 return 0; 482 return 0;
487 483
488 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 484 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
489 { 485 {
490 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
491 return 1; 487 return 1;
492 } 488 }
493 489
494 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
495 491
496 if (!dummy)
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
504 if (time < 1)
505 time = 1;
506 493
507 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
508 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
509 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
510 */ 497 */
511 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
515 502 dummy->slaying = op->contr->savebed_map;
516 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
517 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 505
523 op->insert (dummy); 506 op->insert (dummy);
524 507
525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 508 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526 509
594 for (int i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
595 if (tmp->stats.stat (i) < 0) 578 if (tmp->stats.stat (i) < 0)
596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
597 } 580 }
598 581
599 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 585 {
603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 587 {
645 628
646 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 630 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 631 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 { 632 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
651 return 0; 634 return 0;
652 } 635 }
653 636
654 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
655 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
656 else if (spell_ob->race) 639 else if (spell_ob->race)
657 { 640 {
658 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
659 642
660 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666 return 0; 649 return 0;
667 } 650 }
668 651
669 tmp = arch_to_object (at); 652 tmp = at->instance ();
670 } 653 }
671 else 654 else
672 { 655 {
673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 656 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
674 return 0; 657 return 0;
679 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 663 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
681 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 664 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
682 tmp->range = 0; 665 tmp->range = 0;
683 } 666 }
684 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
685 { 668 {
686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 669 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
687 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
688 } 671 }
689 672
690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 673 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
691 { 674 {
692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 675 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
693 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
694 } 677 }
695 678
696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
697 { 680 {
698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 681 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
699 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
700 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
701 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
702 } 685 }
703 686
704 /* This can't really hurt - if the object doesn't kill anything, 687 /* This can't really hurt - if the object doesn't kill anything,
705 * these fields just won't be used. Do not set the owner for 688 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
718 return 0; 701 return 0;
719 } 702 }
720 703
721 /* If this is a spellcasting wall, need to insert the spell object */ 704 /* If this is a spellcasting wall, need to insert the spell object */
722 if (tmp->other_arch && tmp->other_arch->type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
724 707
725 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
726 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
727 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
728 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
748 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
749 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
750 733
751 /* If this is a spellcasting wall, need to insert the spell object */ 734 /* If this is a spellcasting wall, need to insert the spell object */
752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
753 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
754 737
755 } 738 }
756 else 739 else
757 posblocked = 1; 740 posblocked = 1;
758 741
765 { 748 {
766 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
767 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
768 751
769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
770 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
771 } 754 }
772 else 755 else
773 negblocked = 1; 756 negblocked = 1;
774 } 757 }
775 758
776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
777 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
778 761
779 return 1; 762 return 1;
780} 763}
781 764
790 if (op->type != PLAYER) 773 if (op->type != PLAYER)
791 return 0; 774 return 0;
792 775
793 if (!dir) 776 if (!dir)
794 { 777 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
796 return 0; 779 return 0;
797 } 780 }
798 781
799 /* Given the new outdoor maps, can't let players dimension door for 782 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in. 783 * ever, so put limits in.
805 { 788 {
806 int count = atoi (spellparam); 789 int count = atoi (spellparam);
807 790
808 if (count > maxdist) 791 if (count > maxdist)
809 { 792 {
810 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
811 return 0; 794 return 0;
812 } 795 }
813 796
814 for (dist = 0; dist < count; dist++) 797 for (dist = 0; dist < count; dist++)
815 { 798 {
876 break; 859 break;
877 860
878 } 861 }
879 if (!dist) 862 if (!dist)
880 { 863 {
881 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
882 return 0; 865 return 0;
883 } 866 }
884 } 867 }
885 868
886 /* Actually move the player now */ 869 /* Actually move the player now */
1002 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1003 success = 1; 986 success = 1;
1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1005 } 988 }
1006 989
1007 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1008 { 991 {
1009 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1010 993 min_it (tmp->stats.food, MAX_FOOD);
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013 994
1014 success = 1; 995 success = 1;
1015 /* We could do something a bit better like the messages for healing above */ 996 /* We could do something a bit better like the messages for healing above */
1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1017 } 998 }
1064 break; 1045 break;
1065 } 1046 }
1066 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1067 { 1048 {
1068 if (!silent) 1049 if (!silent)
1069 new_draw_info_format (NDI_UNIQUE, 0, op,
1070 "You can not cast %s while %s is in effect", 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1071 &spell_ob->name, &tmp2->name_pl); 1051 &spell_ob->name, &tmp2->name_pl);
1072 1052
1073 return 0; 1053 return 0;
1074 } 1054 }
1075 } 1055 }
1076 } 1056 }
1105 1085
1106 force->name_pl = spell_ob->name; 1086 force->name_pl = spell_ob->name;
1107 1087
1108 force->speed = 1.0; 1088 force->speed = 1.0;
1109 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1110 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1111 1091
1112 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1113 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1114 {
1115 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1116 {
1117 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1118 if (force->resist[i] > 100)
1119 force->resist[i] = 100;
1120 }
1121 }
1122 1096
1123 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1124 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1125 1099
1126 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1145 } 1119 }
1146 } 1120 }
1147 1121
1148 force->move_type = spell_ob->move_type; 1122 force->move_type = spell_ob->move_type;
1149 1123
1150 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1124 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1151 SET_FLAG (force, FLAG_SEE_IN_DARK); 1125 force->set_flag (FLAG_SEE_IN_DARK);
1152 1126
1153 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1127 if (spell_ob->flag [FLAG_XRAYS])
1154 SET_FLAG (force, FLAG_XRAYS); 1128 force->set_flag (FLAG_XRAYS);
1155 1129
1156 /* Haste/bonus speed */ 1130 /* Haste/bonus speed */
1157 if (spell_ob->stats.exp) 1131 if (spell_ob->stats.exp)
1158 { 1132 {
1159 if (op->speed > 0.5f) 1133 if (op->speed > 0.5f)
1237 { 1211 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1239 } 1213 }
1240 return 0; 1214 return 0;
1241 } 1215 }
1216
1242 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1243 force->speed = 1.0; 1218 force->speed = 1.0;
1244 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1245 SET_FLAG (force, FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1246 1221
1247 if (!god) 1222 if (!god)
1248 { 1223 {
1249 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1224 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1250 } 1225 }
1304 * the nuggets, alchemy the gold from that, etc. 1279 * the nuggets, alchemy the gold from that, etc.
1305 * Otherwise, give 9 silver on the gold for other objects, 1280 * Otherwise, give 9 silver on the gold for other objects,
1306 * so that it would still be more affordable to haul 1281 * so that it would still be more affordable to haul
1307 * the stuff back to town. 1282 * the stuff back to town.
1308 */ 1283 */
1309 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1284 if (obj->flag [FLAG_UNPAID])
1310 value = 0; 1285 value = 0;
1311 else if (obj->type == MONEY || obj->type == GEM) 1286 else if (obj->type == MONEY || obj->type == GEM)
1312 value /= 3; 1287 value /= 3;
1313 else 1288 else
1314 value = value * 9 / 10; 1289 value = value * 9 / 10;
1368 1343
1369 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1344 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1370 { 1345 {
1371 next = tmp->above; 1346 next = tmp->above;
1372 1347
1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1348 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1349 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1375 { 1350 {
1376 if (tmp->inv) 1351 if (tmp->inv)
1377 { 1352 {
1378 object *next1, *tmp1; 1353 object *next1, *tmp1;
1379 1354
1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1355 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1381 { 1356 {
1382 next1 = tmp1->below; 1357 next1 = tmp1->below;
1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1358 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1359 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1385 alchemy_object (tmp1, value, weight); 1360 alchemy_object (tmp1, value, weight);
1386 } 1361 }
1387 } 1362 }
1388 1363
1389 alchemy_object (tmp, value, weight); 1364 alchemy_object (tmp, value, weight);
1394 } 1369 }
1395 1370
1396 value -= rndm (value >> 4); 1371 value -= rndm (value >> 4);
1397 value = min (value, value_max); 1372 value = min (value, value_max);
1398 1373
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1374 for (int i = 0; i < array_length (nugget); ++i)
1400 if (int nrof = value / nugget [i]->value) 1375 if (int nrof = value / nugget [i]->value)
1401 { 1376 {
1402 value -= nrof * nugget[i]->value; 1377 value -= nrof * nugget[i]->value;
1403 1378
1404 object *tmp = arch_to_object (nugget[i]); 1379 object *tmp = nugget[i]->instance ();
1405 tmp->nrof = nrof; 1380 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true; 1381 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0); 1382 op->map->insert (tmp, x, y, op, 0);
1408 } 1383 }
1409 1384
1422int 1397int
1423remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1424{ 1399{
1425 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1426 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1427 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1406 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1407 if (!tmp->invisible
1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1408 && (((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED])
1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1409 || (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED]))))
1431 { 1410 {
1432 was_one++; 1411 ++was_one;
1433 1412
1434 if (tmp->level <= casting_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1435 { 1414 {
1436 success++; 1415 ++success;
1437 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1416 --num_uncurse;
1438 CLEAR_FLAG (tmp, FLAG_DAMNED);
1439 1417
1440 CLEAR_FLAG (tmp, FLAG_CURSED); 1418 if (spell->flag [FLAG_DAMNED])
1441 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1419 tmp->clr_flag (FLAG_DAMNED);
1420
1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1442 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1443 1424
1444 if (object *pl = tmp->visible_to ()) 1425 if (object *pl = tmp->visible_to ())
1445 esrv_update_item (UPD_FLAGS, pl, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1446 } 1427 }
1447 } 1428 }
1448 1429
1449 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1450 { 1431 {
1451 if (success) 1432 if (success)
1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1453 else 1434 else
1454 { 1435 {
1455 if (was_one) 1436 if (was_one)
1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1457 else 1438 else
1458 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1459 } 1440 }
1460 } 1441 }
1461 1442
1462 return success; 1443 return success;
1463} 1444}
1464 1445
1465/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1466int 1447int
1467cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1468{ 1449{
1469 object *tmp;
1470 dynbuf_text &buf = msg_dynbuf; buf.clear (); 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1471 1451
1472 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1473 1453
1454 op->splay_marked ();
1455
1474 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1475 { 1457 {
1476 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1477 { 1459 {
1478 identify (tmp); 1460 identify (tmp);
1479 1461
1480 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1481 { 1463 {
1494 * stuff on the floor. Only identify stuff on the floor if the spell 1476 * stuff on the floor. Only identify stuff on the floor if the spell
1495 * was not fully used. 1477 * was not fully used.
1496 */ 1478 */
1497 if (num_ident) 1479 if (num_ident)
1498 { 1480 {
1499 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1500 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1501 { 1483 {
1502 identify (tmp); 1484 identify (tmp);
1503 1485
1504 if (object *pl = tmp->visible_to ()) 1486 if (object *pl = tmp->visible_to ())
1505 { 1487 {
1545 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1546 1528
1547 if (!skill) 1529 if (!skill)
1548 skill = caster; 1530 skill = caster;
1549 1531
1532 dynbuf buf;
1550 unordered_mapwalk (op, -range, -range, range, range) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1551 { 1534 {
1552 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1553 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1554 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1555 * down - that is easier than working up. 1538 * down - that is easier than working up.
1556 */ 1539 */
1557 1540
1558 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above) 1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1559 last = tmp; 1542 last = tmp;
1560 1543
1561 /* Shouldn't happen, but if there are no objects on a space, this 1544 /* Shouldn't happen, but if there are no objects on a space, this
1562 * would happen. 1545 * would happen.
1563 */ 1546 */
1564 if (!last) 1547 if (!last)
1565 continue; 1548 continue;
1566 1549
1567 done_one = 0; 1550 done_one = 0;
1568 floor = 0; 1551 floor = 0;
1569 detect = NULL; 1552 detect = 0;
1570 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1571 { 1554 {
1572 /* show invisible */ 1555 /* show invisible */
1573 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1574 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1575 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1576 || (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1577 || tmp->type == T_HANDLE 1560 || tmp->type == T_HANDLE
1578 || tmp->type == TRAPDOOR 1561 || tmp->type == TRAPDOOR
1579 || tmp->type == EXIT 1562 || tmp->type == EXIT
1580 || tmp->type == HOLE 1563 || tmp->type == HOLE
1581 || tmp->type == BUTTON 1564 || tmp->type == BUTTON
1582 || tmp->type == TELEPORTER 1565 || tmp->type == TELEPORTER
1583 || tmp->type == GATE 1566 || tmp->type == GATE
1584 || tmp->type == LOCKED_DOOR 1567 || tmp->type == LOCKED_DOOR
1585 || tmp->type == WEAPON 1568 || tmp->type == WEAPON
1586 || tmp->type == ALTAR 1569 || tmp->type == ALTAR
1587 || tmp->type == SIGN 1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1588 || tmp->type == TRIGGER_PEDESTAL 1571 || tmp->type == TRIGGER_PEDESTAL
1589 || tmp->type == SPECIAL_KEY 1572 || tmp->type == SPECIAL_KEY
1590 || tmp->type == TREASURE 1573 || tmp->type == TREASURE
1591 || tmp->type == BOOK 1574 || tmp->type == BOOK
1592 || tmp->type == HOLY_ALTAR 1575 || tmp->type == HOLY_ALTAR
1593 || tmp->type == CONTAINER))) 1576 || tmp->type == CONTAINER)))
1594 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1596 { 1580 {
1597 tmp->invisible = 0; 1581 tmp->invisible = 0;
1598 done_one = 1; 1582 done_one = 1;
1599 } 1583 }
1600 } 1584 }
1601 1585
1602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1586 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1; 1587 floor = 1;
1604 1588
1605 /* All detections below this point don't descend beneath the floor, 1589 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of 1590 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath 1591 * detection to completely break out if we don't care about objects beneath
1616 * difficult to see what object is magical/cursed, so the 1600 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent. 1601 * effect wouldn't be as apparent.
1618 */ 1602 */
1619 1603
1620 /* detect magic */ 1604 /* detect magic */
1621 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1622 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1623 { 1610 {
1624 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1625 /* make runes more visibile */ 1612 /* make runes more visible */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4; 1614 tmp->stats.Cha /= 4;
1628 1615
1629 done_one = 1; 1616 done_one = 1;
1630 } 1617 }
1631 1618
1632 /* detect monster */ 1619 /* detect monster */
1633 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1634 { 1621 {
1635 done_one = 2; 1622 done_one = 2;
1636 1623
1637 if (!detect) 1624 if (!detect)
1638 detect = tmp; 1625 detect = tmp;
1640 1627
1641 /* Basically, if race is set in the spell, then the creatures race must 1628 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing 1629 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match. 1630 * race must match.
1644 */ 1631 */
1645 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) || 1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race))) 1634 spell->race.contains (tmp->race)))
1648 { 1635 {
1649 done_one = 2; 1636 done_one = 2;
1650 1637
1651 if (!detect) 1638 if (!detect)
1652 detect = tmp; 1639 detect = tmp;
1653 } 1640 }
1654 1641
1655 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1642 if (spell->flag [FLAG_KNOWN_CURSED]
1656 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 { 1646 {
1658 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1659 done_one = 1; 1648 done_one = 1;
1649 }
1650
1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1654 if (tmp->type == VEIN)
1655 {
1656 if (tmp->other_arch)
1657 {
1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1663 done_one = 1;
1664 }
1660 } 1665 }
1661 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1662 1667
1663 /* Code here puts an effect of the spell on the space, so you can see 1668 /* Code here puts an effect of the spell on the space, so you can see
1664 * where the magic is. 1669 * where the magic is.
1665 */ 1670 */
1666 if (done_one) 1671 if (done_one)
1667 { 1672 {
1668 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1669 1674
1670 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1671 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1672 { 1677 {
1673 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1674 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1675 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1676 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1677 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1678 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1679 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1680 } 1685 }
1681 1686
1682 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1683 } 1688 }
1684 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1685 1690
1686 1691
1687 /* Now process objects in the players inventory if detect curse or magic */ 1692 /* Now process objects in the players inventory if detect curse or magic */
1688 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1689 { 1694 {
1690 done_one = 0; 1695 done_one = 0;
1691 1696
1692 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1693 { 1698 {
1694 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1695 { 1700 {
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1697 { 1702 {
1698 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1699 1704
1700 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1701 esrv_update_item (UPD_FLAGS, pl, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1702 } 1707 }
1703 1708
1704 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1705 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1706 { 1711 {
1707 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1708 1713
1709 if (object *pl = tmp->visible_to ()) 1714 if (object *pl = tmp->visible_to ())
1710 esrv_update_item (UPD_FLAGS, pl, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1711 } 1716 }
1712 } /* if item is not identified */ 1717 } /* if item is not identified */
1772 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1773 1778
1774 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1775 { 1780 {
1776 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1777 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1778 break; 1783 break;
1779 } 1784 }
1780 1785
1781 1786
1782 /* If we did not find a player in the specified direction, transfer 1787 /* If we did not find a player in the specified direction, transfer
1783 * to anyone on top of us. This is used for the rune of transference mostly. 1788 * to anyone on top of us. This is used for the rune of transference mostly.
1784 */ 1789 */
1785 if (plyr == NULL) 1790 if (plyr == NULL)
1786 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1787 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1788 break; 1793 break;
1789 1794
1790 if (!plyr) 1795 if (!plyr)
1791 { 1796 {
1792 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1793 return 0; 1798 return 0;
1794 } 1799 }
1795 /* give sp */ 1800 /* give sp */
1796 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1797 { 1802 {
1809 if (rate > 95) 1814 if (rate > 95)
1810 rate = 95; 1815 rate = 95;
1811 1816
1812 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1813 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1814 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1815 { 1820 {
1816 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1817 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1818 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1819 if (sucked > 0) 1824 if (sucked > 0)
1870 * monsters either. 1875 * monsters either.
1871 */ 1876 */
1872 1877
1873 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1874 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1875 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1876 && (op->level > head->level)) 1881 && (op->level > head->level))
1877 head->destroy (); 1882 head->destroy ();
1878 else 1883 else
1879 switch (head->type) 1884 switch (head->type)
1880 { 1885 {
1881 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1882 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1883 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1884 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1885 continue; 1890 continue;
1886 1891
1887 if (op->level > head->level) 1892 if (op->level > head->level)
1888 head->destroy (); 1893 head->destroy ();
1889 1894
1912 1917
1913 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1914 1919
1915 if (!god) 1920 if (!god)
1916 { 1921 {
1917 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1918 return 0; 1923 return 0;
1919 } 1924 }
1920 1925
1921 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1922 { 1927 {
1923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1924 break; 1929 break;
1925 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1926 { 1931 {
1927 1932
1928 if (tmp->level > casting_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1929 { 1934 {
1930 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1931 return 0; 1936 return 0;
1932 } 1937 }
1933 else 1938 else
1934 { 1939 {
1935 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1944 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1945 return 1; 1950 return 1;
1946 } 1951 }
1947 } 1952 }
1948 } 1953 }
1949 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1954
1955 op->failmsg ("You are not standing over an altar!");
1950 return 0; 1956 return 0;
1951} 1957}
1952 1958
1953/* animate_weapon - 1959/* animate_weapon -
1954 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1961 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1962 */ 1968 */
1963int 1969int
1964animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1965{ 1971{
1966 object *weapon, *tmp;
1967 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1968 int a, i; 1973 int a, i;
1969 sint16 x, y; 1974 sint16 x, y;
1970 maptile *m; 1975 maptile *m;
1971 1976
1996 2001
1997 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
1998 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1999 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2000 { 2005 {
2001 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2002 return 0; 2007 return 0;
2003 } 2008 }
2004 2009
2005 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2006 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2007 2012
2008 if (!weapon) 2013 if (!weapon)
2009 { 2014 {
2010 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2015 op->failmsg ("You must mark a weapon to use with this spell!");
2011 return 0; 2016 return 0;
2012 } 2017 }
2013 2018
2014 if (spell->race && weapon->arch->archname != spell->race) 2019 if (spell->race && weapon->arch->archname != spell->race)
2015 { 2020 {
2016 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2017 return 0; 2022 return 0;
2018 } 2023 }
2019 2024
2020 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2021 { 2026 {
2022 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2027 op->failmsg ("You need to wield a weapon to animate it.");
2023 return 0; 2028 return 0;
2024 } 2029 }
2025 2030
2026 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031 if (weapon->flag [FLAG_APPLIED])
2027 { 2032 {
2028 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2029 return 0; 2034 return 0;
2030 } 2035 }
2031 2036
2032 weapon = weapon->split (); 2037 weapon = weapon->split ();
2033 2038
2034 /* create the golem object */ 2039 /* create the golem object */
2035 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2036 2041
2037 /* if animated by a player, give the player control of the golem */ 2042 /* if animated by a player, give the player control of the golem */
2038 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2039 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2040 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2041 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2042 tmp->set_owner (op); 2047 tmp->set_owner (op);
2043 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2045 2050
2046 /* Give the weapon to the golem now. A bit of a hack to check the 2051 /* Give the weapon to the golem now. A bit of a hack to check the
2047 * removed flag - it should only be set if weapon->split was 2052 * removed flag - it should only be set if weapon->split was
2048 * used above. 2053 * used above.
2049 */ 2054 */
2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2051 weapon->remove (); 2056 weapon->remove ();
2052 2057
2053 tmp->insert (weapon); 2058 tmp->insert (weapon);
2054 2059
2055 /* To do everything necessary to let a golem use the weapon is a pain, 2060 /* To do everything necessary to let a golem use the weapon is a pain,
2056 * so instead, just set it as equipped (otherwise, we need to update 2061 * so instead, just set it as equipped (otherwise, we need to update
2057 * body_info, skills, etc) 2062 * body_info, skills, etc)
2058 */ 2063 */
2059 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2060 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2061 tmp->update_stats (); 2066 tmp->update_stats ();
2062 2067
2063 /* There used to be 'odd' code that basically seemed to take the absolute 2068 /* There used to be 'odd' code that basically seemed to take the absolute
2064 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2069 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2065 * if you're using a crappy weapon, it shouldn't be as good. 2070 * if you're using a crappy weapon, it shouldn't be as good.
2152 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2153 2158
2154 if (!success) 2159 if (!success)
2155 { 2160 {
2156 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2157 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2158 else 2163 else
2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2160 } 2165 }
2161 2166
2162 return success; 2167 return success;
2163} 2168}
2164 2169
2174 2179
2175 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2176 if (new_aura) 2181 if (new_aura)
2177 refresh = 1; 2182 refresh = 1;
2178 else 2183 else
2179 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2180 2185
2181 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2182 2187
2183 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2184 2189
2249 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2250 { 2255 {
2251 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2252 2257
2253 if (aura->other_arch) 2258 if (aura->other_arch)
2254 pos.insert (arch_to_object (aura->other_arch), aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2255 } 2260 }
2256 } 2261 }
2257 2262
2258 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2259 env->insert (aura); 2264 env->insert (aura);
2269 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2270 { 2275 {
2271 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2272 object *victim = tmp->head_ (); 2277 object *victim = tmp->head_ ();
2273 2278
2274 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2279 if (!victim->flag [FLAG_MONSTER])
2275 continue; 2280 continue;
2276 2281
2277 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2278 continue; 2283 continue;
2279 2284
2280 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2281 continue; 2286 continue;
2282 2287
2298 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2299 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2300 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2301#endif 2306#endif
2302 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2303 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2304 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2305 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2306 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2307 2312
2308 if (victim->name) 2313 if (victim->name)
2309 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2310 } 2315 }
2311 } 2316 }
2317int 2322int
2318write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2319{ 2324{
2320 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2321 { 2326 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2323 return 0; 2328 return 0;
2324 } 2329 }
2325 2330
2326 if (!msg_is_safe (msg)) 2331 if (!msg_is_safe (msg))
2327 { 2332 {
2328 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2329 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2330 return 0; 2335 return 0;
2331 } 2336 }
2332 2337
2333 if (!spell->other_arch) 2338 if (!spell->other_arch)
2334 return 0; 2339 return 0;
2335 2340
2336 object *tmp = arch_to_object (spell->other_arch); 2341 object *tmp = spell->other_arch->instance ();
2337 2342
2338 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2339 tmp->msg = msg; 2344 tmp->msg = msg;
2340 2345
2341 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);

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