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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.36 by root, Fri Jan 19 23:32:53 2007 UTC vs.
Revision 1.131 by root, Fri Apr 23 04:32:47 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
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 == NULL || 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 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 77 wand->destroy ();
78 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
79 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;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
94 94
95 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
97 else 97 else
98 { 98 {
99 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));
100 return 0; 100 return 0;
101 } 101 }
102 102
103 if (!ncharges) 103 if (!ncharges)
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 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));
108 108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
117 117
123 * great a plus, the default is used. 123 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 124 * 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 125 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
127 */ 127 */
128
129int 128int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 130{
132 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
133 const char *missile_name; 132 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 133
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 136 missile_name = tmp->race;
141 137
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 139
144 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
145 { 143 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 145 return 0;
148 } 146 }
149 147
150 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
151 149
152 if (stringarg) 150 if (spellparam)
153 { 151 {
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
165 missile->destroy (); 163 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
167 return 0; 165 return 0;
168 } 166 }
169 167
170 if (al->item->slaying) 168 if (al->item->slaying)
171 { 169 {
172 missile->destroy (); 170 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 172 return 0;
175 } 173 }
176 174
177 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
178 /* 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 -
179 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
180 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
181 */ 179 */
182 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 181 missile_plus = 0;
184 } 182 }
185 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
187 } 185 }
188 186
189 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 188
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 191
197 if (missile->nrof < 1) 192 if (missile->nrof < 1)
199 194
200 missile->magic = missile_plus; 195 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
202 missile->value = 0; 197 missile->value = 0;
203 198
204 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
205 200
206 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 ())
207 pick_up (op, missile); 202 pick_up (op, missile);
208 203
209 return 1; 204 return 1;
210} 205}
211 206
212 207
213/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 210int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 212{
218 int food_value; 213 int food_value;
219 archetype *at = NULL; 214 archetype *at = NULL;
220 object *new_op; 215 object *new_op;
221 216
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 218
224 if (stringarg) 219 if (spellparam)
225 { 220 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 222 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 225 spellparam = NULL;
231 } 226 }
232 227
233 if (!stringarg) 228 if (!spellparam)
234 { 229 {
235 archetype *at_tmp; 230 archetype *at_tmp;
236 231
237 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 233 * 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 235 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 236 * to be altered from the donor.
242 */ 237 */
243 238
244 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
246 { 241 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 243 {
249 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 246 * the item we have now, take it instead.
252 */ 247 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
254 at = at_tmp; 253 at = at_tmp;
255 } 254 }
256 } 255 }
257 } 256 }
257
258 /* 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
259 * know 259 * know
260 */ 260 */
261 if (!at) 261 if (!at)
262 { 262 {
263 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.");
264 return 0; 264 return 0;
265 } 265 }
266 266
267 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 268 new_op = at->instance ();
269 new_op->nrof = food_value; 269 new_op->nrof = food_value;
270 270
271 new_op->value = 0; 271 new_op->value = 0;
272 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
273 new_op->nrof = 1; 273 new_op->nrof = 1;
281{ 281{
282 int r, mflags, maxrange; 282 int r, mflags, maxrange;
283 object *tmp; 283 object *tmp;
284 maptile *m; 284 maptile *m;
285 285
286
287 if (!dir) 286 if (!dir)
288 { 287 {
289 examine_monster (op, op); 288 examine_monster (op, op);
290 return 1; 289 return 1;
291 } 290 }
291
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
294 { 294 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 296
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 299
300 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
301 break; 301 break;
302 302
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 304 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 306 return 0;
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 != NULL; 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);
317 return 1; 318 return 1;
318 } 319 }
319 } 320 }
320 } 321 }
322
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 324 return 1;
323} 325}
324
325 326
326/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 328 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 332 * pl is invisible.
332 */ 333 */
333int 334int
334makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
335{ 336{
336
337 if (!pl->invisible) 337 if (!pl->invisible)
338 return 0; 338 return 0;
339
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;
347
346 return 1; 348 return 1;
347 } 349 }
350
348 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 353 return 1;
354
351 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
352 if (!mon->race) 356 if (!mon->race)
353 return 0; 357 return 0;
358
354 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 360 return 1;
361
356 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
357 return 0; 363 return 0;
358 } 364 }
359 else 365 else
360 { 366 {
373 * normal applies. 379 * normal applies.
374 */ 380 */
375int 381int
376cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
377{ 383{
378 object *tmp;
379
380 if (op->invisible > 1000) 384 if (op->invisible > 1000)
381 { 385 {
382 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");
383 return 0; 387 return 0;
384 } 388 }
385 389
386 /* 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
387 * and if statement or two. 391 * and if statement or two.
393 397
394 if (op->type == PLAYER) 398 if (op->type == PLAYER)
395 { 399 {
396 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
397 401
398 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
399 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
400 else 404 else
401 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
402 406
403 op->contr->hidden = 0; 407 op->contr->hidden = 0;
404 } 408 }
409
405 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
406 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
407 else 412 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 414
410 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
411 416
412 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
413 * harm to the player. 418 * harm to the player.
414 */ 419 */
415 for_all_actives (tmp) 420 for_all_actives (tmp)
422/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 428 */
424int 429int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 431{
427 object *tmp, *next;
428 int range, i, j, mflags; 432 int range, i, j, mflags;
429 sint16 sx, sy; 433 sint16 sx, sy;
430 maptile *m; 434 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 435
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 437
437 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 445
445 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
446 continue; 447 continue;
447 448
448 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; 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 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 456 }
455 } 457 }
456 458
457 return 1; 459 return 1;
459 461
460void 462void
461execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
462{ 464{
463 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 466 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 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.");
467 else 468 else
468 { 469 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
469 // remove first so we do not call update_stats
470 op->remove ();
471 pl->enter_exit (op);
472 }
473 }
474 470
475 op->destroy (); 471 op->destroy ();
476} 472}
477 473
478/* Word of recall causes the player to return 'home'. 474/* Word of recall causes the player to return 'home'.
480 * time delay effect. 476 * time delay effect.
481 */ 477 */
482int 478int
483cast_word_of_recall (object *op, object *caster, object *spell_ob) 479cast_word_of_recall (object *op, object *caster, object *spell_ob)
484{ 480{
485 object *dummy; 481 if (!op->is_player ())
486 int time;
487
488 if (op->type != PLAYER)
489 return 0; 482 return 0;
490 483
491 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))
492 { 485 {
493 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.");
494 return 1; 487 return 1;
495 } 488 }
496 489
497 dummy = get_archetype (FORCE_NAME); 490 object *dummy = get_archetype (FORCE_NAME);
498 if (dummy == NULL)
499 {
500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
502 return 0;
503 }
504 491
505 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));
506 if (time < 1)
507 time = 1;
508 493
509 /* 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
510 * 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
511 * do anything really odd if it say a -1000 or something. 496 * do anything really odd if it say a -1000 or something.
512 */ 497 */
513 dummy->set_speed (0.002); 498 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 499 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 500 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 501 dummy->subtype = SP_WORD_OF_RECALL;
517 502 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 503 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 504 dummy->stats.sp = op->contr->bed_y;
520 */
521 EXIT_PATH (dummy) = op->contr->savebed_map;
522 EXIT_X (dummy) = op->contr->bed_x;
523 EXIT_Y (dummy) = op->contr->bed_y;
524 505
525 op->insert (dummy); 506 op->insert (dummy);
526 507
527 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.");
528 509
566} 547}
567 548
568int 549int
569perceive_self (object *op) 550perceive_self (object *op)
570{ 551{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 552 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 553 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 554
555 dynbuf_text &buf = msg_dynbuf; buf.clear ();
556
557 if (!op->is_player ())
558 return 0;
559
560 if (object *race = archetype::find (op->race))
561 buf << " - You are a G<male|female> " << &race->name << ".\n";
562
576 tmp = find_god (determine_god (op)); 563 if (object *god = find_god (determine_god (op)))
577 if (tmp) 564 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 565 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 566 buf << " - You worship no god.\n";
581 567
582 tmp = present_arch_in_ob (at, op); 568 object *tmp = present_arch_in_ob (at, op);
583 569
584 if (*cp == '\0' && tmp == NULL) 570 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 571 buf << " - You feel very mundane. ";
586 else 572 else
587 { 573 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 574 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 575
590 if (tmp != NULL) 576 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 577 for (int i = 0; i < NUM_STATS; i++)
593 { 578 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 579 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 580 }
601 581
602 if (is_dragon_pl (op)) 582 if (op->is_dragon ())
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 583 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 584 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 585 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 586 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 587 {
609 if (tmp->stats.exp == 0) 588 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 589 buf << " - Your metabolism isn't focused on anything.\n";
611 else 590 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 591 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 592
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 593 break;
616 } 594 }
617 } 595 }
618 }
619 596
620 return 1; 597 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 598
871 return 1; 599 return 1;
872} 600}
873 601
874/* This creates magic walls. Really, it can create most any object, 602/* This creates magic walls. Really, it can create most any object,
900 628
901 if ((spell_ob->move_block || x != op->x || y != op->y) && 629 if ((spell_ob->move_block || x != op->x || y != op->y) &&
902 (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) ||
903 ((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)))
904 { 632 {
905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 633 op->failmsg ("Something is in the way.");
906 return 0; 634 return 0;
907 } 635 }
908 636
909 if (spell_ob->other_arch) 637 if (spell_ob->other_arch)
910 tmp = arch_to_object (spell_ob->other_arch); 638 tmp = spell_ob->other_arch->instance ();
911 else if (spell_ob->race) 639 else if (spell_ob->race)
912 { 640 {
913 char buf1[MAX_BUF]; 641 char buf1[MAX_BUF];
914 642
915 sprintf (buf1, spell_ob->race, dir); 643 sprintf (buf1, spell_ob->race, dir);
919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 647 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 648 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
921 return 0; 649 return 0;
922 } 650 }
923 651
924 tmp = arch_to_object (at); 652 tmp = at->instance ();
925 } 653 }
926 else 654 else
927 { 655 {
928 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);
929 return 0; 657 return 0;
934 tmp->attacktype = spell_ob->attacktype; 662 tmp->attacktype = spell_ob->attacktype;
935 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);
936 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);
937 tmp->range = 0; 665 tmp->range = 0;
938 } 666 }
939 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 667 else if (tmp->flag [FLAG_ALIVE])
940 { 668 {
941 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);
942 tmp->stats.maxhp = tmp->stats.hp; 670 tmp->stats.maxhp = tmp->stats.hp;
943 } 671 }
944 672
945 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])
946 { 674 {
947 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);
948 SET_FLAG (tmp, FLAG_IS_USED_UP); 676 tmp->set_flag (FLAG_IS_USED_UP);
949 } 677 }
950 678
951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 679 if (spell_ob->flag [FLAG_TEAR_DOWN])
952 { 680 {
953 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);
954 tmp->stats.maxhp = tmp->stats.hp; 682 tmp->stats.maxhp = tmp->stats.hp;
955 SET_FLAG (tmp, FLAG_TEAR_DOWN); 683 tmp->set_flag (FLAG_TEAR_DOWN);
956 SET_FLAG (tmp, FLAG_ALIVE); 684 tmp->set_flag (FLAG_ALIVE);
957 } 685 }
958 686
959 /* 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,
960 * 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
961 * earthwalls, though, so they survive restarts. 689 * earthwalls, though, so they survive restarts.
962 */ 690 */
963 if (tmp->type != EARTHWALL) //TODO 691 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 692 tmp->set_owner (op);
965 693
966 set_spell_skill (op, caster, spell_ob, tmp); 694 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 695 tmp->level = casting_level (caster, spell_ob) / 2;
968 696
969 name = tmp->name; 697 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 698 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 699 {
972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 700 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0; 701 return 0;
974 } 702 }
975 703
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 705 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 706 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
979 707
980 /* This code causes the wall to extend some distance in 708 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 709 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 710 * posblocked and negblocked help determine how far the
983 * created wall can extend, it won't go extend through 711 * created wall can extend, it won't go extend through
1002 { 730 {
1003 object *tmp2 = tmp->clone (); 731 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 732 m->insert (tmp2, x, y, op);
1005 733
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 735 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 736 tmp2->insert (tmp2->other_arch->instance ());
1009 737
1010 } 738 }
1011 else 739 else
1012 posblocked = 1; 740 posblocked = 1;
1013 741
1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1020 { 748 {
1021 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1023 751
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 753 tmp2->insert (tmp2->other_arch->instance ());
1026 } 754 }
1027 else 755 else
1028 negblocked = 1; 756 negblocked = 1;
1029 } 757 }
1030 758
1031 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 759 if (tmp->flag [FLAG_BLOCKSVIEW])
1032 update_all_los (op->map, op->x, op->y); 760 update_all_los (op->map, op->x, op->y);
1033 761
1034 return 1; 762 return 1;
1035} 763}
1036 764
1037int 765int
1038dimension_door (object *op, object *caster, object *spob, int dir) 766dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 767{
1040 uint32 dist, maxdist; 768 uint32 dist, maxdist;
1041 int mflags; 769 int mflags;
1042 maptile *m; 770 maptile *m;
1043 sint16 sx, sy; 771 sint16 sx, sy;
1045 if (op->type != PLAYER) 773 if (op->type != PLAYER)
1046 return 0; 774 return 0;
1047 775
1048 if (!dir) 776 if (!dir)
1049 { 777 {
1050 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 778 op->failmsg ("In what direction?");
1051 return 0; 779 return 0;
1052 } 780 }
1053 781
1054 /* 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
1055 * ever, so put limits in. 783 * ever, so put limits in.
1056 */ 784 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 785 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 786
1059 if (op->contr->count) 787 if (spellparam)
1060 { 788 {
789 int count = atoi (spellparam);
790
1061 if (op->contr->count > maxdist) 791 if (count > maxdist)
1062 { 792 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 793 op->failmsg ("You can't dimension door that far!");
1064 return 0; 794 return 0;
1065 } 795 }
1066 796
1067 for (dist = 0; dist < op->contr->count; dist++) 797 for (dist = 0; dist < count; dist++)
1068 { 798 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070 800
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 802 break;
1073 803
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break; 805 break;
1076 } 806 }
1077 807
1078 if (dist < op->contr->count) 808 if (dist < count)
1079 { 809 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 810 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0; 811 return 0;
1083 } 812 }
1084
1085 op->contr->count = 0;
1086 813
1087 /* Remove code that puts player on random space on maps. IMO, 814 /* Remove code that puts player on random space on maps. IMO,
1088 * a lot of maps probably have areas the player should not get to, 815 * a lot of maps probably have areas the player should not get to,
1089 * but may not be marked as NO_MAGIC (as they may be bounded 816 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and 817 * by such squares). Also, there are probably treasure rooms and
1132 break; 859 break;
1133 860
1134 } 861 }
1135 if (!dist) 862 if (!dist)
1136 { 863 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 864 op->failmsg ("Your spell failed!\n");
1138 return 0; 865 return 0;
1139 } 866 }
1140 } 867 }
1141 868
1142 /* Actually move the player now */ 869 /* Actually move the player now */
1143 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1144 return 1; 871 return 1;
1145 872
1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874
1147 return 1; 875 return 1;
1148} 876}
1149
1150 877
1151/* cast_heal: Heals something. 878/* cast_heal: Heals something.
1152 * op is the caster. 879 * op is the caster.
1153 * dir is the direction he is casting it in. 880 * dir is the direction he is casting it in.
1154 * spell is the spell object. 881 * spell is the spell object.
1161 object *poison; 888 object *poison;
1162 int heal = 0, success = 0; 889 int heal = 0, success = 0;
1163 890
1164 tmp = find_target_for_friendly_spell (op, dir); 891 tmp = find_target_for_friendly_spell (op, dir);
1165 892
1166 if (tmp == NULL) 893 if (!tmp)
1167 return 0; 894 return 0;
1168 895
1169 /* Figure out how many hp this spell might cure. 896 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage. 897 * could be zero if this spell heals effects, not damage.
1171 */ 898 */
1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 901 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1175 902
1176 if (heal) 903 if (heal)
1177 { 904 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp) 905 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 906 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1181 }
1182 else 907 else
1183 { 908 {
1184 /* See how many points we actually heal. Instead of messages 909 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based 910 * based on type of spell, we instead do messages based
1186 * on amount of damage healed. 911 * on amount of damage healed.
1187 */ 912 */
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 913 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1189 heal = tmp->stats.maxhp - tmp->stats.hp; 914 heal = tmp->stats.maxhp - tmp->stats.hp;
915
1190 tmp->stats.hp += heal; 916 tmp->stats.hp += heal;
1191 917
1192 if (tmp->stats.hp >= tmp->stats.maxhp) 918 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 919 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50) 920 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25) 922 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10) 924 else if (heal > 10)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1207 }
1208 else 926 else
1209 {
1210 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1211 } 928
1212 success = 1; 929 success = 1;
1213 } 930 }
1214 } 931 }
932
1215 if (spell->attacktype & AT_DISEASE) 933 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op)) 934 if (cure_disease (tmp, op, spell))
1217 success = 1; 935 success = 1;
1218 936
1219 if (spell->attacktype & AT_POISON) 937 if (spell->attacktype & AT_POISON)
1220 { 938 {
1221 at = archetype::find ("poisoning"); 939 at = archetype::find (shstr_poisoning);
1222 poison = present_arch_in_ob (at, tmp); 940 poison = present_arch_in_ob (at, tmp);
1223 if (poison) 941 if (poison)
1224 { 942 {
1225 success = 1; 943 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1; 945 poison->stats.food = 1;
1228 } 946 }
1229 } 947 }
948
1230 if (spell->attacktype & AT_CONFUSION) 949 if (spell->attacktype & AT_CONFUSION)
1231 { 950 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 951 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1233 if (poison) 952 if (poison)
1234 { 953 {
1235 success = 1; 954 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 955 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1; 956 poison->duration = 1;
1238 } 957 }
1239 } 958 }
959
1240 if (spell->attacktype & AT_BLIND) 960 if (spell->attacktype & AT_BLIND)
1241 { 961 {
1242 at = archetype::find ("blindness"); 962 at = archetype::find (shstr_blindness);
1243 poison = present_arch_in_ob (at, tmp); 963 poison = present_arch_in_ob (at, tmp);
1244 if (poison) 964 if (poison)
1245 { 965 {
1246 success = 1; 966 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1248 poison->stats.food = 1; 968 poison->stats.food = 1;
1249 } 969 }
1250 } 970 }
971
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 972 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 { 973 {
1253 tmp->stats.sp += spell->last_sp; 974 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp) 975 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp; 976 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1; 977 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1258 } 979 }
980
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 981 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 { 982 {
1261 tmp->stats.grace += spell->last_grace; 983 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace) 984 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace; 985 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1; 986 success = 1;
1265 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!");
1266 } 988 }
989
1267 if (spell->stats.food && tmp->stats.food < 999) 990 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1268 { 991 {
1269 tmp->stats.food += spell->stats.food; 992 tmp->stats.food += spell->stats.food;
1270 if (tmp->stats.food > 999) 993 min_it (tmp->stats.food, MAX_FOOD);
1271 tmp->stats.food = 999; 994
1272 success = 1; 995 success = 1;
1273 /* 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 */
1274 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");
1275 } 998 }
999
1276 return success; 1000 return success;
1277} 1001}
1278
1279 1002
1280/* This is used for the spells that gain stats. There are no spells 1003/* This is used for the spells that gain stats. There are no spells
1281 * right now that icnrease wis/int/pow on a temp basis, so no 1004 * right now that icnrease wis/int/pow on a temp basis, so no
1282 * good comments for those. 1005 * good comments for those.
1283 */ 1006 */
1284static const char *const no_gain_msgs[NUM_STATS] = { 1007static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.", 1008 "You grow no stronger.",
1286 "You grow no more agile.", 1009 "You grow no more agile.",
1287 "You don't feel any healthier.", 1010 "You don't feel any healthier.",
1288 "no wis", 1011 "You didn't grow any more intelligent.",
1012 "You do not feel any wiser.",
1013 "You don't feel any more powerful."
1289 "You are no easier to look at.", 1014 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292}; 1015};
1293 1016
1294int 1017int
1018change_ability_duration (object *spell, object *caster)
1019{
1020 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1021}
1022
1023int
1295cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1024cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1296{ 1025{
1297 object *force = NULL; 1026 object *force = 0;
1298 int i; 1027 int i;
1299 1028
1300 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1029 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1301 object *tmp = dir 1030 object *tmp = dir
1302 ? find_target_for_friendly_spell (op, dir) 1031 ? find_target_for_friendly_spell (op, dir)
1303 : op; 1032 : op;
1304 1033
1305 if (!tmp) 1034 if (!tmp)
1306 return 0; 1035 return 0;
1307 1036
1308 /* If we've already got a force of this type, don't add a new one. */ 1037 /* If we've already got a force of this type, don't add a new one. */
1316 break; 1045 break;
1317 } 1046 }
1318 else if (spell_ob->race && spell_ob->race == tmp2->name) 1047 else if (spell_ob->race && spell_ob->race == tmp2->name)
1319 { 1048 {
1320 if (!silent) 1049 if (!silent)
1321 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1050 op->failmsgf ("You can not cast %s while %s is in effect",
1051 &spell_ob->name, &tmp2->name_pl);
1052
1322 return 0; 1053 return 0;
1323 } 1054 }
1324 } 1055 }
1325 } 1056 }
1057
1058 int duration = change_ability_duration (spell_ob, caster);
1059
1326 if (force == NULL) 1060 if (force)
1327 {
1328 force = get_archetype (FORCE_NAME);
1329 force->subtype = FORCE_CHANGE_ABILITY;
1330 if (spell_ob->race)
1331 force->name = spell_ob->race;
1332 else
1333 force->name = spell_ob->name;
1334 force->name_pl = spell_ob->name;
1335 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1336
1337 } 1061 {
1338 else
1339 {
1340 int duration;
1341
1342 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1343 if (duration > force->duration) 1062 if (duration > force->duration)
1344 { 1063 {
1345 force->duration = duration; 1064 force->duration = duration;
1346 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1065 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1347 } 1066 }
1348 else 1067 else
1349 {
1350 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1351 } 1069
1352 return 1; 1070 return 1;
1353 } 1071 }
1354 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration));
1076
1077 force = get_archetype (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration;
1080
1081 if (spell_ob->race)
1082 force->name = spell_ob->race;
1083 else
1084 force->name = spell_ob->name;
1085
1086 force->name_pl = spell_ob->name;
1087
1355 force->speed = 1.0; 1088 force->speed = 1.0;
1356 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1358 1091
1359 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1360 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1361 { 1094 {
1362 if (spell_ob->resist[i]) 1095 if (spell_ob->resist[i])
1364 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1365 if (force->resist[i] > 100) 1098 if (force->resist[i] > 100)
1366 force->resist[i] = 100; 1099 force->resist[i] = 100;
1367 } 1100 }
1368 } 1101 }
1102
1369 if (spell_ob->stats.hp) 1103 if (spell_ob->stats.hp)
1370 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1104 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1371 1105
1372 if (tmp->type == PLAYER) 1106 if (tmp->type == PLAYER)
1373 { 1107 {
1374 /* Stat adjustment spells */ 1108 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++) 1109 for (i = 0; i < NUM_STATS; i++)
1376 { 1110 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1111 if (sint8 stat = spell_ob->stats.stat (i))
1378
1379 if (stat)
1380 { 1112 {
1381 sm = 0; 1113 sint8 sm = 0;
1382 for (k = 0; k < stat; k++) 1114 for (sint8 k = 0; k < stat; k++)
1383 sm += rndm (1, 3); 1115 sm += rndm (1, 3);
1384 1116
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1117 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1386 { 1118 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1119
1388 if (sm < 0) 1120 force->stats.stat (i) = sm;
1389 sm = 0; 1121
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm) 1122 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1123 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 } 1124 }
1395 } 1125 }
1396 } 1126 }
1397 1127
1398 force->move_type = spell_ob->move_type; 1128 force->move_type = spell_ob->move_type;
1399 1129
1400 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1130 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1401 SET_FLAG (force, FLAG_SEE_IN_DARK); 1131 force->set_flag (FLAG_SEE_IN_DARK);
1402 1132
1403 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1133 if (spell_ob->flag [FLAG_XRAYS])
1404 SET_FLAG (force, FLAG_XRAYS); 1134 force->set_flag (FLAG_XRAYS);
1405 1135
1406 /* Haste/bonus speed */ 1136 /* Haste/bonus speed */
1407 if (spell_ob->stats.exp) 1137 if (spell_ob->stats.exp)
1408 { 1138 {
1409 if (op->speed > 0.5f) 1139 if (op->speed > 0.5f)
1417 force->attacktype = spell_ob->attacktype; 1147 force->attacktype = spell_ob->attacktype;
1418 1148
1419 insert_ob_in_ob (force, tmp); 1149 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */ 1150 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats (); 1151 tmp->update_stats ();
1152
1422 return 1; 1153 return 1;
1423} 1154}
1424 1155
1425/* This used to be part of cast_change_ability, but it really didn't make 1156/* This used to be part of cast_change_ability, but it really didn't make
1426 * a lot of sense, since most of the values it derives are from the god 1157 * a lot of sense, since most of the values it derives are from the god
1427 * of the caster. 1158 * of the caster.
1428 */ 1159 */
1429
1430int 1160int
1431cast_bless (object *op, object *caster, object *spell_ob, int dir) 1161cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{ 1162{
1433 int i; 1163 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1164 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1435 1165
1436 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1166 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1437 if (dir != 0) 1167 if (dir != 0)
1438 { 1168 {
1439 tmp = find_target_for_friendly_spell (op, dir); 1169 tmp = find_target_for_friendly_spell (op, dir);
1170
1171 if (!tmp)
1172 return 0;
1440 } 1173 }
1441 else 1174 else
1442 {
1443 tmp = op; 1175 tmp = op;
1444 }
1445 1176
1446 /* If we've already got a force of this type, don't add a new one. */ 1177 /* If we've already got a force of this type, don't add a new one. */
1447 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1178 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1448 { 1179 {
1449 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1180 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1450 { 1181 {
1451 if (tmp2->name == spell_ob->name) 1182 if (tmp2->name == spell_ob->name)
1452 { 1183 {
1458 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1189 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1459 return 0; 1190 return 0;
1460 } 1191 }
1461 } 1192 }
1462 } 1193 }
1194
1463 if (force == NULL) 1195 if (force == NULL)
1464 { 1196 {
1465 force = get_archetype (FORCE_NAME); 1197 force = get_archetype (FORCE_NAME);
1466 force->subtype = FORCE_CHANGE_ABILITY; 1198 force->subtype = FORCE_CHANGE_ABILITY;
1467 if (spell_ob->race) 1199 if (spell_ob->race)
1488 return 0; 1220 return 0;
1489 } 1221 }
1490 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1491 force->speed = 1.0; 1223 force->speed = 1.0;
1492 force->speed_left = -1.0; 1224 force->speed_left = -1.0;
1493 SET_FLAG (force, FLAG_APPLIED); 1225 force->set_flag (FLAG_APPLIED);
1494 1226
1495 if (!god) 1227 if (!god)
1496 { 1228 {
1497 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1229 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1498 } 1230 }
1499 else 1231 else
1500 { 1232 {
1501 /* Only give out good benefits, and put a max on it */ 1233 /* Only give out good benefits, and put a max on it */
1502 for (i = 0; i < NROFATTACKS; i++) 1234 for (i = 0; i < NROFATTACKS; i++)
1503 {
1504 if (god->resist[i] > 0) 1235 if (god->resist[i] > 0)
1505 {
1506 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1236 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1507 } 1237
1508 }
1509 force->path_attuned |= god->path_attuned; 1238 force->path_attuned |= god->path_attuned;
1510 1239
1511 if (spell_ob->attacktype) 1240 if (spell_ob->attacktype)
1512 force->slaying = god->slaying; 1241 force->slaying = god->slaying;
1513 1242
1529 insert_ob_in_ob (force, tmp); 1258 insert_ob_in_ob (force, tmp);
1530 tmp->update_stats (); 1259 tmp->update_stats ();
1531 return 1; 1260 return 1;
1532} 1261}
1533 1262
1534
1535
1536/* Alchemy code by Mark Wedel 1263/* Alchemy code by Mark Wedel
1537 * 1264 *
1538 * This code adds a new spell, called alchemy. Alchemy will turn 1265 * This code adds a new spell, called alchemy. Alchemy will turn
1539 * objects to gold nuggets, the value of the gold nuggets being 1266 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1540 * about 90% of that of the item itself. It uses the value of the
1541 * object before charisma adjustments, because the nuggets themselves
1542 * will be will be adjusted by charisma when sold.
1543 * 1267 *
1544 * Large nuggets are worth 25 gp each (base). You will always get 1268 * The value of the gold nuggets being about 90% of that of the item
1545 * the maximum number of large nuggets you could get. 1269 * itself. It uses the value of the object before charisma adjustments,
1546 * Small nuggets are worth 1 gp each (base). You will get from 0 1270 * because the nuggets themselves will be will be adjusted by charisma
1547 * to the max amount of small nuggets as you could get. 1271 * when sold.
1548 *
1549 * For example, if an item is worth 110 gold, you will get
1550 * 4 large nuggets, and from 0-10 small nuggets.
1551 * 1272 *
1552 * There is also a chance (1:30) that you will get nothing at all 1273 * There is also a chance (1:30) that you will get nothing at all
1553 * for the object. There is also a maximum weight that will be 1274 * for the object. There is also a maximum weight that will be
1554 * alchemied. 1275 * alchemised.
1555 */ 1276 */
1556
1557/* I didn't feel like passing these as arguements to the
1558 * two functions that need them. Real values are put in them
1559 * when the spell is cast, and these are freed when the spell
1560 * is finished.
1561 */
1562static object *small, *large;
1563
1564static void 1277static void
1565alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1278alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1566{ 1279{
1567 uint64 value = query_cost (obj, NULL, F_TRUE); 1280 uint64 value = query_cost (obj, NULL, F_TRUE);
1568 1281
1569 /* Give third price when we alchemy money (This should hopefully 1282 /* Give third price when we alchemy money (this should hopefully
1570 * make it so that it isn't worth it to alchemy money, sell 1283 * make it so that it isn't worth it to alchemy money, sell
1571 * the nuggets, alchemy the gold from that, etc. 1284 * the nuggets, alchemy the gold from that, etc.
1572 * Otherwise, give 9 silver on the gold for other objects, 1285 * Otherwise, give 9 silver on the gold for other objects,
1573 * so that it would still be more affordable to haul 1286 * so that it would still be more affordable to haul
1574 * the stuff back to town. 1287 * the stuff back to town.
1575 */ 1288 */
1576 1289 if (obj->flag [FLAG_UNPAID])
1577 if (QUERY_FLAG (obj, FLAG_UNPAID))
1578 value = 0; 1290 value = 0;
1579 else if (obj->type == MONEY || obj->type == GEM) 1291 else if (obj->type == MONEY || obj->type == GEM)
1580 value /= 3; 1292 value /= 3;
1581 else 1293 else
1582 value = (value * 9) / 10; 1294 value = value * 9 / 10;
1583 1295
1584 value /= 4; // fix by GHJ, don't understand, pcg
1585
1586 if ((obj->value > 0) && rndm (0, 29)) 1296 if (obj->value > 0 && rndm (0, 29))
1587 { 1297 total_value += value;
1588 int count;
1589 1298
1590 count = value / large->value;
1591 *large_nuggets += count;
1592 value -= (uint64) count *(uint64) large->value;
1593
1594 count = value / small->value;
1595 *small_nuggets += count;
1596 }
1597
1598 /* Turn 25 small nuggets into 1 large nugget. If the value
1599 * of large nuggets is not evenly divisable by the small nugget
1600 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1601 */
1602 if (*small_nuggets * small->value >= large->value)
1603 {
1604 (*large_nuggets)++;
1605 *small_nuggets -= large->value / small->value;
1606 if (*small_nuggets && large->value % small->value)
1607 (*small_nuggets)--;
1608 }
1609 weight += obj->weight; 1299 total_weight += obj->total_weight ();
1300
1610 obj->destroy (); 1301 obj->destroy ();
1611} 1302}
1612 1303
1613static void
1614update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1615{
1616 object *tmp;
1617 int flag = 0;
1618
1619 /* Put any nuggets below the player, but we can only pass this
1620 * flag if we are on the same space as the player
1621 */
1622 if (x == op->x && y == op->y && op->map == m)
1623 flag = INS_BELOW_ORIGINATOR;
1624
1625 if (small_nuggets)
1626 {
1627 tmp = small->clone ();
1628 tmp->nrof = small_nuggets;
1629 m->insert (tmp, x, y, op, flag);
1630 }
1631
1632 if (large_nuggets)
1633 {
1634 tmp = large->clone ();
1635 tmp->nrof = large_nuggets;
1636 m->insert (tmp, x, y, op, flag);
1637 }
1638}
1639
1640int 1304int
1641alchemy (object *op, object *caster, object *spell_ob) 1305alchemy (object *op, object *caster, object *spell_ob)
1642{ 1306{
1643 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1644 sint16 nx, ny;
1645 object *next, *tmp;
1646 maptile *mp;
1647
1648 if (op->type != PLAYER) 1307 if (op->type != PLAYER)
1649 return 0; 1308 return 0;
1650 1309
1310 archetype *nugget[3];
1311
1312 nugget[0] = archetype::find (shstr_pyrite3);
1313 nugget[1] = archetype::find (shstr_pyrite2);
1314 nugget[2] = archetype::find (shstr_pyrite);
1315
1651 /* Put a maximum weight of items that can be alchemied. Limits the power 1316 /* Put a maximum weight of items that can be alchemised. Limits the power
1652 * some, and also prevents people from alcheming every table/chair/clock 1317 * some, and also prevents people from alchemising every table/chair/clock
1653 * in sight 1318 * in sight
1654 */ 1319 */
1655 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1320 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1656 weight_max *= 1000; 1321 int weight_max = duration * 1000;
1657 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1322 uint64 value_max = duration * 1000;
1658 1323
1324 int weight = 0;
1325
1659 for (y = op->y - 1; y <= op->y + 1; y++) 1326 for (int y = op->y - 1; y <= op->y + 1; y++)
1660 { 1327 {
1661 for (x = op->x - 1; x <= op->x + 1; x++) 1328 for (int x = op->x - 1; x <= op->x + 1; x++)
1662 { 1329 {
1330 uint64 value = 0;
1331
1663 nx = x; 1332 sint16 nx = x;
1664 ny = y; 1333 sint16 ny = y;
1665 1334
1666 mp = op->map; 1335 maptile *mp = op->map;
1667 1336
1668 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1337 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1669 1338
1670 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1339 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1671 continue; 1340 continue;
1672 1341
1673 /* Treat alchemy a little differently - most spell effects 1342 /* Treat alchemy a little differently - most spell effects
1675 * ground level effect. 1344 * ground level effect.
1676 */ 1345 */
1677 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1346 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1678 continue; 1347 continue;
1679 1348
1680 small_nuggets = 0; 1349 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1681 large_nuggets = 0;
1682
1683 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1684 { 1350 {
1685 next = tmp->above; 1351 next = tmp->above;
1352
1686 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1353 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1687 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1354 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1688 { 1355 {
1689
1690 if (tmp->inv) 1356 if (tmp->inv)
1691 { 1357 {
1692 object *next1, *tmp1; 1358 object *next1, *tmp1;
1693 1359
1694 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1360 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1695 { 1361 {
1696 next1 = tmp1->below; 1362 next1 = tmp1->below;
1697 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1363 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1698 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1364 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1699 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1365 alchemy_object (tmp1, value, weight);
1700 } 1366 }
1701 } 1367 }
1368
1702 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1369 alchemy_object (tmp, value, weight);
1703 1370
1704 if (weight > weight_max) 1371 if (weight > weight_max)
1705 { 1372 break;
1706 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1707 large->destroy ();
1708 small->destroy ();
1709 return 1;
1710 } 1373 }
1711 } /* is alchemable object */
1712 } /* process all objects on this space */
1713
1714 /* Insert all the nuggets at one time. This probably saves time, but
1715 * it also prevents us from alcheming nuggets that were just created
1716 * with this spell.
1717 */ 1374 }
1718 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1375
1376 value -= rndm (value >> 4);
1377 value = min (value, value_max);
1378
1379 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1380 if (int nrof = value / nugget [i]->value)
1381 {
1382 value -= nrof * nugget[i]->value;
1383
1384 object *tmp = nugget[i]->instance ();
1385 tmp->nrof = nrof;
1386 tmp->flag [FLAG_IDENTIFIED] = true;
1387 op->map->insert (tmp, x, y, op, 0);
1719 } 1388 }
1720 }
1721 1389
1722 large->destroy (); 1390 if (weight > weight_max)
1723 small->destroy (); 1391 goto bailout;
1724 /* reset this so that if player standing on a big pile of stuff, 1392 }
1725 * it is redrawn properly. 1393 }
1726 */ 1394
1727 op->contr->ns->look_position = 0; 1395bailout:
1728 return 1; 1396 return 1;
1729} 1397}
1730
1731 1398
1732/* This function removes the cursed/damned status on equipped 1399/* This function removes the cursed/damned status on equipped
1733 * items. 1400 * items.
1734 */ 1401 */
1735int 1402int
1736remove_curse (object *op, object *caster, object *spell) 1403remove_curse (object *op, object *caster, object *spell)
1737{ 1404{
1738 object *tmp;
1739 int success = 0, was_one = 0; 1405 int success = 0, was_one = 0;
1740 1406
1741 for (tmp = op->inv; tmp; tmp = tmp->below) 1407 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1742 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1408 if (tmp->flag [FLAG_APPLIED] &&
1743 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1744 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1745 { 1411 {
1746 was_one++; 1412 was_one++;
1413
1747 if (tmp->level <= caster_level (caster, spell)) 1414 if (tmp->level <= casting_level (caster, spell))
1748 { 1415 {
1749 success++; 1416 success++;
1750 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1417 if (spell->flag [FLAG_DAMNED])
1751 CLEAR_FLAG (tmp, FLAG_DAMNED); 1418 tmp->clr_flag (FLAG_DAMNED);
1752 1419
1753 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (FLAG_CURSED);
1754 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_KNOWN_CURSED);
1755 tmp->value = 0; /* Still can't sell it */ 1422 tmp->value = 0; /* Still can't sell it */
1756 if (op->type == PLAYER) 1423
1424 if (object *pl = tmp->visible_to ())
1757 esrv_send_item (op, tmp); 1425 esrv_update_item (UPD_FLAGS, pl, tmp);
1758 } 1426 }
1759 } 1427 }
1760 1428
1761 if (op->type == PLAYER) 1429 if (op->type == PLAYER)
1762 { 1430 {
1763 if (success) 1431 if (success)
1764 {
1765 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1432 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1766 }
1767 else 1433 else
1768 { 1434 {
1769 if (was_one) 1435 if (was_one)
1770 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1771 else 1437 else
1775 1441
1776 return success; 1442 return success;
1777} 1443}
1778 1444
1779/* Identifies objects in the players inventory/on the ground */ 1445/* Identifies objects in the players inventory/on the ground */
1780
1781int 1446int
1782cast_identify (object *op, object *caster, object *spell) 1447cast_identify (object *op, object *caster, object *spell)
1783{ 1448{
1784 object *tmp; 1449 object *tmp;
1785 int success = 0, num_ident; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1786 1451
1787 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1788
1789 if (num_ident < 1)
1790 num_ident = 1;
1791 1453
1792 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (tmp = op->inv; tmp; tmp = tmp->below)
1793 { 1455 {
1794 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1795 { 1457 {
1796 identify (tmp); 1458 identify (tmp);
1797 1459
1798 if (op->type == PLAYER) 1460 if (op->type == PLAYER)
1799 { 1461 {
1800 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1462 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1801 1463
1802 if (tmp->msg) 1464 if (tmp->msg)
1803 { 1465 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1804 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1805 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1806 }
1807 } 1466 }
1808 1467
1809 num_ident--;
1810 success = 1;
1811 if (!num_ident) 1468 if (!--num_ident)
1812 break; 1469 break;
1813 } 1470 }
1814 } 1471 }
1815 1472
1816 /* If all the power of the spell has been used up, don't go and identify 1473 /* If all the power of the spell has been used up, don't go and identify
1817 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1818 * was not fully used. 1475 * was not fully used.
1819 */ 1476 */
1820 if (num_ident) 1477 if (num_ident)
1821 { 1478 {
1822 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1479 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1823 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1824 { 1481 {
1825 identify (tmp); 1482 identify (tmp);
1826 1483
1827 if (op->type == PLAYER) 1484 if (object *pl = tmp->visible_to ())
1828 { 1485 {
1829 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1486 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1830 1487
1831 if (tmp->msg) 1488 if (tmp->msg)
1832 { 1489 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1833 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1834 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1835 }
1836
1837 esrv_send_item (op, tmp);
1838 } 1490 }
1839 1491
1840 num_ident--;
1841 success = 1;
1842 if (!num_ident) 1492 if (!--num_ident)
1843 break; 1493 break;
1844 } 1494 }
1845 } 1495 }
1846 1496
1847 if (!success) 1497 if (buf.empty ())
1848 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1498 {
1499 op->failmsg ("You can't reach anything unidentified.");
1500 return 0;
1501 }
1849 else 1502 else
1503 {
1504 if (op->contr)
1505 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1506
1850 spell_effect (spell, op->x, op->y, op->map, op); 1507 spell_effect (spell, op->x, op->y, op->map, op);
1851 1508 return 1;
1852 return success; 1509 }
1853} 1510}
1854 1511
1855int 1512int
1856cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1857{ 1514{
1862 1519
1863 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1864 * doing it over and over again. 1521 * doing it over and over again.
1865 */ 1522 */
1866 god = find_god (determine_god (op)); 1523 god = find_god (determine_god (op));
1867 level = caster_level (caster, spell); 1524 level = casting_level (caster, spell);
1868 range = spell->range + SP_level_range_adjust (caster, spell); 1525 range = spell->range + SP_level_range_adjust (caster, spell);
1869 1526
1870 if (!skill) 1527 if (!skill)
1871 skill = caster; 1528 skill = caster;
1872 1529
1873 for (x = op->x - range; x <= op->x + range; x++) 1530 dynbuf buf;
1874 for (y = op->y - range; y <= op->y + range; y++) 1531 unordered_mapwalk (buf, op, -range, -range, range, range)
1875 { 1532 {
1876 m = op->map;
1877 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1878 if (mflags & P_OUT_OF_MAP)
1879 continue;
1880
1881 /* For most of the detections, we only detect objects above the 1533 /* For most of the detections, we only detect objects above the
1882 * floor. But this is not true for show invisible. 1534 * floor. But this is not true for show invisible.
1883 * Basically, we just go and find the top object and work 1535 * Basically, we just go and find the top object and work
1884 * down - that is easier than working up. 1536 * down - that is easier than working up.
1885 */ 1537 */
1886 1538
1887 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1539 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1888 last = tmp; 1540 last = tmp;
1889 1541
1890 /* Shouldn't happen, but if there are no objects on a space, this 1542 /* Shouldn't happen, but if there are no objects on a space, this
1891 * would happen. 1543 * would happen.
1892 */ 1544 */
1893 if (!last) 1545 if (!last)
1894 continue; 1546 continue;
1895 1547
1896 done_one = 0; 1548 done_one = 0;
1897 floor = 0; 1549 floor = 0;
1898 detect = NULL; 1550 detect = 0;
1899 for (tmp = last; tmp; tmp = tmp->below) 1551 for (tmp = last; tmp; tmp = tmp->below)
1900 { 1552 {
1901 /* show invisible */ 1553 /* show invisible */
1902 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1554 if (spell->flag [FLAG_MAKE_INVIS]
1903 /* Might there be other objects that we can make visible? */ 1555 /* Might there be other objects that we can make visible? */
1904 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1556 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1905 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1557 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1906 tmp->type == CF_HANDLE || 1558 || tmp->type == T_HANDLE
1907 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1559 || tmp->type == TRAPDOOR
1560 || tmp->type == EXIT
1561 || tmp->type == HOLE
1562 || tmp->type == BUTTON
1908 tmp->type == BUTTON || tmp->type == TELEPORTER || 1563 || tmp->type == TELEPORTER
1564 || tmp->type == GATE
1909 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1565 || tmp->type == LOCKED_DOOR
1910 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1566 || tmp->type == WEAPON
1567 || tmp->type == ALTAR
1568 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1911 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1569 || tmp->type == TRIGGER_PEDESTAL
1912 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1570 || tmp->type == SPECIAL_KEY
1571 || tmp->type == TREASURE
1572 || tmp->type == BOOK
1573 || tmp->type == HOLY_ALTAR
1574 || tmp->type == CONTAINER)))
1913 { 1575 {
1576 printf ("show inv %s\n", tmp->debug_desc());//D
1914 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1577 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1915 { 1578 {
1916 tmp->invisible = 0; 1579 tmp->invisible = 0;
1580 done_one = 1;
1581 }
1582 }
1583
1584 if (tmp->flag [FLAG_IS_FLOOR])
1585 floor = 1;
1586
1587 /* All detections below this point don't descend beneath the floor,
1588 * so just continue on. We could be clever and look at the type of
1589 * detection to completely break out if we don't care about objects beneath
1590 * the floor, but once we get to the floor, not likely a very big issue anyways.
1591 */
1592 if (floor)
1593 continue;
1594
1595 /* I had thought about making detect magic and detect curse
1596 * show the flash the magic item like it does for detect monster.
1597 * however, if the object is within sight, this would then make it
1598 * difficult to see what object is magical/cursed, so the
1599 * effect wouldn't be as apparent.
1600 */
1601
1602 /* detect magic */
1603 if (spell->flag [FLAG_KNOWN_MAGICAL]
1604 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1605 && !tmp->flag [FLAG_IDENTIFIED]
1606 && tmp->need_identify ()
1607 && is_magical (tmp))
1608 {
1609 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1610 /* make runes more visible */
1611 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1612 tmp->stats.Cha /= 4;
1613
1614 done_one = 1;
1615 }
1616
1617 /* detect monster */
1618 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1619 {
1620 done_one = 2;
1621
1622 if (!detect)
1623 detect = tmp;
1624 }
1625
1626 /* Basically, if race is set in the spell, then the creatures race must
1627 * match that. if the spell race is set to GOD, then the gods opposing
1628 * race must match.
1629 */
1630 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1631 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1632 spell->race.contains (tmp->race)))
1633 {
1634 done_one = 2;
1635
1636 if (!detect)
1637 detect = tmp;
1638 }
1639
1640 if (spell->flag [FLAG_KNOWN_CURSED]
1641 && !tmp->flag [FLAG_KNOWN_CURSED]
1642 && tmp->need_identify ()
1643 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1644 {
1645 tmp->set_flag (FLAG_KNOWN_CURSED);
1646 done_one = 1;
1647 }
1648
1649 // Do mining detection spell:
1650 if (spell->last_sp == 1) // 1 - detect any vein
1651 {
1652 if (tmp->type == VEIN)
1653 {
1654 if (tmp->other_arch)
1655 {
1656 if (!detect)
1657 detect = tmp->other_arch;
1658 done_one = 2;
1659 }
1660 else
1917 done_one = 1; 1661 done_one = 1;
1918 } 1662 }
1919 } 1663 }
1920
1921 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1922 floor = 1;
1923
1924 /* All detections below this point don't descend beneath the floor,
1925 * so just continue on. We could be clever and look at the type of
1926 * detection to completely break out if we don't care about objects beneath
1927 * the floor, but once we get to the floor, not likely a very big issue anyways.
1928 */
1929 if (floor)
1930 continue;
1931
1932 /* I had thought about making detect magic and detect curse
1933 * show the flash the magic item like it does for detect monster.
1934 * however, if the object is within sight, this would then make it
1935 * difficult to see what object is magical/cursed, so the
1936 * effect wouldn't be as apparant.
1937 */
1938
1939 /* detect magic */
1940 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1941 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1942 {
1943 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1944 /* make runes more visibile */
1945 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1946 tmp->stats.Cha /= 4;
1947 done_one = 1;
1948 }
1949 /* detect monster */
1950 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1951 {
1952 done_one = 2;
1953 if (!detect)
1954 detect = tmp;
1955 }
1956 /* Basically, if race is set in the spell, then the creatures race must
1957 * match that. if the spell race is set to GOD, then the gods opposing
1958 * race must match.
1959 */
1960 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1961 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1962 (strstr (spell->race, tmp->race))))
1963 {
1964 done_one = 2;
1965 if (!detect)
1966 detect = tmp;
1967 }
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1969 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1970 {
1971 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1972 done_one = 1;
1973 }
1974 } /* for stack of objects on this space */ 1664 } /* for stack of objects on this space */
1975 1665
1976 /* Code here puts an effect of the spell on the space, so you can see 1666 /* Code here puts an effect of the spell on the space, so you can see
1977 * where the magic is. 1667 * where the magic is.
1978 */ 1668 */
1979 if (done_one) 1669 if (done_one)
1980 { 1670 {
1981 object *detect_ob = arch_to_object (spell->other_arch); 1671 object *detect_ob = spell->other_arch->instance ();
1982 1672
1983 /* if this is set, we want to copy the face */ 1673 /* if this is set, we want to copy the face */
1984 if (done_one == 2 && detect) 1674 if (done_one == 2 && detect)
1985 { 1675 {
1986 detect_ob->face = detect->face; 1676 detect_ob->face = detect->face;
1987 detect_ob->animation_id = detect->animation_id; 1677 detect_ob->animation_id = detect->animation_id;
1988 detect_ob->anim_speed = detect->anim_speed; 1678 detect_ob->anim_speed = detect->anim_speed;
1989 detect_ob->last_anim = 0; 1679 detect_ob->last_anim = 0;
1990 /* by default, the detect_ob is already animated */ 1680 /* by default, the detect_ob is already animated */
1991 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1681 if (!detect->flag [FLAG_ANIMATE])
1992 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1682 detect_ob->clr_flag (FLAG_ANIMATE);
1993 } 1683 }
1994 1684
1995 m->insert (detect_ob, nx, ny, op); 1685 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1996 } 1686 }
1997 } /* for processing the surrounding spaces */ 1687 } /* for processing the surrounding spaces */
1998 1688
1999 1689
2000 /* Now process objects in the players inventory if detect curse or magic */ 1690 /* Now process objects in the players inventory if detect curse or magic */
2001 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1691 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
2002 { 1692 {
2003 done_one = 0; 1693 done_one = 0;
1694
2004 for (tmp = op->inv; tmp; tmp = tmp->below) 1695 for (tmp = op->inv; tmp; tmp = tmp->below)
2005 { 1696 {
2006 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1697 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2007 { 1698 {
2008 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1699 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2009 { 1700 {
2010 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1701 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2011 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2012 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2013 } 1705 }
2014 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1706
2015 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1707 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1708 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2016 { 1709 {
2017 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1710 tmp->set_flag (FLAG_KNOWN_CURSED);
2018 if (op->type == PLAYER) 1711
1712 if (object *pl = tmp->visible_to ())
2019 esrv_send_item (op, tmp); 1713 esrv_update_item (UPD_FLAGS, pl, tmp);
2020 } 1714 }
2021 } /* if item is not identified */ 1715 } /* if item is not identified */
2022 } /* for the players inventory */ 1716 } /* for the players inventory */
2023 } /* if detect magic/curse and object is a player */ 1717 } /* if detect magic/curse and object is a player */
1718
2024 return 1; 1719 return 1;
2025} 1720}
2026 1721
2027 1722
2028/** 1723/**
2041 1736
2042 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1737 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2043 1738
2044 if (victim->stats.sp >= victim->stats.maxsp * 2) 1739 if (victim->stats.sp >= victim->stats.maxsp * 2)
2045 { 1740 {
2046 object *tmp;
2047
2048 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1741 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2049
2050 /* Explodes a fireball centered at player */
2051 tmp = get_archetype (EXPLODING_FIREBALL);
2052 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2053 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2054
2055 tmp->insert_at (victim);
2056 victim->stats.sp = 2 * victim->stats.maxsp; 1742 victim->stats.sp = 2 * victim->stats.maxsp;
1743 create_exploding_ball_at (victim, caster_level);
2057 } 1744 }
2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2059 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1746 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2060 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2061 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1748 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2062 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2063 { 1750 {
2064 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 mflags = get_map_flags (m, &m, x, y, &x, &y); 1775 mflags = get_map_flags (m, &m, x, y, &x, &y);
2089 1776
2090 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2091 { 1778 {
2092 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1779 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2093 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1780 if (plyr != op && plyr->flag [FLAG_ALIVE])
2094 break; 1781 break;
2095 } 1782 }
2096 1783
2097 1784
2098 /* If we did not find a player in the specified direction, transfer 1785 /* If we did not find a player in the specified direction, transfer
2099 * to anyone on top of us. This is used for the rune of transference mostly. 1786 * to anyone on top of us. This is used for the rune of transference mostly.
2100 */ 1787 */
2101 if (plyr == NULL) 1788 if (plyr == NULL)
2102 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1789 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2103 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1790 if (plyr != op && plyr->flag [FLAG_ALIVE])
2104 break; 1791 break;
2105 1792
2106 if (!plyr) 1793 if (!plyr)
2107 { 1794 {
2108 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1795 op->failmsg ("There is no one there.");
2109 return 0; 1796 return 0;
2110 } 1797 }
2111 /* give sp */ 1798 /* give sp */
2112 if (spell->stats.dam > 0) 1799 if (spell->stats.dam > 0)
2113 { 1800 {
2114 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1801 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2115 charge_mana_effect (plyr, caster_level (caster, spell)); 1802 charge_mana_effect (plyr, casting_level (caster, spell));
2116 return 1; 1803 return 1;
2117 } 1804 }
2118 /* suck sp away. Can't suck sp from yourself */ 1805 /* suck sp away. Can't suck sp from yourself */
2119 else if (op != plyr) 1806 else if (op != plyr)
2120 { 1807 {
2125 if (rate > 95) 1812 if (rate > 95)
2126 rate = 95; 1813 rate = 95;
2127 1814
2128 sucked = (plyr->stats.sp * rate) / 100; 1815 sucked = (plyr->stats.sp * rate) / 100;
2129 plyr->stats.sp -= sucked; 1816 plyr->stats.sp -= sucked;
2130 if (QUERY_FLAG (op, FLAG_ALIVE)) 1817 if (op->flag [FLAG_ALIVE])
2131 { 1818 {
2132 /* Player doesn't get full credit */ 1819 /* Player doesn't get full credit */
2133 sucked = (sucked * rate) / 100; 1820 sucked = (sucked * rate) / 100;
2134 op->stats.sp += sucked; 1821 op->stats.sp += sucked;
2135 if (sucked > 0) 1822 if (sucked > 0)
2136 { 1823 {
2137 charge_mana_effect (op, caster_level (caster, spell)); 1824 charge_mana_effect (op, casting_level (caster, spell));
2138 } 1825 }
2139 } 1826 }
2140 return 1; 1827 return 1;
2141 } 1828 }
2142 return 0; 1829 return 0;
2184 /* Basically, if the object is magical and not counterspell, 1871 /* Basically, if the object is magical and not counterspell,
2185 * we will more or less remove the object. Don't counterspell 1872 * we will more or less remove the object. Don't counterspell
2186 * monsters either. 1873 * monsters either.
2187 */ 1874 */
2188 1875
2189 if (head->attacktype & AT_MAGIC && 1876 if (head->attacktype & AT_MAGIC
2190 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1877 && !(head->attacktype & AT_COUNTERSPELL)
1878 && !head->flag [FLAG_MONSTER]
1879 && (op->level > head->level))
2191 head->destroy (); 1880 head->destroy ();
2192 else 1881 else
2193 switch (head->type) 1882 switch (head->type)
2194 { 1883 {
2195 case SPELL_EFFECT: 1884 case SPELL_EFFECT:
1885 // XXX: Don't affect floor spelleffects. See also XXX comment
1886 // about sanctuary in spell_util.C
1887 if (tmp->flag [FLAG_IS_FLOOR])
1888 continue;
1889
2196 if (op->level > head->level) 1890 if (op->level > head->level)
2197 head->destroy (); 1891 head->destroy ();
2198 1892
2199 break; 1893 break;
2200 1894
2211 break; 1905 break;
2212 } 1906 }
2213 } 1907 }
2214} 1908}
2215 1909
2216
2217
2218/* cast_consecrate() - a spell to make an altar your god's */ 1910/* cast_consecrate() - a spell to make an altar your god's */
2219int 1911int
2220cast_consecrate (object *op, object *caster, object *spell) 1912cast_consecrate (object *op, object *caster, object *spell)
2221{ 1913{
2222 char buf[MAX_BUF]; 1914 char buf[MAX_BUF];
2223 1915
2224 object *tmp, *god = find_god (determine_god (op)); 1916 object *tmp, *god = find_god (determine_god (op));
2225 1917
2226 if (!god) 1918 if (!god)
2227 { 1919 {
2228 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1920 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2229 return 0; 1921 return 0;
2230 } 1922 }
2231 1923
2232 for (tmp = op->below; tmp; tmp = tmp->below) 1924 for (tmp = op->below; tmp; tmp = tmp->below)
2233 { 1925 {
2234 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1926 if (tmp->flag [FLAG_IS_FLOOR])
2235 break; 1927 break;
2236 if (tmp->type == HOLY_ALTAR) 1928 if (tmp->type == HOLY_ALTAR)
2237 { 1929 {
2238 1930
2239 if (tmp->level > caster_level (caster, spell)) 1931 if (tmp->level > casting_level (caster, spell))
2240 { 1932 {
2241 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1933 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2242 return 0; 1934 return 0;
2243 } 1935 }
2244 else 1936 else
2245 { 1937 {
2246 /* If we got here, we are consecrating an altar */ 1938 /* If we got here, we are consecrating an altar */
2247 sprintf (buf, "Altar of %s", &god->name); 1939 sprintf (buf, "Altar of %s", &god->name);
2248 tmp->name = buf; 1940 tmp->name = buf;
2249 tmp->level = caster_level (caster, spell); 1941 tmp->level = casting_level (caster, spell);
2250 tmp->other_arch = god->arch; 1942 tmp->other_arch = god->arch;
1943
2251 if (op->type == PLAYER) 1944 if (op->type == PLAYER)
2252 esrv_update_item (UPD_NAME, op, tmp); 1945 esrv_update_item (UPD_NAME, op, tmp);
1946
2253 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1947 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2254 return 1; 1948 return 1;
2255 } 1949 }
2256 } 1950 }
2257 } 1951 }
2258 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1952
1953 op->failmsg ("You are not standing over an altar!");
2259 return 0; 1954 return 0;
2260} 1955}
2261 1956
2262/* animate_weapon - 1957/* animate_weapon -
2263 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2267 * This code was very odd - code early on would only let players use the spell, 1962 * This code was very odd - code early on would only let players use the spell,
2268 * yet the code wass full of player checks. I've presumed that the code 1963 * yet the code wass full of player checks. I've presumed that the code
2269 * that only let players use it was correct, and removed all the other 1964 * that only let players use it was correct, and removed all the other
2270 * player checks. MSW 2003-01-06 1965 * player checks. MSW 2003-01-06
2271 */ 1966 */
2272
2273int 1967int
2274animate_weapon (object *op, object *caster, object *spell, int dir) 1968animate_weapon (object *op, object *caster, object *spell, int dir)
2275{ 1969{
2276 object *weapon, *tmp;
2277 char buf[MAX_BUF]; 1970 char buf[MAX_BUF];
2278 int a, i; 1971 int a, i;
2279 sint16 x, y; 1972 sint16 x, y;
2280 maptile *m; 1973 maptile *m;
2281 materialtype_t *mt;
2282 1974
2283 if (!spell->other_arch) 1975 if (!spell->other_arch)
2284 { 1976 {
2285 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1977 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2286 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1978 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2289 /* exit if it's not a player using this spell. */ 1981 /* exit if it's not a player using this spell. */
2290 if (op->type != PLAYER) 1982 if (op->type != PLAYER)
2291 return 0; 1983 return 0;
2292 1984
2293 /* if player already has a golem, abort */ 1985 /* if player already has a golem, abort */
2294 if (op->contr->ranges[range_golem]) 1986 if (object *golem = op->contr->golem)
2295 { 1987 {
2296 control_golem (op->contr->ranges[range_golem], dir); 1988 control_golem (golem, dir);
2297 return 0; 1989 return 0;
2298 } 1990 }
2299 1991
2300 /* if no direction specified, pick one */ 1992 /* if no direction specified, pick one */
2301 if (!dir) 1993 if (!dir)
2302 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2303 1995
2304 m = op->map; 1996 m = op->map;
2305 x = op->x + freearr_x[dir]; 1997 x = op->x + freearr_x[dir];
2306 y = op->y + freearr_y[dir]; 1998 y = op->y + freearr_y[dir];
2307 1999
2308 /* if there's no place to put the golem, abort */ 2000 /* if there's no place to put the golem, abort */
2309 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2310 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2311 { 2003 {
2312 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2004 op->failmsg ("There is something in the way.");
2313 return 0; 2005 return 0;
2314 } 2006 }
2315 2007
2316 /* Use the weapon marked by the player. */ 2008 /* Use the weapon marked by the player. */
2317 weapon = find_marked_object (op); 2009 object *weapon = op->mark ();
2318 2010
2319 if (!weapon) 2011 if (!weapon)
2320 { 2012 {
2321 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2013 op->failmsg ("You must mark a weapon to use with this spell!");
2322 return 0; 2014 return 0;
2323 } 2015 }
2016
2324 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2017 if (spell->race && weapon->arch->archname != spell->race)
2325 { 2018 {
2326 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2019 op->failmsg ("The spell fails to transform your weapon.");
2327 return 0; 2020 return 0;
2328 } 2021 }
2022
2329 if (weapon->type != WEAPON) 2023 if (weapon->type != WEAPON)
2330 { 2024 {
2331 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2025 op->failmsg ("You need to wield a weapon to animate it.");
2332 return 0; 2026 return 0;
2333 } 2027 }
2334 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2028
2029 if (weapon->flag [FLAG_APPLIED])
2335 { 2030 {
2336 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2031 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2337 return 0; 2032 return 0;
2338 } 2033 }
2339 2034
2340 if (weapon->nrof > 1) 2035 weapon = weapon->split ();
2341 {
2342 tmp = get_split_ob (weapon, 1);
2343 esrv_send_item (op, weapon);
2344 weapon = tmp;
2345 }
2346 2036
2347 /* create the golem object */ 2037 /* create the golem object */
2348 tmp = arch_to_object (spell->other_arch); 2038 object *tmp = spell->other_arch->instance ();
2349 2039
2350 /* if animated by a player, give the player control of the golem */ 2040 /* if animated by a player, give the player control of the golem */
2351 CLEAR_FLAG (tmp, FLAG_MONSTER); 2041 tmp->clr_flag (FLAG_MONSTER);
2352 tmp->stats.exp = 0; 2042 tmp->stats.exp = 0;
2353 add_friendly_object (tmp); 2043 add_friendly_object (tmp);
2354 tmp->type = GOLEM; 2044 tmp->type = GOLEM;
2355 tmp->set_owner (op); 2045 tmp->set_owner (op);
2046 op->contr->golem = tmp;
2356 set_spell_skill (op, caster, spell, tmp); 2047 set_spell_skill (op, caster, spell, tmp);
2357 op->contr->ranges[range_golem] = tmp;
2358 op->contr->shoottype = range_golem;
2359 2048
2360 /* Give the weapon to the golem now. A bit of a hack to check the 2049 /* Give the weapon to the golem now. A bit of a hack to check the
2361 * removed flag - it should only be set if get_split_object was 2050 * removed flag - it should only be set if weapon->split was
2362 * used above. 2051 * used above.
2363 */ 2052 */
2364 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2053 if (!weapon->flag [FLAG_REMOVED])
2365 weapon->remove (); 2054 weapon->remove ();
2366 insert_ob_in_ob (weapon, tmp); 2055
2367 esrv_send_item (op, weapon); 2056 tmp->insert (weapon);
2057
2368 /* To do everything necessary to let a golem use the weapon is a pain, 2058 /* To do everything necessary to let a golem use the weapon is a pain,
2369 * so instead, just set it as equipped (otherwise, we need to update 2059 * so instead, just set it as equipped (otherwise, we need to update
2370 * body_info, skills, etc) 2060 * body_info, skills, etc)
2371 */ 2061 */
2372 SET_FLAG (tmp, FLAG_USE_WEAPON); 2062 tmp->set_flag (FLAG_USE_WEAPON);
2373 SET_FLAG (weapon, FLAG_APPLIED); 2063 weapon->set_flag (FLAG_APPLIED);
2374 tmp->update_stats (); 2064 tmp->update_stats ();
2375 2065
2376 /* There used to be 'odd' code that basically seemed to take the absolute 2066 /* There used to be 'odd' code that basically seemed to take the absolute
2377 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2067 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2378 * if you're using a crappy weapon, it shouldn't be as good. 2068 * if you're using a crappy weapon, it shouldn't be as good.
2398 2088
2399 /* attacktype */ 2089 /* attacktype */
2400 if (!tmp->attacktype) 2090 if (!tmp->attacktype)
2401 tmp->attacktype = AT_PHYSICAL; 2091 tmp->attacktype = AT_PHYSICAL;
2402 2092
2403 mt = NULL;
2404 if (op->materialname != NULL)
2405 mt = name_to_material (op->materialname);
2406 if (mt != NULL)
2407 {
2408 for (i = 0; i < NROFATTACKS; i++) 2093 for (i = 0; i < NROFATTACKS; i++)
2409 tmp->resist[i] = 50 - (mt->save[i] * 5); 2094 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2410 a = mt->save[0]; 2095
2411 } 2096 a = op->material->save[0];
2412 else 2097
2413 {
2414 for (i = 0; i < NROFATTACKS; i++)
2415 tmp->resist[i] = 5;
2416 a = 10;
2417 }
2418 /* Set weapon's immunity */ 2098 /* Set weapon's immunity */
2419 tmp->resist[ATNR_CONFUSION] = 100; 2099 tmp->resist[ATNR_CONFUSION] = 100;
2420 tmp->resist[ATNR_POISON] = 100; 2100 tmp->resist[ATNR_POISON] = 100;
2421 tmp->resist[ATNR_SLOW] = 100; 2101 tmp->resist[ATNR_SLOW] = 100;
2422 tmp->resist[ATNR_PARALYZE] = 100; 2102 tmp->resist[ATNR_PARALYZE] = 100;
2428 2108
2429 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2430 2110
2431 if (a > 14) 2111 if (a > 14)
2432 a = 14; 2112 a = 14;
2113
2433 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2434 2115
2435 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2436 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2437 2118
2447 tmp->state = weapon->state; 2128 tmp->state = weapon->state;
2448 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2129 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2449 } 2130 }
2450 2131
2451 /* make experience increase in proportion to the strength of the summoned creature. */ 2132 /* make experience increase in proportion to the strength of the summoned creature. */
2452 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2133 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2453 2134
2454 tmp->speed_left = -1; 2135 tmp->speed_left = -1;
2455 tmp->direction = dir; 2136 tmp->direction = dir;
2456 2137
2457 m->insert (tmp, x, y, op); 2138 m->insert (tmp, x, y, op);
2461/* cast_daylight() - changes the map darkness level *lower* */ 2142/* cast_daylight() - changes the map darkness level *lower* */
2462 2143
2463/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2144/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2464 * This changes the light level for the entire map. 2145 * This changes the light level for the entire map.
2465 */ 2146 */
2466
2467int 2147int
2468cast_change_map_lightlevel (object *op, object *caster, object *spell) 2148cast_change_map_lightlevel (object *op, object *caster, object *spell)
2469{ 2149{
2470 int success; 2150 int success;
2471 2151
2475 success = op->map->change_map_light (spell->stats.dam); 2155 success = op->map->change_map_light (spell->stats.dam);
2476 2156
2477 if (!success) 2157 if (!success)
2478 { 2158 {
2479 if (spell->stats.dam < 0) 2159 if (spell->stats.dam < 0)
2480 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2160 op->failmsg ("It can be no brighter here.");
2481 else 2161 else
2482 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2162 op->failmsg ("It can be no darker here.");
2483 } 2163 }
2164
2484 return success; 2165 return success;
2485} 2166}
2486
2487
2488
2489
2490 2167
2491/* create an aura spell object and put it in the player's inventory. 2168/* create an aura spell object and put it in the player's inventory.
2492 * as usual, op is player, caster is the object casting the spell, 2169 * as usual, op is player, caster is the object casting the spell,
2493 * spell is the spell object itself. 2170 * spell is the spell object itself.
2494 */ 2171 */
2500 2177
2501 new_aura = present_arch_in_ob (spell->other_arch, op); 2178 new_aura = present_arch_in_ob (spell->other_arch, op);
2502 if (new_aura) 2179 if (new_aura)
2503 refresh = 1; 2180 refresh = 1;
2504 else 2181 else
2505 new_aura = arch_to_object (spell->other_arch); 2182 new_aura = spell->other_arch->instance ();
2506 2183
2507 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2184 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2508 2185
2509 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2186 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2510 2187
2511 new_aura->set_owner (op);
2512 set_spell_skill (op, caster, spell, new_aura); 2188 set_spell_skill (op, caster, spell, new_aura);
2513 new_aura->attacktype = spell->attacktype; 2189 new_aura->attacktype = spell->attacktype;
2514 2190
2515 new_aura->level = caster_level (caster, spell); 2191 new_aura->level = casting_level (caster, spell);
2192
2516 if (refresh) 2193 if (refresh)
2517 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2194 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2518 else 2195 else
2519 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2197
2520 insert_ob_in_ob (new_aura, op); 2198 insert_ob_in_ob (new_aura, op);
2199 new_aura->set_owner (op);
2200
2521 return 1; 2201 return 1;
2522} 2202}
2523
2524 2203
2525/* move aura function. An aura is a part of someone's inventory, 2204/* move aura function. An aura is a part of someone's inventory,
2526 * which he carries with him, but which acts on the map immediately 2205 * which he carries with him, but which acts on the map immediately
2527 * around him. 2206 * around him.
2528 * Aura parameters: 2207 * Aura parameters:
2529 * duration: duration counter. 2208 * duration: duration counter.
2530 * attacktype: aura's attacktype 2209 * attacktype: aura's attacktype
2531 * other_arch: archetype to drop where we attack 2210 * other_arch: archetype to drop where we attack
2532 */ 2211 */
2533
2534void 2212void
2535move_aura (object *aura) 2213move_aura (object *aura)
2536{ 2214{
2537 int i, mflags;
2538 object *env;
2539 maptile *m;
2540
2541 /* auras belong in inventories */ 2215 /* auras belong in inventories */
2542 env = aura->env; 2216 object *env = aura->env;
2217 object *owner = aura->owner;
2543 2218
2544 /* no matter what we've gotta remove the aura... 2219 /* no matter what we've gotta remove the aura...
2545 * we'll put it back if its time isn't up. 2220 * we'll put it back if its time isn't up.
2546 */ 2221 */
2547 aura->remove (); 2222 aura->remove ();
2552 aura->destroy (); 2227 aura->destroy ();
2553 return; 2228 return;
2554 } 2229 }
2555 2230
2556 /* auras only exist in inventories */ 2231 /* auras only exist in inventories */
2557 if (env == NULL || env->map == NULL) 2232 if (!env || !env->map)
2558 { 2233 {
2559 aura->destroy (); 2234 aura->destroy ();
2560 return; 2235 return;
2561 } 2236 }
2562 2237
2563 /* we need to jump out of the inventory for a bit 2238 /* we need to jump out of the inventory for a bit
2564 * in order to hit the map conveniently. 2239 * in order to hit the map conveniently.
2565 */ 2240 */
2566 aura->insert_at (env, aura); 2241 aura->insert_at (env, aura);
2567 2242
2568 for (i = 1; i < 9; i++) 2243 for (int i = 1; i < 9; i++)
2569 { 2244 {
2570 sint16 nx, ny; 2245 mapxy pos (env);
2246 pos.move (i);
2571 2247
2572 nx = aura->x + freearr_x[i];
2573 ny = aura->y + freearr_y[i];
2574 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2575
2576 /* Consider the movement tyep of the person with the aura as 2248 /* Consider the movement type of the person with the aura as
2577 * movement type of the aura. Eg, if the player is flying, the aura 2249 * movement type of the aura. Eg, if the player is flying, the aura
2578 * is flying also, if player is walking, it is on the ground, etc. 2250 * is flying also, if player is walking, it is on the ground, etc.
2579 */ 2251 */
2580 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2252 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2581 { 2253 {
2582 hit_map (aura, i, aura->attacktype, 0); 2254 hit_map (aura, i, aura->attacktype, 0);
2583 2255
2584 if (aura->other_arch) 2256 if (aura->other_arch)
2585 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2257 pos.insert (aura->other_arch->instance (), aura);
2586 } 2258 }
2587 } 2259 }
2588 2260
2589 /* put the aura back in the player's inventory */ 2261 /* put the aura back in the player's inventory */
2590 aura->remove (); 2262 env->insert (aura);
2591 insert_ob_in_ob (aura, env); 2263 aura->set_owner (owner);
2592} 2264}
2593 2265
2594/* moves the peacemaker spell. 2266/* moves the peacemaker spell.
2595 * op is the piece object. 2267 * op is the piece object.
2596 */ 2268 */
2597
2598void 2269void
2599move_peacemaker (object *op) 2270move_peacemaker (object *op)
2600{ 2271{
2601 object *tmp; 2272 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2602
2603 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2604 { 2273 {
2605 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2606 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2607 2276
2608 if (tmp->head) 2277 if (!victim->flag [FLAG_MONSTER])
2609 victim = tmp->head;
2610 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2611 continue; 2278 continue;
2612 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279
2280 if (victim->flag [FLAG_UNAGGRESSIVE])
2613 continue; 2281 continue;
2282
2614 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2615 continue; 2284 continue;
2616 2285
2617 def_lev = MAX (1, victim->level); 2286 def_lev = max (1, victim->level);
2618 atk_lev = MAX (1, op->level); 2287 atk_lev = max (1, op->level);
2619 2288
2620 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2621 { 2290 {
2622 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2623 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2624 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2625 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2626#if 0 2296#if 0
2627 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2628 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2631 victim->stats.sp = 0; 2301 victim->stats.sp = 0;
2632 victim->stats.grace = 0; 2302 victim->stats.grace = 0;
2633 victim->stats.Pow = 0; 2303 victim->stats.Pow = 0;
2634#endif 2304#endif
2635 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2636 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 victim->set_flag (FLAG_UNAGGRESSIVE);
2637 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 victim->set_flag (FLAG_RUN_AWAY);
2638 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 victim->set_flag (FLAG_RANDOM_MOVE);
2639 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 victim->clr_flag (FLAG_MONSTER);
2310
2640 if (victim->name) 2311 if (victim->name)
2641 {
2642 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2643 } 2313 }
2644 }
2645 } 2314 }
2646} 2315}
2647
2648 2316
2649/* This writes a rune that contains the appropriate message. 2317/* This writes a rune that contains the appropriate message.
2650 * There really isn't any adjustments we make. 2318 * There really isn't any adjustments we make.
2651 */ 2319 */
2652
2653int 2320int
2654write_mark (object *op, object *spell, const char *msg) 2321write_mark (object *op, object *spell, const char *msg)
2655{ 2322{
2656 char rune[HUGE_BUF];
2657 object *tmp;
2658
2659 if (!msg || msg[0] == 0) 2323 if (!msg || msg[0] == 0)
2660 { 2324 {
2661 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2325 op->failmsg ("Write what?");
2662 return 0; 2326 return 0;
2663 } 2327 }
2664 2328
2665 if (strcasestr_local (msg, "endmsg")) 2329 if (!msg_is_safe (msg))
2666 { 2330 {
2667 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2331 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2668 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2332 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2669 return 0; 2333 return 0;
2670 } 2334 }
2335
2671 if (!spell->other_arch) 2336 if (!spell->other_arch)
2672 return 0; 2337 return 0;
2673 tmp = arch_to_object (spell->other_arch);
2674 2338
2675 snprintf (rune, sizeof (rune), "%s\n", msg); 2339 object *tmp = spell->other_arch->instance ();
2676 2340
2677 tmp->race = op->name; /*Save the owner of the rune */ 2341 tmp->race = op->name; /*Save the owner of the rune */
2678 tmp->msg = rune; 2342 tmp->msg = msg;
2679 2343
2680 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2344 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2345
2681 return 1; 2346 return 1;
2682} 2347}
2348

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