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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.38 by root, Wed Feb 7 23:30:03 2007 UTC vs.
Revision 1.143 by root, Mon Nov 12 03:48:34 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
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 = archetype::get (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 cast_create_obj (op, caster, missile, dir);
202
203 if (!dir
204 && op->type == PLAYER
205 && !missile->destroyed ())
207 pick_up (op, missile); 206 pick_up (op, missile);
208 207
209 return 1; 208 return 1;
210} 209}
211 210
212
213/* allows the choice of what sort of food object to make. 211/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 212 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 213int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 214cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 215{
218 int food_value; 216 int food_value;
219 archetype *at = NULL; 217 archetype *at = NULL;
220 object *new_op; 218 object *new_op;
221 219
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 220 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 221
224 if (stringarg) 222 if (spellparam)
225 { 223 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 225 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 228 spellparam = NULL;
231 } 229 }
232 230
233 if (!stringarg) 231 if (!spellparam)
234 { 232 {
235 archetype *at_tmp; 233 archetype *at_tmp;
236 234
237 /* We try to find the archetype with the maximum food value. 235 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 236 * 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 238 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 239 * to be altered from the donor.
242 */ 240 */
243 241
244 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
246 { 244 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 246 {
249 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 249 * the item we have now, take it instead.
252 */ 250 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
254 at = at_tmp; 256 at = at_tmp;
255 } 257 }
256 } 258 }
257 } 259 }
260
258 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
259 * know 262 * know
260 */ 263 */
261 if (!at) 264 if (!at)
262 { 265 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0; 267 return 0;
265 } 268 }
266 269
267 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 271 new_op = at->instance ();
269 new_op->nrof = food_value; 272 new_op->nrof = food_value;
270 273
271 new_op->value = 0; 274 new_op->value = 0;
272 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
273 new_op->nrof = 1; 276 new_op->nrof = 1;
281{ 284{
282 int r, mflags, maxrange; 285 int r, mflags, maxrange;
283 object *tmp; 286 object *tmp;
284 maptile *m; 287 maptile *m;
285 288
286
287 if (!dir) 289 if (!dir)
288 { 290 {
289 examine_monster (op, op); 291 examine_monster (op, op);
290 return 1; 292 return 1;
291 } 293 }
294
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 295 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 296 for (r = 1; r < maxrange; r++)
294 { 297 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 298 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 299
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 301 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 302
300 if (mflags & P_OUT_OF_MAP) 303 if (mflags & P_OUT_OF_MAP)
301 break; 304 break;
302 305
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 306 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 307 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 308 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 309 return 0;
307 } 310 }
311
308 if (mflags & P_IS_ALIVE) 312 if (mflags & P_IS_ALIVE)
309 { 313 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 314 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))) 315 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
312 { 316 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 318 if (tmp->head != NULL)
315 tmp = tmp->head; 319 tmp = tmp->head;
316 examine_monster (op, tmp); 320 examine_monster (op, tmp);
317 return 1; 321 return 1;
318 } 322 }
319 } 323 }
320 } 324 }
325
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 327 return 1;
323} 328}
324
325 329
326/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 331 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 335 * pl is invisible.
332 */ 336 */
333int 337int
334makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
335{ 339{
336
337 if (!pl->invisible) 340 if (!pl->invisible)
338 return 0; 341 return 0;
342
339 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
340 { 344 {
341 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
343 { 347 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (mon->flag [FLAG_UNDEAD])
345 return 0; 349 return 0;
350
346 return 1; 351 return 1;
347 } 352 }
353
348 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 356 return 1;
357
351 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
352 if (!mon->race) 359 if (!mon->race)
353 return 0; 360 return 0;
361
354 if (strstr (mon->race, pl->contr->invis_race)) 362 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 363 return 1;
364
356 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
357 return 0; 366 return 0;
358 } 367 }
359 else 368 else
360 { 369 {
373 * normal applies. 382 * normal applies.
374 */ 383 */
375int 384int
376cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
377{ 386{
378 object *tmp;
379
380 if (op->invisible > 1000) 387 if (op->invisible > 1000)
381 { 388 {
382 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 op->failmsg ("You can not extend the duration of your invisibility any further");
383 return 0; 390 return 0;
384 } 391 }
385 392
386 /* Remove the switch with 90% duplicate code - just handle the differences with 393 /* Remove the switch with 90% duplicate code - just handle the differences with
387 * and if statement or two. 394 * and if statement or two.
388 */ 395 */
389 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 396 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
397
390 /* max duration */ 398 /* limit duration */
391 if (op->invisible > 1000) 399 min_it (op->invisible, 1000);
392 op->invisible = 1000;
393 400
394 if (op->type == PLAYER) 401 if (op->type == PLAYER)
395 { 402 {
396 op->contr->invis_race = spell_ob->race; 403 op->contr->invis_race = spell_ob->race;
397 404
398 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 405 if (spell_ob->flag [FLAG_MAKE_INVIS])
399 op->contr->tmp_invis = 0; 406 op->contr->tmp_invis = 0;
400 else 407 else
401 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
402 409
403 op->contr->hidden = 0; 410 op->contr->hidden = 0;
404 } 411 }
412
405 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
406 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
407 else 415 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 417
410 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
411 419
412 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
413 * harm to the player. 421 * harm to the player.
414 */ 422 */
415 for_all_actives (tmp) 423 for_all_actives (tmp)
422/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 431 */
424int 432int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 433cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 434{
427 object *tmp, *next;
428 int range, i, j, mflags; 435 int range, i, j, mflags;
429 sint16 sx, sy; 436 sint16 sx, sy;
430 maptile *m; 437 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 438
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 439 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 440
437 for (i = -range; i <= range; i++) 441 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 442 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 447 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 448
445 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
446 continue; 450 continue;
447 451
448 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 453 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 454 {
451 next = tmp->above; 455 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456
457 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 458 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 459 }
455 } 460 }
456 461
457 return 1; 462 return 1;
459 464
460void 465void
461execute_word_of_recall (object *op) 466execute_word_of_recall (object *op)
462{ 467{
463 if (object *pl = op->in_player ()) 468 if (object *pl = op->in_player ())
464 {
465 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 469 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."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
467 else 471 else
468 { 472 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 }
474 473
475 op->destroy (); 474 op->destroy ();
476} 475}
477 476
478/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
480 * time delay effect. 479 * time delay effect.
481 */ 480 */
482int 481int
483cast_word_of_recall (object *op, object *caster, object *spell_ob) 482cast_word_of_recall (object *op, object *caster, object *spell_ob)
484{ 483{
485 object *dummy; 484 if (!op->is_player ())
486 int time;
487
488 if (op->type != PLAYER)
489 return 0; 485 return 0;
490 486
491 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 487 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
492 { 488 {
493 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 489 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
494 return 1; 490 return 1;
495 } 491 }
496 492
497 dummy = get_archetype (FORCE_NAME); 493 object *dummy = archetype::get (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 }
504 494
505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 495 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
506 if (time < 1)
507 time = 1;
508 496
509 /* value of speed really doesn't make much difference, as long as it is 497 /* 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 498 * positive. Lower value may be useful so that the problem doesn't
511 * do anything really odd if it say a -1000 or something. 499 * do anything really odd if it say a -1000 or something.
512 */ 500 */
513 dummy->set_speed (0.002); 501 dummy->set_speed (0.002);
514 dummy->speed_left = -dummy->speed * time; 502 dummy->speed_left = -dummy->speed * time;
515 dummy->type = SPELL_EFFECT; 503 dummy->type = SPELL_EFFECT;
516 dummy->subtype = SP_WORD_OF_RECALL; 504 dummy->subtype = SP_WORD_OF_RECALL;
517 505 dummy->slaying = op->contr->savebed_map;
518 /* If we could take advantage of enter_player_savebed() here, it would be 506 dummy->stats.hp = op->contr->bed_x;
519 * nice, but until the map load fails, we can't. 507 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;
524 508
525 op->insert (dummy); 509 op->insert (dummy);
526 510
527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 511 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528 512
566} 550}
567 551
568int 552int
569perceive_self (object *op) 553perceive_self (object *op)
570{ 554{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 555 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 556 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 557
558 dynbuf_text &buf = msg_dynbuf; buf.clear ();
559
560 if (!op->is_player ())
561 return 0;
562
563 if (object *race = archetype::find (op->race))
564 buf << " - You are a G<male|female> " << &race->name << ".\n";
565
576 tmp = find_god (determine_god (op)); 566 if (object *god = find_god (determine_god (op)))
577 if (tmp) 567 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 568 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 569 buf << " - You worship no god.\n";
581 570
582 tmp = present_arch_in_ob (at, op); 571 object *tmp = present_arch_in_ob (at, op);
583 572
584 if (*cp == '\0' && tmp == NULL) 573 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 574 buf << " - You feel very mundane. ";
586 else 575 else
587 { 576 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 577 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 578
590 if (tmp != NULL) 579 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 580 for (int i = 0; i < NUM_STATS; i++)
593 { 581 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 582 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 } 583 }
601 584
602 if (is_dragon_pl (op)) 585 if (op->is_dragon ())
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 586 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 587 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 588 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 589 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
608 { 590 {
609 if (tmp->stats.exp == 0) 591 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 592 buf << " - Your metabolism isn't focused on anything.\n";
611 else 593 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 594 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 595
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 596 break;
616 } 597 }
617 } 598 }
618 }
619 599
620 return 1; 600 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 ();
870 601
871 return 1; 602 return 1;
872} 603}
873 604
874/* This creates magic walls. Really, it can create most any object, 605/* This creates magic walls. Really, it can create most any object,
900 631
901 if ((spell_ob->move_block || x != op->x || y != op->y) && 632 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) || 633 (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))) 634 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
904 { 635 {
905 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 636 op->failmsg ("Something is in the way.");
906 return 0; 637 return 0;
907 } 638 }
908 639
909 if (spell_ob->other_arch) 640 if (spell_ob->other_arch)
910 tmp = arch_to_object (spell_ob->other_arch); 641 tmp = spell_ob->other_arch->instance ();
911 else if (spell_ob->race) 642 else if (spell_ob->race)
912 { 643 {
913 char buf1[MAX_BUF]; 644 char buf1[MAX_BUF];
914 645
915 sprintf (buf1, spell_ob->race, dir); 646 sprintf (buf1, spell_ob->race, dir);
919 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 650 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
920 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 651 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
921 return 0; 652 return 0;
922 } 653 }
923 654
924 tmp = arch_to_object (at); 655 tmp = at->instance ();
925 } 656 }
926 else 657 else
927 { 658 {
928 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 659 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
929 return 0; 660 return 0;
934 tmp->attacktype = spell_ob->attacktype; 665 tmp->attacktype = spell_ob->attacktype;
935 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 666 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); 667 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
937 tmp->range = 0; 668 tmp->range = 0;
938 } 669 }
939 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 670 else if (tmp->flag [FLAG_ALIVE])
940 { 671 {
941 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 672 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
942 tmp->stats.maxhp = tmp->stats.hp; 673 tmp->stats.maxhp = tmp->stats.hp;
943 } 674 }
944 675
945 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 676 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
946 { 677 {
947 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 678 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 SET_FLAG (tmp, FLAG_IS_USED_UP); 679 tmp->set_flag (FLAG_IS_USED_UP);
949 } 680 }
950 681
951 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 682 if (spell_ob->flag [FLAG_TEAR_DOWN])
952 { 683 {
953 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 684 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
954 tmp->stats.maxhp = tmp->stats.hp; 685 tmp->stats.maxhp = tmp->stats.hp;
955 SET_FLAG (tmp, FLAG_TEAR_DOWN); 686 tmp->set_flag (FLAG_TEAR_DOWN);
956 SET_FLAG (tmp, FLAG_ALIVE); 687 tmp->set_flag (FLAG_ALIVE);
957 } 688 }
958 689
959 /* This can't really hurt - if the object doesn't kill anything, 690 /* 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 691 * these fields just won't be used. Do not set the owner for
961 * earthwalls, though, so they survive restarts. 692 * earthwalls, though, so they survive restarts.
962 */ 693 */
963 if (tmp->type != EARTHWALL) //TODO 694 if (tmp->type != EARTHWALL) //TODO
964 tmp->set_owner (op); 695 tmp->set_owner (op);
965 696
966 set_spell_skill (op, caster, spell_ob, tmp); 697 set_spell_skill (op, caster, spell_ob, tmp);
967 tmp->level = caster_level (caster, spell_ob) / 2; 698 tmp->level = casting_level (caster, spell_ob) / 2;
968 699
969 name = tmp->name; 700 name = tmp->name;
970 if (!(tmp = m->insert (tmp, x, y, op))) 701 if (!(tmp = m->insert (tmp, x, y, op)))
971 { 702 {
972 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 703 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0; 704 return 0;
974 } 705 }
975 706
976 /* If this is a spellcasting wall, need to insert the spell object */ 707 /* If this is a spellcasting wall, need to insert the spell object */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 708 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 709 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
979 710
980 /* This code causes the wall to extend some distance in 711 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 712 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 713 * posblocked and negblocked help determine how far the
983 * created wall can extend, it won't go extend through 714 * created wall can extend, it won't go extend through
1002 { 733 {
1003 object *tmp2 = tmp->clone (); 734 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 735 m->insert (tmp2, x, y, op);
1005 736
1006 /* If this is a spellcasting wall, need to insert the spell object */ 737 /* If this is a spellcasting wall, need to insert the spell object */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 738 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 739 tmp2->insert (tmp2->other_arch->instance ());
1009 740
1010 } 741 }
1011 else 742 else
1012 posblocked = 1; 743 posblocked = 1;
1013 744
1019 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 750 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1020 { 751 {
1021 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1023 754
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (tmp2->other_arch->instance ());
1026 } 757 }
1027 else 758 else
1028 negblocked = 1; 759 negblocked = 1;
1029 } 760 }
1030 761
1031 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 762 if (tmp->flag [FLAG_BLOCKSVIEW])
1032 update_all_los (op->map, op->x, op->y); 763 update_all_los (op->map, op->x, op->y);
1033 764
1034 return 1; 765 return 1;
1035} 766}
1036 767
1037int 768int
1038dimension_door (object *op, object *caster, object *spob, int dir) 769dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1039{ 770{
1040 uint32 dist, maxdist; 771 uint32 dist, maxdist;
1041 int mflags; 772 int mflags;
1042 maptile *m; 773 maptile *m;
1043 sint16 sx, sy; 774 sint16 sx, sy;
1045 if (op->type != PLAYER) 776 if (op->type != PLAYER)
1046 return 0; 777 return 0;
1047 778
1048 if (!dir) 779 if (!dir)
1049 { 780 {
1050 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 781 op->failmsg ("In what direction?");
1051 return 0; 782 return 0;
1052 } 783 }
1053 784
1054 /* Given the new outdoor maps, can't let players dimension door for 785 /* Given the new outdoor maps, can't let players dimension door for
1055 * ever, so put limits in. 786 * ever, so put limits in.
1056 */ 787 */
1057 maxdist = spob->range + SP_level_range_adjust (caster, spob); 788 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1058 789
1059 if (op->contr->count) 790 if (spellparam)
1060 { 791 {
792 int count = atoi (spellparam);
793
1061 if (op->contr->count > maxdist) 794 if (count > maxdist)
1062 { 795 {
1063 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 796 op->failmsg ("You can't dimension door that far!");
1064 return 0; 797 return 0;
1065 } 798 }
1066 799
1067 for (dist = 0; dist < op->contr->count; dist++) 800 for (dist = 0; dist < count; dist++)
1068 { 801 {
1069 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 802 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1070 803
1071 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 804 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1072 break; 805 break;
1073 806
1074 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 807 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1075 break; 808 break;
1076 } 809 }
1077 810
1078 if (dist < op->contr->count) 811 if (dist < count)
1079 { 812 {
1080 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 813 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1081 op->contr->count = 0;
1082 return 0; 814 return 0;
1083 } 815 }
1084
1085 op->contr->count = 0;
1086 816
1087 /* Remove code that puts player on random space on maps. IMO, 817 /* 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, 818 * 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 819 * but may not be marked as NO_MAGIC (as they may be bounded
1090 * by such squares). Also, there are probably treasure rooms and 820 * by such squares). Also, there are probably treasure rooms and
1132 break; 862 break;
1133 863
1134 } 864 }
1135 if (!dist) 865 if (!dist)
1136 { 866 {
1137 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 867 op->failmsg ("Your spell failed!\n");
1138 return 0; 868 return 0;
1139 } 869 }
1140 } 870 }
1141 871
1142 /* Actually move the player now */ 872 /* 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))) 873 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1144 return 1; 874 return 1;
1145 875
1146 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 876 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
877
1147 return 1; 878 return 1;
1148} 879}
1149
1150 880
1151/* cast_heal: Heals something. 881/* cast_heal: Heals something.
1152 * op is the caster. 882 * op is the caster.
1153 * dir is the direction he is casting it in. 883 * dir is the direction he is casting it in.
1154 * spell is the spell object. 884 * spell is the spell object.
1161 object *poison; 891 object *poison;
1162 int heal = 0, success = 0; 892 int heal = 0, success = 0;
1163 893
1164 tmp = find_target_for_friendly_spell (op, dir); 894 tmp = find_target_for_friendly_spell (op, dir);
1165 895
1166 if (tmp == NULL) 896 if (!tmp)
1167 return 0; 897 return 0;
1168 898
1169 /* Figure out how many hp this spell might cure. 899 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage. 900 * could be zero if this spell heals effects, not damage.
1171 */ 901 */
1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 904 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1175 905
1176 if (heal) 906 if (heal)
1177 { 907 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp) 908 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 909 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1181 }
1182 else 910 else
1183 { 911 {
1184 /* See how many points we actually heal. Instead of messages 912 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based 913 * based on type of spell, we instead do messages based
1186 * on amount of damage healed. 914 * on amount of damage healed.
1187 */ 915 */
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 916 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1189 heal = tmp->stats.maxhp - tmp->stats.hp; 917 heal = tmp->stats.maxhp - tmp->stats.hp;
918
1190 tmp->stats.hp += heal; 919 tmp->stats.hp += heal;
1191 920
1192 if (tmp->stats.hp >= tmp->stats.maxhp) 921 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 922 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50) 923 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25) 925 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 926 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10) 927 else if (heal > 10)
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1207 }
1208 else 929 else
1209 {
1210 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 930 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1211 } 931
1212 success = 1; 932 success = 1;
1213 } 933 }
1214 } 934 }
935
1215 if (spell->attacktype & AT_DISEASE) 936 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op)) 937 if (cure_disease (tmp, op, spell))
1217 success = 1; 938 success = 1;
1218 939
1219 if (spell->attacktype & AT_POISON) 940 if (spell->attacktype & AT_POISON)
1220 { 941 {
1221 at = archetype::find ("poisoning"); 942 at = archetype::find (shstr_poisoning);
1222 poison = present_arch_in_ob (at, tmp); 943 poison = present_arch_in_ob (at, tmp);
1223 if (poison) 944 if (poison)
1224 { 945 {
1225 success = 1; 946 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1; 948 poison->stats.food = 1;
1228 } 949 }
1229 } 950 }
951
1230 if (spell->attacktype & AT_CONFUSION) 952 if (spell->attacktype & AT_CONFUSION)
1231 { 953 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 954 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1233 if (poison) 955 if (poison)
1234 { 956 {
1235 success = 1; 957 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 958 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1; 959 poison->duration = 1;
1238 } 960 }
1239 } 961 }
962
1240 if (spell->attacktype & AT_BLIND) 963 if (spell->attacktype & AT_BLIND)
1241 { 964 {
1242 at = archetype::find ("blindness"); 965 at = archetype::find (shstr_blindness);
1243 poison = present_arch_in_ob (at, tmp); 966 poison = present_arch_in_ob (at, tmp);
1244 if (poison) 967 if (poison)
1245 { 968 {
1246 success = 1; 969 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1248 poison->stats.food = 1; 971 poison->stats.food = 1;
1249 } 972 }
1250 } 973 }
974
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 975 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 { 976 {
1253 tmp->stats.sp += spell->last_sp; 977 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp) 978 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp; 979 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1; 980 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 981 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1258 } 982 }
983
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 984 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 { 985 {
1261 tmp->stats.grace += spell->last_grace; 986 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace) 987 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace; 988 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1; 989 success = 1;
1265 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1266 } 991 }
992
1267 if (spell->stats.food && tmp->stats.food < 999) 993 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1268 { 994 {
1269 tmp->stats.food += spell->stats.food; 995 tmp->stats.food += spell->stats.food;
1270 if (tmp->stats.food > 999) 996 min_it (tmp->stats.food, MAX_FOOD);
1271 tmp->stats.food = 999; 997
1272 success = 1; 998 success = 1;
1273 /* We could do something a bit better like the messages for healing above */ 999 /* 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"); 1000 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1275 } 1001 }
1002
1276 return success; 1003 return success;
1277} 1004}
1278
1279 1005
1280/* This is used for the spells that gain stats. There are no spells 1006/* 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 1007 * right now that icnrease wis/int/pow on a temp basis, so no
1282 * good comments for those. 1008 * good comments for those.
1283 */ 1009 */
1284static const char *const no_gain_msgs[NUM_STATS] = { 1010static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.", 1011 "You grow no stronger.",
1286 "You grow no more agile.", 1012 "You grow no more agile.",
1287 "You don't feel any healthier.", 1013 "You don't feel any healthier.",
1288 "no wis", 1014 "You didn't grow any more intelligent.",
1015 "You do not feel any wiser.",
1016 "You don't feel any more powerful."
1289 "You are no easier to look at.", 1017 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292}; 1018};
1293 1019
1294int 1020int
1021change_ability_duration (object *spell, object *caster)
1022{
1023 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1024}
1025
1026int
1295cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1027cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1296{ 1028{
1297 object *force = NULL; 1029 object *force = 0;
1298 int i; 1030 int i;
1299 1031
1300 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1032 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1301 object *tmp = dir 1033 object *tmp = dir
1302 ? find_target_for_friendly_spell (op, dir) 1034 ? find_target_for_friendly_spell (op, dir)
1303 : op; 1035 : op;
1304 1036
1305 if (!tmp) 1037 if (!tmp)
1306 return 0; 1038 return 0;
1307 1039
1308 /* If we've already got a force of this type, don't add a new one. */ 1040 /* If we've already got a force of this type, don't add a new one. */
1316 break; 1048 break;
1317 } 1049 }
1318 else if (spell_ob->race && spell_ob->race == tmp2->name) 1050 else if (spell_ob->race && spell_ob->race == tmp2->name)
1319 { 1051 {
1320 if (!silent) 1052 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); 1053 op->failmsgf ("You can not cast %s while %s is in effect",
1054 &spell_ob->name, &tmp2->name_pl);
1055
1322 return 0; 1056 return 0;
1323 } 1057 }
1324 } 1058 }
1325 } 1059 }
1060
1061 int duration = change_ability_duration (spell_ob, caster);
1062
1326 if (force == NULL) 1063 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 } 1064 {
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) 1065 if (duration > force->duration)
1344 { 1066 {
1345 force->duration = duration; 1067 force->duration = duration;
1346 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1068 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1347 } 1069 }
1348 else 1070 else
1349 {
1350 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1071 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1351 } 1072
1352 return 1; 1073 return 1;
1353 } 1074 }
1354 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1075
1076 new_draw_info_format (NDI_UNIQUE, 0, op,
1077 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1078 TICK2TIME (duration));
1079
1080 force = archetype::get (FORCE_NAME);
1081 force->subtype = FORCE_CHANGE_ABILITY;
1082 force->duration = duration;
1083
1084 if (spell_ob->race)
1085 force->name = spell_ob->race;
1086 else
1087 force->name = spell_ob->name;
1088
1089 force->name_pl = spell_ob->name;
1090
1355 force->speed = 1.0; 1091 force->speed = 1.0;
1356 force->speed_left = -1.0; 1092 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED); 1093 force->set_flag (FLAG_APPLIED);
1358 1094
1359 /* Now start processing the effects. First, protections */ 1095 /* Now start processing the effects. First, protections */
1360 for (i = 0; i < NROFATTACKS; i++) 1096 for (i = 0; i < NROFATTACKS; i++)
1361 {
1362 if (spell_ob->resist[i]) 1097 if (spell_ob->resist[i])
1363 {
1364 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1098 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1365 if (force->resist[i] > 100) 1099
1366 force->resist[i] = 100;
1367 }
1368 }
1369 if (spell_ob->stats.hp) 1100 if (spell_ob->stats.hp)
1370 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1101 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1371 1102
1372 if (tmp->type == PLAYER) 1103 if (tmp->type == PLAYER)
1373 { 1104 {
1374 /* Stat adjustment spells */ 1105 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++) 1106 for (i = 0; i < NUM_STATS; i++)
1376 { 1107 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1108 if (sint8 stat = spell_ob->stats.stat (i))
1378
1379 if (stat)
1380 { 1109 {
1381 sm = 0; 1110 sint8 sm = 0;
1382 for (k = 0; k < stat; k++) 1111 for (sint8 k = 0; k < stat; k++)
1383 sm += rndm (1, 3); 1112 sm += rndm (1, 3);
1384 1113
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1114 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1386 { 1115 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1116
1388 if (sm < 0) 1117 force->stats.stat (i) = sm;
1389 sm = 0; 1118
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm) 1119 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1120 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 } 1121 }
1395 } 1122 }
1396 } 1123 }
1397 1124
1398 force->move_type = spell_ob->move_type; 1125 force->move_type = spell_ob->move_type;
1399 1126
1400 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1127 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1401 SET_FLAG (force, FLAG_SEE_IN_DARK); 1128 force->set_flag (FLAG_SEE_IN_DARK);
1402 1129
1403 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1130 if (spell_ob->flag [FLAG_XRAYS])
1404 SET_FLAG (force, FLAG_XRAYS); 1131 force->set_flag (FLAG_XRAYS);
1405 1132
1406 /* Haste/bonus speed */ 1133 /* Haste/bonus speed */
1407 if (spell_ob->stats.exp) 1134 if (spell_ob->stats.exp)
1408 { 1135 {
1409 if (op->speed > 0.5f) 1136 if (op->speed > 0.5f)
1417 force->attacktype = spell_ob->attacktype; 1144 force->attacktype = spell_ob->attacktype;
1418 1145
1419 insert_ob_in_ob (force, tmp); 1146 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */ 1147 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats (); 1148 tmp->update_stats ();
1149
1422 return 1; 1150 return 1;
1423} 1151}
1424 1152
1425/* This used to be part of cast_change_ability, but it really didn't make 1153/* 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 1154 * a lot of sense, since most of the values it derives are from the god
1427 * of the caster. 1155 * of the caster.
1428 */ 1156 */
1429
1430int 1157int
1431cast_bless (object *op, object *caster, object *spell_ob, int dir) 1158cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{ 1159{
1433 int i; 1160 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1161 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1435 1162
1436 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1163 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1437 if (dir != 0) 1164 if (dir != 0)
1438 { 1165 {
1439 tmp = find_target_for_friendly_spell (op, dir); 1166 tmp = find_target_for_friendly_spell (op, dir);
1167
1168 if (!tmp)
1169 return 0;
1440 } 1170 }
1441 else 1171 else
1442 {
1443 tmp = op; 1172 tmp = op;
1444 }
1445 1173
1446 /* If we've already got a force of this type, don't add a new one. */ 1174 /* 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) 1175 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1448 { 1176 {
1449 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1177 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1450 { 1178 {
1451 if (tmp2->name == spell_ob->name) 1179 if (tmp2->name == spell_ob->name)
1452 { 1180 {
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); 1186 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; 1187 return 0;
1460 } 1188 }
1461 } 1189 }
1462 } 1190 }
1191
1463 if (force == NULL) 1192 if (force == NULL)
1464 { 1193 {
1465 force = get_archetype (FORCE_NAME); 1194 force = archetype::get (FORCE_NAME);
1466 force->subtype = FORCE_CHANGE_ABILITY; 1195 force->subtype = FORCE_CHANGE_ABILITY;
1467 if (spell_ob->race) 1196 if (spell_ob->race)
1468 force->name = spell_ob->race; 1197 force->name = spell_ob->race;
1469 else 1198 else
1470 force->name = spell_ob->name; 1199 force->name = spell_ob->name;
1485 { 1214 {
1486 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1215 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1487 } 1216 }
1488 return 0; 1217 return 0;
1489 } 1218 }
1219
1490 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1220 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1491 force->speed = 1.0; 1221 force->speed = 1.0;
1492 force->speed_left = -1.0; 1222 force->speed_left = -1.0;
1493 SET_FLAG (force, FLAG_APPLIED); 1223 force->set_flag (FLAG_APPLIED);
1494 1224
1495 if (!god) 1225 if (!god)
1496 { 1226 {
1497 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1227 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1498 } 1228 }
1499 else 1229 else
1500 { 1230 {
1501 /* Only give out good benefits, and put a max on it */ 1231 /* Only give out good benefits, and put a max on it */
1502 for (i = 0; i < NROFATTACKS; i++) 1232 for (i = 0; i < NROFATTACKS; i++)
1503 {
1504 if (god->resist[i] > 0) 1233 if (god->resist[i] > 0)
1505 {
1506 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1234 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1507 } 1235
1508 }
1509 force->path_attuned |= god->path_attuned; 1236 force->path_attuned |= god->path_attuned;
1510 1237
1511 if (spell_ob->attacktype) 1238 if (spell_ob->attacktype)
1512 force->slaying = god->slaying; 1239 force->slaying = god->slaying;
1513 1240
1532} 1259}
1533 1260
1534/* Alchemy code by Mark Wedel 1261/* Alchemy code by Mark Wedel
1535 * 1262 *
1536 * This code adds a new spell, called alchemy. Alchemy will turn 1263 * This code adds a new spell, called alchemy. Alchemy will turn
1537 * objects to gold nuggets, the value of the gold nuggets being 1264 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1538 * about 90% of that of the item itself. It uses the value of the
1539 * object before charisma adjustments, because the nuggets themselves
1540 * will be will be adjusted by charisma when sold.
1541 * 1265 *
1542 * Large nuggets are worth 25 gp each (base). You will always get 1266 * The value of the gold nuggets being about 90% of that of the item
1543 * the maximum number of large nuggets you could get. 1267 * itself. It uses the value of the object before charisma adjustments,
1544 * Small nuggets are worth 1 gp each (base). You will get from 0 1268 * because the nuggets themselves will be will be adjusted by charisma
1545 * to the max amount of small nuggets as you could get. 1269 * when sold.
1546 *
1547 * For example, if an item is worth 110 gold, you will get
1548 * 4 large nuggets, and from 0-10 small nuggets.
1549 * 1270 *
1550 * There is also a chance (1:30) that you will get nothing at all 1271 * There is also a chance (1:30) that you will get nothing at all
1551 * for the object. There is also a maximum weight that will be 1272 * for the object. There is also a maximum weight that will be
1552 * alchemised. 1273 * alchemised.
1553 */ 1274 */
1554static void 1275static void
1555alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1276alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1556{ 1277{
1557 uint64 value = query_cost (obj, NULL, F_TRUE); 1278 uint64 value = query_cost (obj, NULL, F_TRUE);
1558 1279
1559 /* Give third price when we alchemy money (This should hopefully 1280 /* Give third price when we alchemy money (this should hopefully
1560 * make it so that it isn't worth it to alchemy money, sell 1281 * make it so that it isn't worth it to alchemy money, sell
1561 * the nuggets, alchemy the gold from that, etc. 1282 * the nuggets, alchemy the gold from that, etc.
1562 * Otherwise, give 9 silver on the gold for other objects, 1283 * Otherwise, give 9 silver on the gold for other objects,
1563 * so that it would still be more affordable to haul 1284 * so that it would still be more affordable to haul
1564 * the stuff back to town. 1285 * the stuff back to town.
1565 */ 1286 */
1566 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1287 if (obj->flag [FLAG_UNPAID])
1567 value = 0; 1288 value = 0;
1568 else if (obj->type == MONEY || obj->type == GEM) 1289 else if (obj->type == MONEY || obj->type == GEM)
1569 value /= 3; 1290 value /= 3;
1570 else 1291 else
1571 value = (value * 9) / 10; 1292 value = value * 9 / 10;
1572
1573 value /= 4; // fix by GHJ, don't understand, pcg
1574 1293
1575 if (obj->value > 0 && rndm (0, 29)) 1294 if (obj->value > 0 && rndm (0, 29))
1576 total_value += value; 1295 total_value += value;
1577 1296
1578 total_weight += obj->total_weight (); 1297 total_weight += obj->total_weight ();
1579 1298
1580 obj->destroy (); 1299 obj->destroy ();
1581} 1300}
1582 1301
1583static void
1584update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1585{
1586 int flag = 0;
1587
1588 /* Put any nuggets below the player, but we can only pass this
1589 * flag if we are on the same space as the player
1590 */
1591 if (x == op->x && y == op->y && op->map == m)
1592 flag = INS_BELOW_ORIGINATOR;
1593
1594 if (small_nuggets)
1595 {
1596 object *tmp = small->clone ();
1597 tmp->nrof = small_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (large_nuggets)
1602 {
1603 object *tmp = large->clone ();
1604 tmp->nrof = large_nuggets;
1605 m->insert (tmp, x, y, op, flag);
1606 }
1607
1608 if (object *pl = m->at (x, y).player ())
1609 if (pl->contr->ns)
1610 pl->contr->ns->look_position = 0;
1611}
1612
1613int 1302int
1614alchemy (object *op, object *caster, object *spell_ob) 1303alchemy (object *op, object *caster, object *spell_ob)
1615{ 1304{
1616 int weight = 0, mflags;
1617 maptile *mp;
1618
1619 if (op->type != PLAYER) 1305 if (op->type != PLAYER)
1620 return 0; 1306 return 0;
1307
1308 archetype *nugget[3];
1309
1310 nugget[0] = archetype::find (shstr_pyrite3);
1311 nugget[1] = archetype::find (shstr_pyrite2);
1312 nugget[2] = archetype::find (shstr_pyrite);
1621 1313
1622 /* Put a maximum weight of items that can be alchemised. Limits the power 1314 /* Put a maximum weight of items that can be alchemised. Limits the power
1623 * some, and also prevents people from alchemising every table/chair/clock 1315 * some, and also prevents people from alchemising every table/chair/clock
1624 * in sight 1316 * in sight
1625 */ 1317 */
1626 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1318 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1627 int weight_max = duration * 1000; 1319 int weight_max = duration * 1000;
1628 uint64 value_max = duration * 1000; 1320 uint64 value_max = duration * 1000;
1629 1321
1630 object *large = get_archetype ("largenugget"); 1322 int weight = 0;
1631 object *small = get_archetype ("smallnugget");
1632 1323
1633 for (int y = op->y - 1; y <= op->y + 1; y++) 1324 for (int y = op->y - 1; y <= op->y + 1; y++)
1634 { 1325 {
1635 for (int x = op->x - 1; x <= op->x + 1; x++) 1326 for (int x = op->x - 1; x <= op->x + 1; x++)
1636 { 1327 {
1637 uint64 value = 0; 1328 uint64 value = 0;
1638 1329
1639 sint16 nx = x; 1330 sint16 nx = x;
1640 sint16 ny = y; 1331 sint16 ny = y;
1641 1332
1642 mp = op->map; 1333 maptile *mp = op->map;
1643 1334
1644 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1335 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1645 1336
1646 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1337 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1647 continue; 1338 continue;
1648 1339
1649 /* Treat alchemy a little differently - most spell effects 1340 /* Treat alchemy a little differently - most spell effects
1655 1346
1656 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1347 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1657 { 1348 {
1658 next = tmp->above; 1349 next = tmp->above;
1659 1350
1660 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1351 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1661 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1352 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1662 { 1353 {
1663 if (tmp->inv) 1354 if (tmp->inv)
1664 { 1355 {
1665 object *next1, *tmp1; 1356 object *next1, *tmp1;
1666 1357
1667 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1358 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1668 { 1359 {
1669 next1 = tmp1->below; 1360 next1 = tmp1->below;
1670 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1361 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1671 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1362 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1672 alchemy_object (tmp1, value, weight); 1363 alchemy_object (tmp1, value, weight);
1673 } 1364 }
1674 } 1365 }
1675 1366
1676 alchemy_object (tmp, value, weight); 1367 alchemy_object (tmp, value, weight);
1678 if (weight > weight_max) 1369 if (weight > weight_max)
1679 break; 1370 break;
1680 } 1371 }
1681 } 1372 }
1682 1373
1374 value -= rndm (value >> 4);
1683 value = min (value, value_max); 1375 value = min (value, value_max);
1684 1376
1685 uint64 count = value / large->value; 1377 for (int i = 0; i < array_length (nugget); ++i)
1686 int large_nuggets = count; 1378 if (int nrof = value / nugget [i]->value)
1687 value -= count * large->value;
1688
1689 count = value / small->value;
1690 int small_nuggets = count;
1691
1692 /* Insert all the nuggets at one time. This probably saves time, but
1693 * it also prevents us from alcheming nuggets that were just created
1694 * with this spell.
1695 */ 1379 {
1696 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1380 value -= nrof * nugget[i]->value;
1381
1382 object *tmp = nugget[i]->instance ();
1383 tmp->nrof = nrof;
1384 tmp->flag [FLAG_IDENTIFIED] = true;
1385 op->map->insert (tmp, x, y, op, 0);
1386 }
1697 1387
1698 if (weight > weight_max) 1388 if (weight > weight_max)
1699 goto bailout; 1389 goto bailout;
1700 } 1390 }
1701 } 1391 }
1702 1392
1703bailout: 1393bailout:
1704 large->destroy ();
1705 small->destroy ();
1706 return 1; 1394 return 1;
1707} 1395}
1708
1709 1396
1710/* This function removes the cursed/damned status on equipped 1397/* This function removes the cursed/damned status on equipped
1711 * items. 1398 * items.
1712 */ 1399 */
1713int 1400int
1714remove_curse (object *op, object *caster, object *spell) 1401remove_curse (object *op, object *caster, object *spell)
1715{ 1402{
1716 object *tmp;
1717 int success = 0, was_one = 0; 1403 int success = 0, was_one = 0;
1718 1404
1405 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1406
1407 op->splay_marked ();
1408
1409 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1410
1719 for (tmp = op->inv; tmp; tmp = tmp->below) 1411 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1720 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1412 if (!tmp->invisible && tmp->flag [typeflag])
1721 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1722 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1723 { 1413 {
1724 was_one++; 1414 ++was_one;
1415
1725 if (tmp->level <= caster_level (caster, spell)) 1416 if (tmp->level <= casting_level (caster, spell))
1726 { 1417 {
1727 success++; 1418 ++success;
1728 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1419 --num_uncurse;
1729 CLEAR_FLAG (tmp, FLAG_DAMNED);
1730 1420
1731 CLEAR_FLAG (tmp, FLAG_CURSED); 1421 tmp->clr_flag (typeflag);
1732 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1422 tmp->clr_flag (FLAG_CURSED);
1423 tmp->clr_flag (FLAG_KNOWN_CURSED);
1733 tmp->value = 0; /* Still can't sell it */ 1424 tmp->value = 0; /* Still can't sell it */
1734 if (op->type == PLAYER) 1425
1426 if (object *pl = tmp->visible_to ())
1735 esrv_send_item (op, tmp); 1427 esrv_update_item (UPD_FLAGS, pl, tmp);
1736 } 1428 }
1737 } 1429 }
1738 1430
1739 if (op->type == PLAYER) 1431 if (op->type == PLAYER)
1740 { 1432 {
1741 if (success) 1433 if (success)
1742 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1434 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1743 else 1435 else
1744 { 1436 {
1745 if (was_one) 1437 if (was_one)
1746 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1438 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1747 else 1439 else
1748 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1440 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1749 } 1441 }
1750 } 1442 }
1751 1443
1752 return success; 1444 return success;
1753} 1445}
1754 1446
1755/* Identifies objects in the players inventory/on the ground */ 1447/* Identifies objects in the players inventory/on the ground */
1756
1757int 1448int
1758cast_identify (object *op, object *caster, object *spell) 1449cast_identify (object *op, object *caster, object *spell)
1759{ 1450{
1760 object *tmp; 1451 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1761 int success = 0, num_ident;
1762 1452
1763 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1453 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1764 1454
1765 if (num_ident < 1) 1455 op->splay_marked ();
1766 num_ident = 1;
1767 1456
1768 for (tmp = op->inv; tmp; tmp = tmp->below) 1457 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1769 { 1458 {
1770 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1459 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1771 { 1460 {
1772 identify (tmp); 1461 identify (tmp);
1773 1462
1774 if (op->type == PLAYER) 1463 if (op->type == PLAYER)
1775 { 1464 {
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1465 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1777 1466
1778 if (tmp->msg) 1467 if (tmp->msg)
1779 { 1468 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1780 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1781 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1782 }
1783 } 1469 }
1784 1470
1785 num_ident--;
1786 success = 1;
1787 if (!num_ident) 1471 if (!--num_ident)
1788 break; 1472 break;
1789 } 1473 }
1790 } 1474 }
1791 1475
1792 /* If all the power of the spell has been used up, don't go and identify 1476 /* If all the power of the spell has been used up, don't go and identify
1793 * stuff on the floor. Only identify stuff on the floor if the spell 1477 * stuff on the floor. Only identify stuff on the floor if the spell
1794 * was not fully used. 1478 * was not fully used.
1795 */ 1479 */
1796 if (num_ident) 1480 if (num_ident)
1797 { 1481 {
1798 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1482 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1799 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1483 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1800 { 1484 {
1801 identify (tmp); 1485 identify (tmp);
1802 1486
1803 if (op->type == PLAYER) 1487 if (object *pl = tmp->visible_to ())
1804 { 1488 {
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1489 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1806 1490
1807 if (tmp->msg) 1491 if (tmp->msg)
1808 { 1492 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1809 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1810 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1811 }
1812
1813 esrv_send_item (op, tmp);
1814 } 1493 }
1815 1494
1816 num_ident--;
1817 success = 1;
1818 if (!num_ident) 1495 if (!--num_ident)
1819 break; 1496 break;
1820 } 1497 }
1821 } 1498 }
1822 1499
1823 if (!success) 1500 if (buf.empty ())
1824 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1501 {
1502 op->failmsg ("You can't reach anything unidentified.");
1503 return 0;
1504 }
1825 else 1505 else
1506 {
1507 if (op->contr)
1508 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1509
1826 spell_effect (spell, op->x, op->y, op->map, op); 1510 spell_effect (spell, op->x, op->y, op->map, op);
1827 1511 return 1;
1828 return success; 1512 }
1829} 1513}
1830 1514
1831int 1515int
1832cast_detection (object *op, object *caster, object *spell, object *skill) 1516cast_detection (object *op, object *caster, object *spell, object *skill)
1833{ 1517{
1834 object *tmp, *last, *god, *detect; 1518 object *tmp, *last, *god, *detect;
1835 int done_one, range, mflags, floor, level; 1519 int done_one, range, floor, level;
1836 sint16 x, y, nx, ny; 1520 sint16 x, y, nx, ny;
1837 maptile *m; 1521 maptile *m;
1838 1522
1839 /* We precompute some values here so that we don't have to keep 1523 /* We precompute some values here so that we don't have to keep
1840 * doing it over and over again. 1524 * doing it over and over again.
1841 */ 1525 */
1842 god = find_god (determine_god (op)); 1526 god = find_god (determine_god (op));
1843 level = caster_level (caster, spell); 1527 level = casting_level (caster, spell);
1844 range = spell->range + SP_level_range_adjust (caster, spell); 1528 range = spell->range + SP_level_range_adjust (caster, spell);
1845 1529
1846 if (!skill) 1530 if (!skill)
1847 skill = caster; 1531 skill = caster;
1848 1532
1849 for (x = op->x - range; x <= op->x + range; x++) 1533 dynbuf buf;
1850 for (y = op->y - range; y <= op->y + range; y++) 1534 unordered_mapwalk (buf, op, -range, -range, range, range)
1851 { 1535 {
1852 m = op->map;
1853 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1854 if (mflags & P_OUT_OF_MAP)
1855 continue;
1856
1857 /* For most of the detections, we only detect objects above the 1536 /* For most of the detections, we only detect objects above the
1858 * floor. But this is not true for show invisible. 1537 * floor. But this is not true for show invisible.
1859 * Basically, we just go and find the top object and work 1538 * Basically, we just go and find the top object and work
1860 * down - that is easier than working up. 1539 * down - that is easier than working up.
1861 */ 1540 */
1862 1541
1863 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1542 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1864 last = tmp; 1543 last = tmp;
1865 1544
1866 /* Shouldn't happen, but if there are no objects on a space, this 1545 /* Shouldn't happen, but if there are no objects on a space, this
1867 * would happen. 1546 * would happen.
1868 */ 1547 */
1869 if (!last) 1548 if (!last)
1870 continue; 1549 continue;
1871 1550
1872 done_one = 0; 1551 done_one = 0;
1873 floor = 0; 1552 floor = 0;
1874 detect = NULL; 1553 detect = 0;
1875 for (tmp = last; tmp; tmp = tmp->below) 1554 for (tmp = last; tmp; tmp = tmp->below)
1876 { 1555 {
1877 /* show invisible */ 1556 /* show invisible */
1878 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1557 if (spell->flag [FLAG_MAKE_INVIS]
1879 /* Might there be other objects that we can make visible? */ 1558 /* Might there be other objects that we can make visible? */
1880 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1559 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1881 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1560 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1882 tmp->type == CF_HANDLE || 1561 || tmp->type == T_HANDLE
1883 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1562 || tmp->type == TRAPDOOR
1563 || tmp->type == EXIT
1564 || tmp->type == HOLE
1565 || tmp->type == BUTTON
1884 tmp->type == BUTTON || tmp->type == TELEPORTER || 1566 || tmp->type == TELEPORTER
1567 || tmp->type == GATE
1885 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1568 || tmp->type == LOCKED_DOOR
1886 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1569 || tmp->type == WEAPON
1570 || tmp->type == ALTAR
1571 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1887 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1572 || tmp->type == TRIGGER_PEDESTAL
1888 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1573 || tmp->type == SPECIAL_KEY
1574 || tmp->type == TREASURE
1575 || tmp->type == BOOK
1576 || tmp->type == HOLY_ALTAR
1577 || tmp->type == CONTAINER)))
1889 { 1578 {
1579 printf ("show inv %s\n", tmp->debug_desc());//D
1890 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1580 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1891 { 1581 {
1892 tmp->invisible = 0; 1582 tmp->invisible = 0;
1583 done_one = 1;
1584 }
1585 }
1586
1587 if (tmp->flag [FLAG_IS_FLOOR])
1588 floor = 1;
1589
1590 /* All detections below this point don't descend beneath the floor,
1591 * so just continue on. We could be clever and look at the type of
1592 * detection to completely break out if we don't care about objects beneath
1593 * the floor, but once we get to the floor, not likely a very big issue anyways.
1594 */
1595 if (floor)
1596 continue;
1597
1598 /* I had thought about making detect magic and detect curse
1599 * show the flash the magic item like it does for detect monster.
1600 * however, if the object is within sight, this would then make it
1601 * difficult to see what object is magical/cursed, so the
1602 * effect wouldn't be as apparent.
1603 */
1604
1605 /* detect magic */
1606 if (spell->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1608 && !tmp->flag [FLAG_IDENTIFIED]
1609 && tmp->need_identify ()
1610 && is_magical (tmp))
1611 {
1612 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1613 /* make runes more visible */
1614 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1615 tmp->stats.Cha /= 4;
1616
1617 done_one = 1;
1618 }
1619
1620 /* detect monster */
1621 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1622 {
1623 done_one = 2;
1624
1625 if (!detect)
1626 detect = tmp;
1627 }
1628
1629 /* Basically, if race is set in the spell, then the creatures race must
1630 * match that. if the spell race is set to GOD, then the gods opposing
1631 * race must match.
1632 */
1633 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1634 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1635 spell->race.contains (tmp->race)))
1636 {
1637 done_one = 2;
1638
1639 if (!detect)
1640 detect = tmp;
1641 }
1642
1643 if (spell->flag [FLAG_KNOWN_CURSED]
1644 && !tmp->flag [FLAG_KNOWN_CURSED]
1645 && tmp->need_identify ()
1646 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1647 {
1648 tmp->set_flag (FLAG_KNOWN_CURSED);
1649 done_one = 1;
1650 }
1651
1652 // Do mining detection spell:
1653 if (spell->last_sp == 1) // 1 - detect any vein
1654 {
1655 if (tmp->type == VEIN)
1656 {
1657 if (tmp->other_arch)
1658 {
1659 if (!detect)
1660 detect = tmp->other_arch;
1661 done_one = 2;
1662 }
1663 else
1893 done_one = 1; 1664 done_one = 1;
1894 } 1665 }
1895 } 1666 }
1896
1897 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1898 floor = 1;
1899
1900 /* All detections below this point don't descend beneath the floor,
1901 * so just continue on. We could be clever and look at the type of
1902 * detection to completely break out if we don't care about objects beneath
1903 * the floor, but once we get to the floor, not likely a very big issue anyways.
1904 */
1905 if (floor)
1906 continue;
1907
1908 /* I had thought about making detect magic and detect curse
1909 * show the flash the magic item like it does for detect monster.
1910 * however, if the object is within sight, this would then make it
1911 * difficult to see what object is magical/cursed, so the
1912 * effect wouldn't be as apparant.
1913 */
1914
1915 /* detect magic */
1916 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1917 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1918 {
1919 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1920 /* make runes more visibile */
1921 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1922 tmp->stats.Cha /= 4;
1923 done_one = 1;
1924 }
1925 /* detect monster */
1926 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1927 {
1928 done_one = 2;
1929 if (!detect)
1930 detect = tmp;
1931 }
1932 /* Basically, if race is set in the spell, then the creatures race must
1933 * match that. if the spell race is set to GOD, then the gods opposing
1934 * race must match.
1935 */
1936 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1937 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1938 (strstr (spell->race, tmp->race))))
1939 {
1940 done_one = 2;
1941 if (!detect)
1942 detect = tmp;
1943 }
1944 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1945 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1946 {
1947 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1948 done_one = 1;
1949 }
1950 } /* for stack of objects on this space */ 1667 } /* for stack of objects on this space */
1951 1668
1952 /* Code here puts an effect of the spell on the space, so you can see 1669 /* Code here puts an effect of the spell on the space, so you can see
1953 * where the magic is. 1670 * where the magic is.
1954 */ 1671 */
1955 if (done_one) 1672 if (done_one)
1956 { 1673 {
1957 object *detect_ob = arch_to_object (spell->other_arch); 1674 object *detect_ob = spell->other_arch->instance ();
1958 1675
1959 /* if this is set, we want to copy the face */ 1676 /* if this is set, we want to copy the face */
1960 if (done_one == 2 && detect) 1677 if (done_one == 2 && detect)
1961 { 1678 {
1962 detect_ob->face = detect->face; 1679 detect_ob->face = detect->face;
1963 detect_ob->animation_id = detect->animation_id; 1680 detect_ob->animation_id = detect->animation_id;
1964 detect_ob->anim_speed = detect->anim_speed; 1681 detect_ob->anim_speed = detect->anim_speed;
1965 detect_ob->last_anim = 0; 1682 detect_ob->last_anim = 0;
1966 /* by default, the detect_ob is already animated */ 1683 /* by default, the detect_ob is already animated */
1967 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1684 if (!detect->flag [FLAG_ANIMATE])
1968 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1685 detect_ob->clr_flag (FLAG_ANIMATE);
1969 } 1686 }
1970 1687
1971 m->insert (detect_ob, nx, ny, op); 1688 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1972 } 1689 }
1973 } /* for processing the surrounding spaces */ 1690 } /* for processing the surrounding spaces */
1974 1691
1975 1692
1976 /* Now process objects in the players inventory if detect curse or magic */ 1693 /* Now process objects in the players inventory if detect curse or magic */
1977 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1694 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1978 { 1695 {
1979 done_one = 0; 1696 done_one = 0;
1697
1980 for (tmp = op->inv; tmp; tmp = tmp->below) 1698 for (tmp = op->inv; tmp; tmp = tmp->below)
1981 { 1699 {
1982 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1700 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1983 { 1701 {
1984 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1702 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1985 { 1703 {
1986 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1704 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1987 if (op->type == PLAYER) 1705
1706 if (object *pl = tmp->visible_to ())
1988 esrv_send_item (op, tmp); 1707 esrv_update_item (UPD_FLAGS, pl, tmp);
1989 } 1708 }
1990 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709
1991 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1711 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1992 { 1712 {
1993 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1713 tmp->set_flag (FLAG_KNOWN_CURSED);
1994 if (op->type == PLAYER) 1714
1715 if (object *pl = tmp->visible_to ())
1995 esrv_send_item (op, tmp); 1716 esrv_update_item (UPD_FLAGS, pl, tmp);
1996 } 1717 }
1997 } /* if item is not identified */ 1718 } /* if item is not identified */
1998 } /* for the players inventory */ 1719 } /* for the players inventory */
1999 } /* if detect magic/curse and object is a player */ 1720 } /* if detect magic/curse and object is a player */
1721
2000 return 1; 1722 return 1;
2001} 1723}
2002 1724
2003 1725
2004/** 1726/**
2017 1739
2018 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1740 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2019 1741
2020 if (victim->stats.sp >= victim->stats.maxsp * 2) 1742 if (victim->stats.sp >= victim->stats.maxsp * 2)
2021 { 1743 {
2022 object *tmp;
2023
2024 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1744 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2025
2026 /* Explodes a fireball centered at player */
2027 tmp = get_archetype (EXPLODING_FIREBALL);
2028 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2029 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2030
2031 tmp->insert_at (victim);
2032 victim->stats.sp = 2 * victim->stats.maxsp; 1745 victim->stats.sp = 2 * victim->stats.maxsp;
1746 create_exploding_ball_at (victim, caster_level);
2033 } 1747 }
2034 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1748 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2035 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1749 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2036 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1750 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2037 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1751 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2038 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1752 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2039 { 1753 {
2040 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2064 mflags = get_map_flags (m, &m, x, y, &x, &y); 1778 mflags = get_map_flags (m, &m, x, y, &x, &y);
2065 1779
2066 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1780 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2067 { 1781 {
2068 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1782 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2069 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1783 if (plyr != op && plyr->flag [FLAG_ALIVE])
2070 break; 1784 break;
2071 } 1785 }
2072 1786
2073 1787
2074 /* If we did not find a player in the specified direction, transfer 1788 /* If we did not find a player in the specified direction, transfer
2075 * to anyone on top of us. This is used for the rune of transference mostly. 1789 * to anyone on top of us. This is used for the rune of transference mostly.
2076 */ 1790 */
2077 if (plyr == NULL) 1791 if (plyr == NULL)
2078 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2079 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2080 break; 1794 break;
2081 1795
2082 if (!plyr) 1796 if (!plyr)
2083 { 1797 {
2084 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1798 op->failmsg ("There is no one there.");
2085 return 0; 1799 return 0;
2086 } 1800 }
2087 /* give sp */ 1801 /* give sp */
2088 if (spell->stats.dam > 0) 1802 if (spell->stats.dam > 0)
2089 { 1803 {
2090 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1804 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2091 charge_mana_effect (plyr, caster_level (caster, spell)); 1805 charge_mana_effect (plyr, casting_level (caster, spell));
2092 return 1; 1806 return 1;
2093 } 1807 }
2094 /* suck sp away. Can't suck sp from yourself */ 1808 /* suck sp away. Can't suck sp from yourself */
2095 else if (op != plyr) 1809 else if (op != plyr)
2096 { 1810 {
2101 if (rate > 95) 1815 if (rate > 95)
2102 rate = 95; 1816 rate = 95;
2103 1817
2104 sucked = (plyr->stats.sp * rate) / 100; 1818 sucked = (plyr->stats.sp * rate) / 100;
2105 plyr->stats.sp -= sucked; 1819 plyr->stats.sp -= sucked;
2106 if (QUERY_FLAG (op, FLAG_ALIVE)) 1820 if (op->flag [FLAG_ALIVE])
2107 { 1821 {
2108 /* Player doesn't get full credit */ 1822 /* Player doesn't get full credit */
2109 sucked = (sucked * rate) / 100; 1823 sucked = (sucked * rate) / 100;
2110 op->stats.sp += sucked; 1824 op->stats.sp += sucked;
2111 if (sucked > 0) 1825 if (sucked > 0)
2112 { 1826 {
2113 charge_mana_effect (op, caster_level (caster, spell)); 1827 charge_mana_effect (op, casting_level (caster, spell));
2114 } 1828 }
2115 } 1829 }
2116 return 1; 1830 return 1;
2117 } 1831 }
2118 return 0; 1832 return 0;
2160 /* Basically, if the object is magical and not counterspell, 1874 /* Basically, if the object is magical and not counterspell,
2161 * we will more or less remove the object. Don't counterspell 1875 * we will more or less remove the object. Don't counterspell
2162 * monsters either. 1876 * monsters either.
2163 */ 1877 */
2164 1878
2165 if (head->attacktype & AT_MAGIC && 1879 if (head->attacktype & AT_MAGIC
2166 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1880 && !(head->attacktype & AT_COUNTERSPELL)
1881 && !head->flag [FLAG_MONSTER]
1882 && (op->level > head->level))
2167 head->destroy (); 1883 head->destroy ();
2168 else 1884 else
2169 switch (head->type) 1885 switch (head->type)
2170 { 1886 {
2171 case SPELL_EFFECT: 1887 case SPELL_EFFECT:
1888 // XXX: Don't affect floor spelleffects. See also XXX comment
1889 // about sanctuary in spell_util.C
1890 if (tmp->flag [FLAG_IS_FLOOR])
1891 continue;
1892
2172 if (op->level > head->level) 1893 if (op->level > head->level)
2173 head->destroy (); 1894 head->destroy ();
2174 1895
2175 break; 1896 break;
2176 1897
2187 break; 1908 break;
2188 } 1909 }
2189 } 1910 }
2190} 1911}
2191 1912
2192
2193
2194/* cast_consecrate() - a spell to make an altar your god's */ 1913/* cast_consecrate() - a spell to make an altar your god's */
2195int 1914int
2196cast_consecrate (object *op, object *caster, object *spell) 1915cast_consecrate (object *op, object *caster, object *spell)
2197{ 1916{
2198 char buf[MAX_BUF]; 1917 char buf[MAX_BUF];
2199 1918
2200 object *tmp, *god = find_god (determine_god (op)); 1919 object *tmp, *god = find_god (determine_god (op));
2201 1920
2202 if (!god) 1921 if (!god)
2203 { 1922 {
2204 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1923 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2205 return 0; 1924 return 0;
2206 } 1925 }
2207 1926
2208 for (tmp = op->below; tmp; tmp = tmp->below) 1927 for (tmp = op->below; tmp; tmp = tmp->below)
2209 { 1928 {
2210 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1929 if (tmp->flag [FLAG_IS_FLOOR])
2211 break; 1930 break;
2212 if (tmp->type == HOLY_ALTAR) 1931 if (tmp->type == HOLY_ALTAR)
2213 { 1932 {
2214 1933
2215 if (tmp->level > caster_level (caster, spell)) 1934 if (tmp->level > casting_level (caster, spell))
2216 { 1935 {
2217 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1936 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2218 return 0; 1937 return 0;
2219 } 1938 }
2220 else 1939 else
2221 { 1940 {
2222 /* If we got here, we are consecrating an altar */ 1941 /* If we got here, we are consecrating an altar */
2223 sprintf (buf, "Altar of %s", &god->name); 1942 sprintf (buf, "Altar of %s", &god->name);
2224 tmp->name = buf; 1943 tmp->name = buf;
2225 tmp->level = caster_level (caster, spell); 1944 tmp->level = casting_level (caster, spell);
2226 tmp->other_arch = god->arch; 1945 tmp->other_arch = god->arch;
1946
2227 if (op->type == PLAYER) 1947 if (op->type == PLAYER)
2228 esrv_update_item (UPD_NAME, op, tmp); 1948 esrv_update_item (UPD_NAME, op, tmp);
1949
2229 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1950 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2230 return 1; 1951 return 1;
2231 } 1952 }
2232 } 1953 }
2233 } 1954 }
2234 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1955
1956 op->failmsg ("You are not standing over an altar!");
2235 return 0; 1957 return 0;
2236} 1958}
2237 1959
2238/* animate_weapon - 1960/* animate_weapon -
2239 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1961 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2243 * This code was very odd - code early on would only let players use the spell, 1965 * This code was very odd - code early on would only let players use the spell,
2244 * yet the code wass full of player checks. I've presumed that the code 1966 * yet the code wass full of player checks. I've presumed that the code
2245 * that only let players use it was correct, and removed all the other 1967 * that only let players use it was correct, and removed all the other
2246 * player checks. MSW 2003-01-06 1968 * player checks. MSW 2003-01-06
2247 */ 1969 */
2248
2249int 1970int
2250animate_weapon (object *op, object *caster, object *spell, int dir) 1971animate_weapon (object *op, object *caster, object *spell, int dir)
2251{ 1972{
2252 object *weapon, *tmp;
2253 char buf[MAX_BUF]; 1973 char buf[MAX_BUF];
2254 int a, i; 1974 int a, i;
2255 sint16 x, y; 1975 sint16 x, y;
2256 maptile *m; 1976 maptile *m;
2257 materialtype_t *mt;
2258 1977
2259 if (!spell->other_arch) 1978 if (!spell->other_arch)
2260 { 1979 {
2261 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1980 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2262 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1981 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2265 /* exit if it's not a player using this spell. */ 1984 /* exit if it's not a player using this spell. */
2266 if (op->type != PLAYER) 1985 if (op->type != PLAYER)
2267 return 0; 1986 return 0;
2268 1987
2269 /* if player already has a golem, abort */ 1988 /* if player already has a golem, abort */
2270 if (op->contr->ranges[range_golem]) 1989 if (object *golem = op->contr->golem)
2271 { 1990 {
2272 control_golem (op->contr->ranges[range_golem], dir); 1991 control_golem (golem, dir);
2273 return 0; 1992 return 0;
2274 } 1993 }
2275 1994
2276 /* if no direction specified, pick one */ 1995 /* if no direction specified, pick one */
2277 if (!dir) 1996 if (!dir)
2278 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1997 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2279 1998
2280 m = op->map; 1999 m = op->map;
2281 x = op->x + freearr_x[dir]; 2000 x = op->x + freearr_x[dir];
2282 y = op->y + freearr_y[dir]; 2001 y = op->y + freearr_y[dir];
2283 2002
2284 /* if there's no place to put the golem, abort */ 2003 /* if there's no place to put the golem, abort */
2285 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2004 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2286 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2005 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2287 { 2006 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2007 op->failmsg ("There is something in the way.");
2289 return 0; 2008 return 0;
2290 } 2009 }
2291 2010
2292 /* Use the weapon marked by the player. */ 2011 /* Use the weapon marked by the player. */
2293 weapon = find_marked_object (op); 2012 object *weapon = op->mark ();
2294 2013
2295 if (!weapon) 2014 if (!weapon)
2296 { 2015 {
2297 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2016 op->failmsg ("You must mark a weapon to use with this spell!");
2298 return 0; 2017 return 0;
2299 } 2018 }
2019
2300 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2020 if (spell->race && weapon->arch->archname != spell->race)
2301 { 2021 {
2302 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2022 op->failmsg ("The spell fails to transform your weapon.");
2303 return 0; 2023 return 0;
2304 } 2024 }
2025
2305 if (weapon->type != WEAPON) 2026 if (weapon->type != WEAPON)
2306 { 2027 {
2307 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2028 op->failmsg ("You need to wield a weapon to animate it.");
2308 return 0; 2029 return 0;
2309 } 2030 }
2310 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2031
2032 if (weapon->flag [FLAG_APPLIED])
2311 { 2033 {
2312 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2034 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2313 return 0; 2035 return 0;
2314 } 2036 }
2315 2037
2316 if (weapon->nrof > 1) 2038 weapon = weapon->split ();
2317 {
2318 tmp = get_split_ob (weapon, 1);
2319 esrv_send_item (op, weapon);
2320 weapon = tmp;
2321 }
2322 2039
2323 /* create the golem object */ 2040 /* create the golem object */
2324 tmp = arch_to_object (spell->other_arch); 2041 object *tmp = spell->other_arch->instance ();
2325 2042
2326 /* if animated by a player, give the player control of the golem */ 2043 /* if animated by a player, give the player control of the golem */
2327 CLEAR_FLAG (tmp, FLAG_MONSTER); 2044 tmp->clr_flag (FLAG_MONSTER);
2328 tmp->stats.exp = 0; 2045 tmp->stats.exp = 0;
2329 add_friendly_object (tmp); 2046 add_friendly_object (tmp);
2330 tmp->type = GOLEM; 2047 tmp->type = GOLEM;
2331 tmp->set_owner (op); 2048 tmp->set_owner (op);
2049 op->contr->golem = tmp;
2332 set_spell_skill (op, caster, spell, tmp); 2050 set_spell_skill (op, caster, spell, tmp);
2333 op->contr->ranges[range_golem] = tmp;
2334 op->contr->shoottype = range_golem;
2335 2051
2336 /* Give the weapon to the golem now. A bit of a hack to check the 2052 /* Give the weapon to the golem now. A bit of a hack to check the
2337 * removed flag - it should only be set if get_split_object was 2053 * removed flag - it should only be set if weapon->split was
2338 * used above. 2054 * used above.
2339 */ 2055 */
2340 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2056 if (!weapon->flag [FLAG_REMOVED])
2341 weapon->remove (); 2057 weapon->remove ();
2342 insert_ob_in_ob (weapon, tmp); 2058
2343 esrv_send_item (op, weapon); 2059 tmp->insert (weapon);
2060
2344 /* To do everything necessary to let a golem use the weapon is a pain, 2061 /* To do everything necessary to let a golem use the weapon is a pain,
2345 * so instead, just set it as equipped (otherwise, we need to update 2062 * so instead, just set it as equipped (otherwise, we need to update
2346 * body_info, skills, etc) 2063 * body_info, skills, etc)
2347 */ 2064 */
2348 SET_FLAG (tmp, FLAG_USE_WEAPON); 2065 tmp->set_flag (FLAG_USE_WEAPON);
2349 SET_FLAG (weapon, FLAG_APPLIED); 2066 weapon->set_flag (FLAG_APPLIED);
2350 tmp->update_stats (); 2067 tmp->update_stats ();
2351 2068
2352 /* There used to be 'odd' code that basically seemed to take the absolute 2069 /* There used to be 'odd' code that basically seemed to take the absolute
2353 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2070 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2354 * if you're using a crappy weapon, it shouldn't be as good. 2071 * if you're using a crappy weapon, it shouldn't be as good.
2374 2091
2375 /* attacktype */ 2092 /* attacktype */
2376 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2377 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2378 2095
2379 mt = NULL;
2380 if (op->materialname != NULL)
2381 mt = name_to_material (op->materialname);
2382 if (mt != NULL)
2383 {
2384 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2385 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2386 a = mt->save[0]; 2098
2387 } 2099 a = op->material->save[0];
2388 else 2100
2389 {
2390 for (i = 0; i < NROFATTACKS; i++)
2391 tmp->resist[i] = 5;
2392 a = 10;
2393 }
2394 /* Set weapon's immunity */ 2101 /* Set weapon's immunity */
2395 tmp->resist[ATNR_CONFUSION] = 100; 2102 tmp->resist[ATNR_CONFUSION] = 100;
2396 tmp->resist[ATNR_POISON] = 100; 2103 tmp->resist[ATNR_POISON] = 100;
2397 tmp->resist[ATNR_SLOW] = 100; 2104 tmp->resist[ATNR_SLOW] = 100;
2398 tmp->resist[ATNR_PARALYZE] = 100; 2105 tmp->resist[ATNR_PARALYZE] = 100;
2404 2111
2405 /* Improve weapon's armour value according to best save vs. physical of its material */ 2112 /* Improve weapon's armour value according to best save vs. physical of its material */
2406 2113
2407 if (a > 14) 2114 if (a > 14)
2408 a = 14; 2115 a = 14;
2116
2409 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2117 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2410 2118
2411 /* Determine golem's speed */ 2119 /* Determine golem's speed */
2412 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2120 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2413 2121
2414 if (!spell->race) 2122 if (!spell->race)
2415 { 2123 {
2416 sprintf (buf, "animated %s", &weapon->name); 2124 sprintf (buf, "animated %s", &weapon->name);
2417 tmp->name = buf; 2125 tmp->name = buf;
2423 tmp->state = weapon->state; 2131 tmp->state = weapon->state;
2424 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2132 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2425 } 2133 }
2426 2134
2427 /* make experience increase in proportion to the strength of the summoned creature. */ 2135 /* make experience increase in proportion to the strength of the summoned creature. */
2428 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2136 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2429 2137
2430 tmp->speed_left = -1; 2138 tmp->speed_left = -1;
2431 tmp->direction = dir; 2139 tmp->direction = dir;
2432 2140
2433 m->insert (tmp, x, y, op); 2141 m->insert (tmp, x, y, op);
2437/* cast_daylight() - changes the map darkness level *lower* */ 2145/* cast_daylight() - changes the map darkness level *lower* */
2438 2146
2439/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2147/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2440 * This changes the light level for the entire map. 2148 * This changes the light level for the entire map.
2441 */ 2149 */
2442
2443int 2150int
2444cast_change_map_lightlevel (object *op, object *caster, object *spell) 2151cast_change_map_lightlevel (object *op, object *caster, object *spell)
2445{ 2152{
2446 int success; 2153 int success;
2447 2154
2451 success = op->map->change_map_light (spell->stats.dam); 2158 success = op->map->change_map_light (spell->stats.dam);
2452 2159
2453 if (!success) 2160 if (!success)
2454 { 2161 {
2455 if (spell->stats.dam < 0) 2162 if (spell->stats.dam < 0)
2456 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2163 op->failmsg ("It can be no brighter here.");
2457 else 2164 else
2458 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2165 op->failmsg ("It can be no darker here.");
2459 } 2166 }
2167
2460 return success; 2168 return success;
2461} 2169}
2462
2463
2464
2465
2466 2170
2467/* create an aura spell object and put it in the player's inventory. 2171/* create an aura spell object and put it in the player's inventory.
2468 * as usual, op is player, caster is the object casting the spell, 2172 * as usual, op is player, caster is the object casting the spell,
2469 * spell is the spell object itself. 2173 * spell is the spell object itself.
2470 */ 2174 */
2476 2180
2477 new_aura = present_arch_in_ob (spell->other_arch, op); 2181 new_aura = present_arch_in_ob (spell->other_arch, op);
2478 if (new_aura) 2182 if (new_aura)
2479 refresh = 1; 2183 refresh = 1;
2480 else 2184 else
2481 new_aura = arch_to_object (spell->other_arch); 2185 new_aura = spell->other_arch->instance ();
2482 2186
2483 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2187 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2484 2188
2485 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2189 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2486 2190
2487 new_aura->set_owner (op);
2488 set_spell_skill (op, caster, spell, new_aura); 2191 set_spell_skill (op, caster, spell, new_aura);
2489 new_aura->attacktype = spell->attacktype; 2192 new_aura->attacktype = spell->attacktype;
2490 2193
2491 new_aura->level = caster_level (caster, spell); 2194 new_aura->level = casting_level (caster, spell);
2195
2492 if (refresh) 2196 if (refresh)
2493 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2494 else 2198 else
2495 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2200
2496 insert_ob_in_ob (new_aura, op); 2201 insert_ob_in_ob (new_aura, op);
2202 new_aura->set_owner (op);
2203
2497 return 1; 2204 return 1;
2498} 2205}
2499
2500 2206
2501/* move aura function. An aura is a part of someone's inventory, 2207/* move aura function. An aura is a part of someone's inventory,
2502 * which he carries with him, but which acts on the map immediately 2208 * which he carries with him, but which acts on the map immediately
2503 * around him. 2209 * around him.
2504 * Aura parameters: 2210 * Aura parameters:
2505 * duration: duration counter. 2211 * duration: duration counter.
2506 * attacktype: aura's attacktype 2212 * attacktype: aura's attacktype
2507 * other_arch: archetype to drop where we attack 2213 * other_arch: archetype to drop where we attack
2508 */ 2214 */
2509
2510void 2215void
2511move_aura (object *aura) 2216move_aura (object *aura)
2512{ 2217{
2513 int i, mflags;
2514 object *env;
2515 maptile *m;
2516
2517 /* auras belong in inventories */ 2218 /* auras belong in inventories */
2518 env = aura->env; 2219 object *env = aura->env;
2220 object *owner = aura->owner;
2519 2221
2520 /* no matter what we've gotta remove the aura... 2222 /* no matter what we've gotta remove the aura...
2521 * we'll put it back if its time isn't up. 2223 * we'll put it back if its time isn't up.
2522 */ 2224 */
2523 aura->remove (); 2225 aura->remove ();
2528 aura->destroy (); 2230 aura->destroy ();
2529 return; 2231 return;
2530 } 2232 }
2531 2233
2532 /* auras only exist in inventories */ 2234 /* auras only exist in inventories */
2533 if (env == NULL || env->map == NULL) 2235 if (!env || !env->map)
2534 { 2236 {
2535 aura->destroy (); 2237 aura->destroy ();
2536 return; 2238 return;
2537 } 2239 }
2538 2240
2539 /* we need to jump out of the inventory for a bit 2241 /* we need to jump out of the inventory for a bit
2540 * in order to hit the map conveniently. 2242 * in order to hit the map conveniently.
2541 */ 2243 */
2542 aura->insert_at (env, aura); 2244 aura->insert_at (env, aura);
2543 2245
2544 for (i = 1; i < 9; i++) 2246 for (int i = 1; i < 9; i++)
2545 { 2247 {
2546 sint16 nx, ny; 2248 mapxy pos (env);
2249 pos.move (i);
2547 2250
2548 nx = aura->x + freearr_x[i];
2549 ny = aura->y + freearr_y[i];
2550 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2551
2552 /* Consider the movement tyep of the person with the aura as 2251 /* Consider the movement type of the person with the aura as
2553 * movement type of the aura. Eg, if the player is flying, the aura 2252 * movement type of the aura. Eg, if the player is flying, the aura
2554 * is flying also, if player is walking, it is on the ground, etc. 2253 * is flying also, if player is walking, it is on the ground, etc.
2555 */ 2254 */
2556 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2255 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2557 { 2256 {
2558 hit_map (aura, i, aura->attacktype, 0); 2257 hit_map (aura, i, aura->attacktype, 0);
2559 2258
2560 if (aura->other_arch) 2259 if (aura->other_arch)
2561 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2260 pos.insert (aura->other_arch->instance (), aura);
2562 } 2261 }
2563 } 2262 }
2564 2263
2565 /* put the aura back in the player's inventory */ 2264 /* put the aura back in the player's inventory */
2566 aura->remove (); 2265 env->insert (aura);
2567 insert_ob_in_ob (aura, env); 2266 aura->set_owner (owner);
2568} 2267}
2569 2268
2570/* moves the peacemaker spell. 2269/* moves the peacemaker spell.
2571 * op is the piece object. 2270 * op is the piece object.
2572 */ 2271 */
2573
2574void 2272void
2575move_peacemaker (object *op) 2273move_peacemaker (object *op)
2576{ 2274{
2577 object *tmp; 2275 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2578
2579 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2580 { 2276 {
2581 int atk_lev, def_lev; 2277 int atk_lev, def_lev;
2582 object *victim = tmp; 2278 object *victim = tmp->head_ ();
2583 2279
2584 if (tmp->head) 2280 if (!victim->flag [FLAG_MONSTER])
2585 victim = tmp->head;
2586 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2587 continue; 2281 continue;
2588 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282
2283 if (victim->flag [FLAG_UNAGGRESSIVE])
2589 continue; 2284 continue;
2285
2590 if (victim->stats.exp == 0) 2286 if (victim->stats.exp == 0)
2591 continue; 2287 continue;
2592 2288
2593 def_lev = MAX (1, victim->level); 2289 def_lev = max (1, victim->level);
2594 atk_lev = MAX (1, op->level); 2290 atk_lev = max (1, op->level);
2595 2291
2596 if (rndm (0, atk_lev - 1) > def_lev) 2292 if (rndm (0, atk_lev - 1) > def_lev)
2597 { 2293 {
2598 /* make this sucker peaceful. */ 2294 /* make this sucker peaceful. */
2599 2295
2296 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2600 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2297 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2601 victim->stats.exp = 0; 2298 victim->stats.exp = 0;
2602#if 0 2299#if 0
2603 /* No idea why these were all set to zero - if something 2300 /* No idea why these were all set to zero - if something
2604 * makes this creature agressive, he should still do damage. 2301 * makes this creature agressive, he should still do damage.
2607 victim->stats.sp = 0; 2304 victim->stats.sp = 0;
2608 victim->stats.grace = 0; 2305 victim->stats.grace = 0;
2609 victim->stats.Pow = 0; 2306 victim->stats.Pow = 0;
2610#endif 2307#endif
2611 victim->attack_movement = RANDO2; 2308 victim->attack_movement = RANDO2;
2612 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2309 victim->set_flag (FLAG_UNAGGRESSIVE);
2613 SET_FLAG (victim, FLAG_RUN_AWAY); 2310 victim->set_flag (FLAG_RUN_AWAY);
2614 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2311 victim->set_flag (FLAG_RANDOM_MOVE);
2615 CLEAR_FLAG (victim, FLAG_MONSTER); 2312 victim->clr_flag (FLAG_MONSTER);
2313
2616 if (victim->name) 2314 if (victim->name)
2617 {
2618 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2315 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2619 } 2316 }
2620 }
2621 } 2317 }
2622} 2318}
2623
2624 2319
2625/* This writes a rune that contains the appropriate message. 2320/* This writes a rune that contains the appropriate message.
2626 * There really isn't any adjustments we make. 2321 * There really isn't any adjustments we make.
2627 */ 2322 */
2628
2629int 2323int
2630write_mark (object *op, object *spell, const char *msg) 2324write_mark (object *op, object *spell, const char *msg)
2631{ 2325{
2632 char rune[HUGE_BUF];
2633 object *tmp;
2634
2635 if (!msg || msg[0] == 0) 2326 if (!msg || msg[0] == 0)
2636 { 2327 {
2637 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2328 op->failmsg ("Write what?");
2638 return 0; 2329 return 0;
2639 } 2330 }
2640 2331
2641 if (strcasestr_local (msg, "endmsg")) 2332 if (!msg_is_safe (msg))
2642 { 2333 {
2643 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2334 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2644 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2335 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2645 return 0; 2336 return 0;
2646 } 2337 }
2338
2647 if (!spell->other_arch) 2339 if (!spell->other_arch)
2648 return 0; 2340 return 0;
2649 tmp = arch_to_object (spell->other_arch);
2650 2341
2651 snprintf (rune, sizeof (rune), "%s\n", msg); 2342 object *tmp = spell->other_arch->instance ();
2652 2343
2653 tmp->race = op->name; /*Save the owner of the rune */ 2344 tmp->race = op->name; /*Save the owner of the rune */
2654 tmp->msg = rune; 2345 tmp->msg = msg;
2655 2346
2656 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2347 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2348
2657 return 1; 2349 return 1;
2658} 2350}
2351

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