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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.51 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * 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 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <object.h> 27#include <object.h>
27#include <living.h> 28#include <living.h>
58} 59}
59 60
60int 61int
61recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
62{ 63{
63 object *wand, *tmp;
64 int ncharges; 64 int ncharges;
65 65
66 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
67 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
68 { 69 {
69 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 op->failmsg ("You need to mark the wand you want to recharge.");
70 return 0; 71 return 0;
71 } 72 }
73
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 75 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 77 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 78 wand->destroy ();
78 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 81
81 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
83 84
94 95
95 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
97 else 98 else
98 { 99 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 op->failmsgf ("Your %s is broken.", query_name (wand));
100 return 0; 101 return 0;
101 } 102 }
102 103
103 if (!ncharges) 104 if (!ncharges)
104 ncharges = 1; 105 ncharges = 1;
105 106
106 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 109
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
110 { 111 {
111 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 113 wand->set_speed (wand->arch->speed);
113 } 114 }
114 115
115 return 1; 116 return 1;
116} 117}
117 118
123 * great a plus, the default is used. 124 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 125 * 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 126 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
127 */ 128 */
128
129int 129int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
131{ 131{
132 int missile_plus = 0, bonus_plus = 0; 132 int bonus_plus = 0;
133 const char *missile_name; 133 const char *missile_name = "arrow";
134 object *tmp, *missile;
135 134
136 missile_name = "arrow";
137
138 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
139 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
140 missile_name = tmp->race; 137 missile_name = tmp->race;
141 138
142 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
143 140
144 if (archetype::find (missile_name) == NULL) 141 archetype *missile_arch = archetype::find (missile_name);
142
143 if (!missile_arch)
145 { 144 {
146 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 145 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
147 return 0; 146 return 0;
148 } 147 }
149 148
150 missile = get_archetype (missile_name); 149 object *missile = missile_arch->instance ();
151 150
152 if (stringarg) 151 if (spellparam)
153 { 152 {
154 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
156 { 155 {
157 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
158 157
159 for (; al; al = al->next) 158 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
161 break; 160 break;
162 161
163 if (!al) 162 if (!al)
164 { 163 {
165 missile->destroy (); 164 missile->destroy ();
166 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 165 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
167 return 0; 166 return 0;
168 } 167 }
169 168
170 if (al->item->slaying) 169 if (al->item->slaying)
171 { 170 {
172 missile->destroy (); 171 missile->destroy ();
173 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 172 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
174 return 0; 173 return 0;
175 } 174 }
176 175
177 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
178 /* These special arrows cost something extra. Don't have them also be magical - 177 /* 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 178 * 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. 179 * the parsing of having to do both plus and type.
181 */ 180 */
182 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
183 missile_plus = 0; 182 missile_plus = 0;
184 } 183 }
185 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
186 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
187 } 186 }
188 187
189 if (missile_plus > 4) 188 missile_plus = clamp (missile_plus, -4, 4);
190 missile_plus = 4;
191 else if (missile_plus < -4)
192 missile_plus = -4;
193 189
194 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
195 missile->nrof -= 3 * (missile_plus + bonus_plus); 191 missile->nrof -= 3 * (missile_plus + bonus_plus);
196 192
197 if (missile->nrof < 1) 193 if (missile->nrof < 1)
199 195
200 missile->magic = missile_plus; 196 missile->magic = missile_plus;
201 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
202 missile->value = 0; 198 missile->value = 0;
203 199
204 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
205 201
206 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 202 cast_create_obj (op, caster, missile, dir);
203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
207 pick_up (op, missile); 207 pick_up (op, missile);
208 208
209 return 1; 209 return 1;
210} 210}
211 211
212
213/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
214 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
215int 214int
216cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
217{ 216{
218 int food_value; 217 int food_value;
219 archetype *at = NULL; 218 archetype *at = NULL;
220 object *new_op; 219 object *new_op;
221 220
222 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 221 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
223 222
224 if (stringarg) 223 if (spellparam)
225 { 224 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
227 if (at == NULL) 226 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
229 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 229 spellparam = NULL;
231 } 230 }
232 231
233 if (!stringarg) 232 if (!spellparam)
234 { 233 {
235 archetype *at_tmp; 234 archetype *at_tmp;
236 235
237 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
238 * This removes the dependancy of hard coded food values in this 237 * 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 239 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 240 * to be altered from the donor.
242 */ 241 */
243 242
244 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
246 { 245 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 247 {
249 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 250 * the item we have now, take it instead.
252 */ 251 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
254 at = at_tmp; 257 at = at_tmp;
255 } 258 }
256 } 259 }
257 } 260 }
261
258 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
259 * know 263 * know
260 */ 264 */
261 if (!at) 265 if (!at)
262 { 266 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 op->failmsgf ("You don't have enough experience to create any food.");
264 return 0; 268 return 0;
265 } 269 }
266 270
267 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 272 new_op = at->instance ();
269 new_op->nrof = food_value; 273 new_op->nrof = food_value;
270 274
271 new_op->value = 0; 275 new_op->value = 0;
272 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
273 new_op->nrof = 1; 277 new_op->nrof = 1;
281{ 285{
282 int r, mflags, maxrange; 286 int r, mflags, maxrange;
283 object *tmp; 287 object *tmp;
284 maptile *m; 288 maptile *m;
285 289
286
287 if (!dir) 290 if (!dir)
288 { 291 {
289 examine_monster (op, op); 292 examine_monster (op, op);
290 return 1; 293 return 1;
291 } 294 }
295
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
294 { 298 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
296 300
297 m = op->map; 301 m = op->map;
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 303
300 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
301 break; 305 break;
302 306
303 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
304 { 308 {
305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
306 return 0; 310 return 0;
307 } 311 }
312
308 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
309 { 314 {
310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 315 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))) 316 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
312 { 317 {
313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
314 if (tmp->head != NULL) 319 if (tmp->head != NULL)
315 tmp = tmp->head; 320 tmp = tmp->head;
316 examine_monster (op, tmp); 321 examine_monster (op, tmp);
317 return 1; 322 return 1;
318 } 323 }
319 } 324 }
320 } 325 }
326
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 327 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 328 return 1;
323} 329}
324
325 330
326/* This checks to see if 'pl' is invisible to 'mon'. 331/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 332 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 333 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 334 * otherwise. This doesn't check range, walls, etc. It
331 * pl is invisible. 336 * pl is invisible.
332 */ 337 */
333int 338int
334makes_invisible_to (object *pl, object *mon) 339makes_invisible_to (object *pl, object *mon)
335{ 340{
336
337 if (!pl->invisible) 341 if (!pl->invisible)
338 return 0; 342 return 0;
343
339 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
340 { 345 {
341 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
343 { 348 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
345 return 0; 350 return 0;
351
346 return 1; 352 return 1;
347 } 353 }
354
348 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 357 return 1;
358
351 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
352 if (!mon->race) 360 if (!mon->race)
353 return 0; 361 return 0;
362
354 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
355 return 1; 364 return 1;
365
356 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
357 return 0; 367 return 0;
358 } 368 }
359 else 369 else
360 { 370 {
375int 385int
376cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
377{ 387{
378 if (op->invisible > 1000) 388 if (op->invisible > 1000)
379 { 389 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 390 op->failmsg ("You can not extend the duration of your invisibility any further");
381 return 0; 391 return 0;
382 } 392 }
383 393
384 /* Remove the switch with 90% duplicate code - just handle the differences with 394 /* Remove the switch with 90% duplicate code - just handle the differences with
385 * and if statement or two. 395 * and if statement or two.
386 */ 396 */
387 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 397 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
398
388 /* max duration */ 399 /* limit duration */
389 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
390 op->invisible = 1000;
391 401
392 if (op->type == PLAYER) 402 if (op->type == PLAYER)
393 { 403 {
394 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
395 405
396 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
397 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
398 else 408 else
399 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
400
401 op->contr->hidden = 0;
402 } 410 }
403 411
404 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
406 else 414 else
421/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
422 */ 430 */
423int 431int
424cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
425{ 433{
426 object *tmp, *next;
427 int range, i, j, mflags; 434 int range, i, j, mflags;
428 sint16 sx, sy; 435 sint16 sx, sy;
429 maptile *m; 436 maptile *m;
430
431 if (op->type != PLAYER)
432 return 0;
433 437
434 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
435 439
436 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
437 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
443 447
444 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
445 continue; 449 continue;
446 450
447 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
448 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
449 { 453 {
450 next = tmp->above; 454 next = tmp->above;
451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
453 } 458 }
454 } 459 }
455 460
456 return 1; 461 return 1;
458 463
459void 464void
460execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
461{ 466{
462 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
463 {
464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
466 else 470 else
467 { 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
468 // remove first so we do not call update_stats
469 op->remove ();
470 pl->enter_exit (op);
471 }
472 }
473 472
474 op->destroy (); 473 op->destroy ();
475} 474}
476 475
477/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
479 * time delay effect. 478 * time delay effect.
480 */ 479 */
481int 480int
482cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
483{ 482{
484 object *dummy; 483 if (!op->is_player ())
485 int time;
486
487 if (op->type != PLAYER)
488 return 0; 484 return 0;
489 485
490 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
491 { 487 {
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 489 return 1;
494 } 490 }
495 491
496 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
497 if (dummy == NULL)
498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0;
502 }
503 493
504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
505 if (time < 1)
506 time = 1;
507 495
508 /* value of speed really doesn't make much difference, as long as it is 496 /* value of speed really doesn't make much difference, as long as it is
509 * positive. Lower value may be useful so that the problem doesn't 497 * positive. Lower value may be useful so that the problem doesn't
510 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
511 */ 499 */
512 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
513 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
514 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
515 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
516 504 dummy->slaying = op->contr->savebed_map;
517 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
518 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y;
523 507
524 op->insert (dummy); 508 op->insert (dummy);
525 509
526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527 511
565} 549}
566 550
567int 551int
568perceive_self (object *op) 552perceive_self (object *op)
569{ 553{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 554 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
573 object *tmp;
574 int i;
575 556
557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
558
559 if (!op->is_player ())
560 return 0;
561
562 if (object *race = archetype::find (op->race))
563 buf << " - You are a G<male|female> " << &race->name << ".\n";
564
576 tmp = find_god (determine_god (op)); 565 if (object *god = find_god (determine_god (op)))
577 if (tmp) 566 buf << " - You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 567 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 568 buf << " - You worship no god.\n";
581 569
582 tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
583 571
584 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 573 buf << " - You feel very mundane. ";
586 else 574 else
587 { 575 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 576 buf << " - You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 577
591 if (tmp) 578 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 582 }
596 583
597 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 587 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
603 { 589 {
604 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 591 buf << " - Your metabolism isn't focused on anything.\n";
606 else 592 else
607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
608 594
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 595 break;
611 } 596 }
612 } 597 }
613 }
614 598
615 return 1; 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
616}
617
618/* int cast_create_town_portal (object *op, object *caster, int dir)
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind. You feel you are able to come here from anywhere.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitmap = maptile::find_sync (old_force->race, op->map);
721
722 if (exitmap)
723 {
724 exitmap->load_sync ();
725
726 int exitx = EXIT_X (old_force);
727 int exity = EXIT_Y (old_force);
728
729 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
730 {
731 if (tmp->name == old_force->name)
732 {
733 tmp->destroy ();
734 break;
735 }
736 }
737 }
738
739 old_force->destroy ();
740 }
741
742 dummy->destroy ();
743
744 /* Creating the portals.
745 * The very first thing to do is to ensure
746 * access to the destination map.
747 * If we can't, don't fizzle. Simply warn player.
748 * This ensure player pays his mana for the spell
749 * because HE is responsible of forgotting.
750 * 'force' is the destination of the town portal, which we got
751 * from the players inventory above.
752 */
753
754 /* Ensure exit map is loaded */
755 exitmap = maptile::find_sync (force->name);
756
757 /* If we were unable to load (ex. random map deleted), warn player */
758 if (!exitmap)
759 {
760 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
761 force->destroy ();
762 return 1;
763 }
764
765 exitmap->load_sync ();
766
767 op_level = caster_level (caster, spell);
768 if (op_level < 15)
769 snprintf (portal_message, 1024,
770 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
771 &op->name);
772 else if (op_level < 30)
773 snprintf (portal_message, 1024,
774 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
775 else if (op_level < 60)
776 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
777 else
778 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
779 &op->name);
780
781 /* Create a portal in front of player
782 * dummy contain the portal and
783 * force contain the track to kill it later
784 */
785 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
786 dummy = get_archetype (spell->slaying); /*The portal */
787 if (dummy == NULL)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
790 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
791 return 0;
792 }
793
794 EXIT_PATH (dummy) = force->name;
795 EXIT_X (dummy) = EXIT_X (force);
796 EXIT_Y (dummy) = EXIT_Y (force);
797 dummy->name = dummy->name_pl = portal_name;
798 dummy->msg = portal_message;
799 dummy->race = op->name; /*Save the owner of the portal */
800 cast_create_obj (op, caster, dummy, 0);
801
802 /* Now we need to to create a town portal marker inside the player
803 * object, so on future castings, we can know that he has an active
804 * town portal.
805 */
806 object *tmp = get_archetype (spell->race);
807
808 if (!tmp)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814
815 tmp->race = op->map->path;
816 tmp->name = portal_name;
817 EXIT_X (tmp) = dummy->x;
818 EXIT_Y (tmp) = dummy->y;
819 op->insert (tmp);
820
821 /* Create a portal in the destination map
822 * dummy contain the portal and
823 * force the track to kill it later
824 * the 'force' variable still contains the 'reminder' of
825 * where this portal goes to.
826 */
827 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
828 dummy = get_archetype (spell->slaying); /*The portal */
829 if (dummy == NULL)
830 {
831 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
832 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
833 return 0;
834 }
835
836 EXIT_PATH (dummy) = op->map->path;
837 EXIT_X (dummy) = op->x;
838 EXIT_Y (dummy) = op->y;
839 dummy->name = dummy->name_pl = portal_name;
840 dummy->msg = portal_message;
841 dummy->race = op->name; /*Save the owner of the portal */
842 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
843
844 /* Now we create another town portal marker that
845 * points back to the one we just made
846 */
847 tmp = get_archetype (spell->race);
848 if (tmp == NULL)
849 {
850 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
851 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
852 return 0;
853 }
854
855 tmp->race = force->name;
856 tmp->name = portal_name;
857 EXIT_X (tmp) = dummy->x;
858 EXIT_Y (tmp) = dummy->y;
859 insert_ob_in_ob (tmp, op);
860
861 /* Describe the player what happened
862 */
863 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
864 force->destroy ();
865 600
866 return 1; 601 return 1;
867} 602}
868 603
869/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
885 x = op->x; 620 x = op->x;
886 y = op->y; 621 y = op->y;
887 } 622 }
888 else 623 else
889 { 624 {
890 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
891 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
892 } 627 }
893 628
894 m = op->map; 629 m = op->map;
895 630
896 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
897 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
898 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
899 { 634 {
900 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
901 return 0; 636 return 0;
902 } 637 }
903 638
904 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
905 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
906 else if (spell_ob->race) 641 else if (spell_ob->race)
907 { 642 {
908 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
909 644
910 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
914 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
915 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
916 return 0; 651 return 0;
917 } 652 }
918 653
919 tmp = arch_to_object (at); 654 tmp = at->instance ();
920 } 655 }
921 else 656 else
922 { 657 {
923 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
924 return 0; 659 return 0;
929 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
930 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
931 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
932 tmp->range = 0; 667 tmp->range = 0;
933 } 668 }
934 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
935 { 670 {
936 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
937 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
938 } 673 }
939 674
940 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
941 { 676 {
942 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
943 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
944 } 679 }
945 680
946 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
947 { 682 {
948 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
950 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
951 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
952 } 687 }
953 688
954 /* This can't really hurt - if the object doesn't kill anything, 689 /* This can't really hurt - if the object doesn't kill anything,
955 * these fields just won't be used. Do not set the owner for 690 * these fields just won't be used. Do not set the owner for
956 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
957 */ 692 */
958 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
959 tmp->set_owner (op); 694 tmp->set_owner (op);
960 695
961 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
962 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
963 698
964 name = tmp->name; 699 name = tmp->name;
965 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
966 { 701 {
967 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
968 return 0; 703 return 0;
969 } 704 }
970 705
971 /* If this is a spellcasting wall, need to insert the spell object */ 706 /* If this is a spellcasting wall, need to insert the spell object */
972 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
973 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
974 709
975 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
976 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
977 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
978 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
979 * blocked spaces. 714 * blocked spaces.
980 */ 715 */
981 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
986 { 721 {
987 int dir2; 722 int dir2;
988 723
989 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
990 725
991 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
992 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
993 m = tmp->map; 728 m = tmp->map;
994 729
995 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 730 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
996 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
997 { 732 {
998 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
999 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
1000 735
1001 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
1002 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1003 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
1004 739
1005 } 740 }
1006 else 741 else
1007 posblocked = 1; 742 posblocked = 1;
1008 743
1009 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
1010 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
1011 m = tmp->map; 746 m = tmp->map;
1012 747
1013 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1014 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1015 { 750 {
1016 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1017 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1018 753
1019 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1020 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
1021 } 756 }
1022 else 757 else
1023 negblocked = 1; 758 negblocked = 1;
1024 } 759 }
1025 760
1026 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
1027 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
1028 763
1029 return 1; 764 return 1;
1030} 765}
1031 766
1032int 767int
1033dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1034{ 769{
1035 uint32 dist, maxdist; 770 uint32 dist, maxdist;
1036 int mflags; 771 int mflags;
1037 maptile *m; 772 maptile *m;
1038 sint16 sx, sy; 773 sint16 sx, sy;
1040 if (op->type != PLAYER) 775 if (op->type != PLAYER)
1041 return 0; 776 return 0;
1042 777
1043 if (!dir) 778 if (!dir)
1044 { 779 {
1045 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
1046 return 0; 781 return 0;
1047 } 782 }
1048 783
1049 /* Given the new outdoor maps, can't let players dimension door for 784 /* Given the new outdoor maps, can't let players dimension door for
1050 * ever, so put limits in. 785 * ever, so put limits in.
1051 */ 786 */
1052 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1053 788
1054 if (op->contr->count) 789 if (spellparam)
1055 { 790 {
791 int count = atoi (spellparam);
792
1056 if (op->contr->count > maxdist) 793 if (count > maxdist)
1057 { 794 {
1058 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
1059 return 0; 796 return 0;
1060 } 797 }
1061 798
1062 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
1063 { 800 {
1064 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1065 802
1066 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1067 break; 804 break;
1068 805
1069 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1070 break; 807 break;
1071 } 808 }
1072 809
1073 if (dist < op->contr->count) 810 if (dist < count)
1074 { 811 {
1075 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 812 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1076 op->contr->count = 0;
1077 return 0; 813 return 0;
1078 } 814 }
1079
1080 op->contr->count = 0;
1081 815
1082 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
1083 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
1084 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
1085 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
1086 * lots of other maps that protect areas with no magic, but the 820 * lots of other maps that protect areas with no magic, but the
1087 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
1088 */ 822 */
1089 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
1090 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
1091 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1092 { 826 {
1093 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
1094 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
1095 } 829 }
1101 * spaces that blocked the players view. 835 * spaces that blocked the players view.
1102 */ 836 */
1103 837
1104 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
1105 { 839 {
1106 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
1107 841
1108 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1109 break; 843 break;
1110 844
1111 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1116 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
1117 * find a place for the player. 851 * find a place for the player.
1118 */ 852 */
1119 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
1120 { 854 {
1121 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
1122 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
1123 continue; 857 continue;
1124 858
1125 859
1126 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1127 break; 861 break;
1128 862
1129 } 863 }
1130 if (!dist) 864 if (!dist)
1131 { 865 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
1133 return 0; 867 return 0;
1134 } 868 }
1135 } 869 }
1136 870
1137 /* Actually move the player now */ 871 /* Actually move the player now */
1138 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
1139 return 1; 873 return 1;
1140 874
1141 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
1142 return 1; 877 return 1;
1143} 878}
1144
1145 879
1146/* cast_heal: Heals something. 880/* cast_heal: Heals something.
1147 * op is the caster. 881 * op is the caster.
1148 * dir is the direction he is casting it in. 882 * dir is the direction he is casting it in.
1149 * spell is the spell object. 883 * spell is the spell object.
1176 { 910 {
1177 /* See how many points we actually heal. Instead of messages 911 /* See how many points we actually heal. Instead of messages
1178 * based on type of spell, we instead do messages based 912 * based on type of spell, we instead do messages based
1179 * on amount of damage healed. 913 * on amount of damage healed.
1180 */ 914 */
1181 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 915 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1182 heal = tmp->stats.maxhp - tmp->stats.hp; 916 heal = tmp->stats.maxhp - tmp->stats.hp;
917
1183 tmp->stats.hp += heal; 918 tmp->stats.hp += heal;
1184 919
1185 if (tmp->stats.hp >= tmp->stats.maxhp) 920 if (tmp->stats.hp >= tmp->stats.maxhp)
1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 921 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1187 else if (heal > 50) 922 else if (heal > 50)
1196 success = 1; 931 success = 1;
1197 } 932 }
1198 } 933 }
1199 934
1200 if (spell->attacktype & AT_DISEASE) 935 if (spell->attacktype & AT_DISEASE)
1201 if (cure_disease (tmp, op)) 936 if (cure_disease (tmp, op, spell))
1202 success = 1; 937 success = 1;
1203 938
1204 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
1205 { 940 {
1206 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
1207 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
1208 if (poison) 943 if (poison)
1209 { 944 {
1210 success = 1; 945 success = 1;
1211 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1213 } 948 }
1214 } 949 }
1215 950
1216 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
1217 { 952 {
1218 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1219 if (poison) 954 if (poison)
1220 { 955 {
1221 success = 1; 956 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1223 poison->duration = 1; 958 poison->duration = 1;
1224 } 959 }
1225 } 960 }
1226 961
1227 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
1228 { 963 {
1229 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
1230 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
1231 if (poison) 966 if (poison)
1232 { 967 {
1233 success = 1; 968 success = 1;
1234 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1252 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1253 success = 1; 988 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1255 } 990 }
1256 991
1257 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1258 { 993 {
1259 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1260 if (tmp->stats.food > 999) 995 min_it (tmp->stats.food, MAX_FOOD);
1261 tmp->stats.food = 999; 996
1262 success = 1; 997 success = 1;
1263 /* We could do something a bit better like the messages for healing above */ 998 /* We could do something a bit better like the messages for healing above */
1264 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1265 } 1000 }
1266 1001
1267 return success; 1002 return success;
1268} 1003}
1269
1270 1004
1271/* This is used for the spells that gain stats. There are no spells 1005/* This is used for the spells that gain stats. There are no spells
1272 * right now that icnrease wis/int/pow on a temp basis, so no 1006 * right now that icnrease wis/int/pow on a temp basis, so no
1273 * good comments for those. 1007 * good comments for those.
1274 */ 1008 */
1275static const char *const no_gain_msgs[NUM_STATS] = { 1009static const char *const no_gain_msgs[NUM_STATS] = {
1276 "You grow no stronger.", 1010 "You grow no stronger.",
1277 "You grow no more agile.", 1011 "You grow no more agile.",
1278 "You don't feel any healthier.", 1012 "You don't feel any healthier.",
1279 "no wis", 1013 "You didn't grow any more intelligent.",
1014 "You do not feel any wiser.",
1015 "You don't feel any more powerful."
1280 "You are no easier to look at.", 1016 "You are no easier to look at.",
1281 "no int",
1282 "no pow"
1283}; 1017};
1284 1018
1285int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1286cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1026cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1287{ 1027{
1288 object *force = NULL; 1028 object *force = 0;
1289 int i; 1029 int i;
1290 1030
1291 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1031 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1292 object *tmp = dir 1032 object *tmp = dir
1293 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1294 : op; 1034 : op;
1295 1035
1296 if (!tmp) 1036 if (!tmp)
1297 return 0; 1037 return 0;
1298 1038
1299 /* If we've already got a force of this type, don't add a new one. */ 1039 /* If we've already got a force of this type, don't add a new one. */
1307 break; 1047 break;
1308 } 1048 }
1309 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1310 { 1050 {
1311 if (!silent) 1051 if (!silent)
1312 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1054
1313 return 0; 1055 return 0;
1314 } 1056 }
1315 } 1057 }
1316 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1317 if (force == NULL) 1062 if (force)
1318 {
1319 force = get_archetype (FORCE_NAME);
1320 force->subtype = FORCE_CHANGE_ABILITY;
1321 if (spell_ob->race)
1322 force->name = spell_ob->race;
1323 else
1324 force->name = spell_ob->name;
1325 force->name_pl = spell_ob->name;
1326 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1327
1328 } 1063 {
1329 else
1330 {
1331 int duration;
1332
1333 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1334 if (duration > force->duration) 1064 if (duration > force->duration)
1335 { 1065 {
1336 force->duration = duration; 1066 force->duration = duration;
1337 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1338 } 1068 }
1339 else 1069 else
1340 {
1341 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1070 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1342 } 1071
1343 return 1; 1072 return 1;
1344 } 1073 }
1345 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1074
1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1077 TICK2TIME (duration));
1078
1079 force = archetype::get (FORCE_NAME);
1080 force->subtype = FORCE_CHANGE_ABILITY;
1081 force->duration = duration;
1082
1083 if (spell_ob->race)
1084 force->name = spell_ob->race;
1085 else
1086 force->name = spell_ob->name;
1087
1088 force->name_pl = spell_ob->name;
1089
1346 force->speed = 1.0; 1090 force->speed = 1.0;
1347 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1348 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1349 1093
1350 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1351 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1352 {
1353 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1354 {
1355 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1356 if (force->resist[i] > 100) 1098
1357 force->resist[i] = 100;
1358 }
1359 }
1360 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1361 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1100 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1362 1101
1363 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1364 { 1103 {
1382 } 1121 }
1383 } 1122 }
1384 1123
1385 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1386 1125
1387 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1388 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1389 1128
1390 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1391 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1392 1131
1393 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1394 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1395 { 1134 {
1396 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1404 force->attacktype = spell_ob->attacktype; 1143 force->attacktype = spell_ob->attacktype;
1405 1144
1406 insert_ob_in_ob (force, tmp); 1145 insert_ob_in_ob (force, tmp);
1407 change_abil (tmp, force); /* Mostly to display any messages */ 1146 change_abil (tmp, force); /* Mostly to display any messages */
1408 tmp->update_stats (); 1147 tmp->update_stats ();
1148
1409 return 1; 1149 return 1;
1410} 1150}
1411 1151
1412/* This used to be part of cast_change_ability, but it really didn't make 1152/* This used to be part of cast_change_ability, but it really didn't make
1413 * a lot of sense, since most of the values it derives are from the god 1153 * a lot of sense, since most of the values it derives are from the god
1414 * of the caster. 1154 * of the caster.
1415 */ 1155 */
1416
1417int 1156int
1418cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1419{ 1158{
1420 int i; 1159 int i;
1421 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1422 1161
1423 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1162 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1424 if (dir != 0) 1163 if (dir != 0)
1425 { 1164 {
1426 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1427 } 1169 }
1428 else 1170 else
1429 {
1430 tmp = op; 1171 tmp = op;
1431 }
1432 1172
1433 /* If we've already got a force of this type, don't add a new one. */ 1173 /* If we've already got a force of this type, don't add a new one. */
1434 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1435 { 1175 {
1436 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1437 { 1177 {
1438 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1439 { 1179 {
1445 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1185 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1446 return 0; 1186 return 0;
1447 } 1187 }
1448 } 1188 }
1449 } 1189 }
1190
1450 if (force == NULL) 1191 if (force == NULL)
1451 { 1192 {
1452 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1453 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1454 if (spell_ob->race) 1195 if (spell_ob->race)
1455 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1456 else 1197 else
1457 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1472 { 1213 {
1473 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1474 } 1215 }
1475 return 0; 1216 return 0;
1476 } 1217 }
1218
1477 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1219 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1478 force->speed = 1.0; 1220 force->speed = 1.0;
1479 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1480 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1481 1223
1482 if (!god) 1224 if (!god)
1483 { 1225 {
1484 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1485 } 1227 }
1486 else 1228 else
1487 { 1229 {
1488 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1489 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1490 {
1491 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1492 {
1493 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1233 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1494 } 1234
1495 }
1496 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1497 1236
1498 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1499 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1500 1239
1519} 1258}
1520 1259
1521/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1522 * 1261 *
1523 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1524 * objects to gold nuggets, the value of the gold nuggets being 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1525 * about 90% of that of the item itself. It uses the value of the
1526 * object before charisma adjustments, because the nuggets themselves
1527 * will be will be adjusted by charisma when sold.
1528 * 1264 *
1529 * Large nuggets are worth 25 gp each (base). You will always get 1265 * The value of the gold nuggets being about 90% of that of the item
1530 * the maximum number of large nuggets you could get. 1266 * itself. It uses the value of the object before charisma adjustments,
1531 * Small nuggets are worth 1 gp each (base). You will get from 0 1267 * because the nuggets themselves will be will be adjusted by charisma
1532 * to the max amount of small nuggets as you could get. 1268 * when sold.
1533 *
1534 * For example, if an item is worth 110 gold, you will get
1535 * 4 large nuggets, and from 0-10 small nuggets.
1536 * 1269 *
1537 * There is also a chance (1:30) that you will get nothing at all 1270 * There is also a chance (1:30) that you will get nothing at all
1538 * for the object. There is also a maximum weight that will be 1271 * for the object. There is also a maximum weight that will be
1539 * alchemised. 1272 * alchemised.
1540 */ 1273 */
1541static void 1274static void
1542alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1275alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1543{ 1276{
1544 uint64 value = query_cost (obj, NULL, F_TRUE); 1277 uint64 value = query_cost (obj, NULL, F_TRUE);
1545 1278
1546 /* Give third price when we alchemy money (This should hopefully 1279 /* Give third price when we alchemy money (this should hopefully
1547 * make it so that it isn't worth it to alchemy money, sell 1280 * make it so that it isn't worth it to alchemy money, sell
1548 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1549 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1550 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1551 * the stuff back to town. 1284 * the stuff back to town.
1552 */ 1285 */
1553 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1554 value = 0; 1287 value = 0;
1555 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1556 value /= 3; 1289 value /= 3;
1557 else 1290 else
1558 value = value * 9 / 10; 1291 value = value * 9 / 10;
1563 total_weight += obj->total_weight (); 1296 total_weight += obj->total_weight ();
1564 1297
1565 obj->destroy (); 1298 obj->destroy ();
1566} 1299}
1567 1300
1568static void
1569update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1570{
1571 int flag = 0;
1572
1573 /* Put any nuggets below the player, but we can only pass this
1574 * flag if we are on the same space as the player
1575 */
1576 if (x == op->x && y == op->y && op->map == m)
1577 flag = INS_BELOW_ORIGINATOR;
1578
1579 if (small_nuggets)
1580 {
1581 object *tmp = small->clone ();
1582 tmp->nrof = small_nuggets;
1583 m->insert (tmp, x, y, op, flag);
1584 }
1585
1586 if (large_nuggets)
1587 {
1588 object *tmp = large->clone ();
1589 tmp->nrof = large_nuggets;
1590 m->insert (tmp, x, y, op, flag);
1591 }
1592
1593 if (object *pl = m->at (x, y).player ())
1594 if (pl->contr->ns)
1595 pl->contr->ns->look_position = 0;
1596}
1597
1598int 1301int
1599alchemy (object *op, object *caster, object *spell_ob) 1302alchemy (object *op, object *caster, object *spell_ob)
1600{ 1303{
1601 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1602 return 0; 1305 return 0;
1603 1306
1604 object *large = get_archetype ("largenugget"); 1307 archetype *nugget[3];
1605 object *small = get_archetype ("smallnugget"); 1308
1309 nugget[0] = archetype::find (shstr_pyrite3);
1310 nugget[1] = archetype::find (shstr_pyrite2);
1311 nugget[2] = archetype::find (shstr_pyrite);
1606 1312
1607 /* Put a maximum weight of items that can be alchemised. Limits the power 1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1608 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1609 * in sight 1315 * in sight
1610 */ 1316 */
1639 1345
1640 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1641 { 1347 {
1642 next = tmp->above; 1348 next = tmp->above;
1643 1349
1644 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1645 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1646 { 1352 {
1647 if (tmp->inv) 1353 if (tmp->inv)
1648 { 1354 {
1649 object *next1, *tmp1; 1355 object *next1, *tmp1;
1650 1356
1651 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1652 { 1358 {
1653 next1 = tmp1->below; 1359 next1 = tmp1->below;
1654 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1655 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1656 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1657 } 1363 }
1658 } 1364 }
1659 1365
1660 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1662 if (weight > weight_max) 1368 if (weight > weight_max)
1663 break; 1369 break;
1664 } 1370 }
1665 } 1371 }
1666 1372
1373 value -= rndm (value >> 4);
1667 value = min (value, value_max); 1374 value = min (value, value_max);
1668 1375
1669 uint64 count = value / large->value; 1376 for (int i = 0; i < array_length (nugget); ++i)
1670 int large_nuggets = count; 1377 if (int nrof = value / nugget [i]->value)
1671 value -= count * large->value;
1672
1673 count = value / small->value;
1674 int small_nuggets = count;
1675
1676 /* Insert all the nuggets at one time. This probably saves time, but
1677 * it also prevents us from alcheming nuggets that were just created
1678 * with this spell.
1679 */ 1378 {
1680 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1379 value -= nrof * nugget[i]->value;
1380
1381 object *tmp = nugget[i]->instance ();
1382 tmp->nrof = nrof;
1383 tmp->flag [FLAG_IDENTIFIED] = true;
1384 op->map->insert (tmp, x, y, op, 0);
1385 }
1681 1386
1682 if (weight > weight_max) 1387 if (weight > weight_max)
1683 goto bailout; 1388 goto bailout;
1684 } 1389 }
1685 } 1390 }
1686 1391
1687bailout: 1392bailout:
1688 large->destroy ();
1689 small->destroy ();
1690 return 1; 1393 return 1;
1691} 1394}
1692
1693 1395
1694/* This function removes the cursed/damned status on equipped 1396/* This function removes the cursed/damned status on equipped
1695 * items. 1397 * items.
1696 */ 1398 */
1697int 1399int
1698remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1699{ 1401{
1700 object *tmp;
1701 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1702 1403
1404 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1405
1406 op->splay_marked ();
1407
1408 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1409
1703 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1704 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1705 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1706 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1707 { 1412 {
1708 was_one++; 1413 ++was_one;
1414
1709 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1710 { 1416 {
1711 success++; 1417 ++success;
1712 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1713 CLEAR_FLAG (tmp, FLAG_DAMNED);
1714 1419
1715 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1716 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1717 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1718 if (op->type == PLAYER) 1424
1425 if (object *pl = tmp->visible_to ())
1719 esrv_send_item (op, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1720 } 1427 }
1721 } 1428 }
1722 1429
1723 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1724 { 1431 {
1725 if (success) 1432 if (success)
1726 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1727 else 1434 else
1728 { 1435 {
1729 if (was_one) 1436 if (was_one)
1730 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1731 else 1438 else
1732 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1733 } 1440 }
1734 } 1441 }
1735 1442
1736 return success; 1443 return success;
1737} 1444}
1738 1445
1739/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1740
1741int 1447int
1742cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1743{ 1449{
1744 object *tmp; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1745 int success = 0, num_ident;
1746 1451
1747 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1748 1453
1749 if (num_ident < 1) 1454 op->splay_marked ();
1750 num_ident = 1;
1751 1455
1752 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1753 { 1457 {
1754 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1755 { 1459 {
1756 identify (tmp); 1460 identify (tmp);
1757 1461
1758 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1759 { 1463 {
1760 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1761 1465
1762 if (tmp->msg) 1466 if (tmp->msg)
1763 { 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1764 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1765 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1766 }
1767 } 1468 }
1768 1469
1769 num_ident--;
1770 success = 1;
1771 if (!num_ident) 1470 if (!--num_ident)
1772 break; 1471 break;
1773 } 1472 }
1774 } 1473 }
1775 1474
1776 /* If all the power of the spell has been used up, don't go and identify 1475 /* If all the power of the spell has been used up, don't go and identify
1777 * stuff on the floor. Only identify stuff on the floor if the spell 1476 * stuff on the floor. Only identify stuff on the floor if the spell
1778 * was not fully used. 1477 * was not fully used.
1779 */ 1478 */
1780 if (num_ident) 1479 if (num_ident)
1781 { 1480 {
1782 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1783 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1784 { 1483 {
1785 identify (tmp); 1484 identify (tmp);
1786 1485
1787 if (op->type == PLAYER) 1486 if (object *pl = tmp->visible_to ())
1788 { 1487 {
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1790 1489
1791 if (tmp->msg) 1490 if (tmp->msg)
1792 { 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1793 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1794 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1795 }
1796
1797 esrv_send_item (op, tmp);
1798 } 1492 }
1799 1493
1800 num_ident--;
1801 success = 1;
1802 if (!num_ident) 1494 if (!--num_ident)
1803 break; 1495 break;
1804 } 1496 }
1805 } 1497 }
1806 1498
1807 if (!success) 1499 if (buf.empty ())
1808 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1500 {
1501 op->failmsg ("You can't reach anything unidentified.");
1502 return 0;
1503 }
1809 else 1504 else
1505 {
1506 if (op->contr)
1507 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1508
1810 spell_effect (spell, op->x, op->y, op->map, op); 1509 spell_effect (spell, op->x, op->y, op->map, op);
1811 1510 return 1;
1812 return success; 1511 }
1813} 1512}
1814 1513
1815int 1514int
1816cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1817{ 1516{
1818 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1819 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1820 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1821 maptile *m; 1520 maptile *m;
1822 1521
1823 /* We precompute some values here so that we don't have to keep 1522 /* We precompute some values here so that we don't have to keep
1824 * doing it over and over again. 1523 * doing it over and over again.
1825 */ 1524 */
1826 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1827 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1828 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1829 1528
1830 if (!skill) 1529 if (!skill)
1831 skill = caster; 1530 skill = caster;
1832 1531
1833 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1834 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1835 { 1534 {
1836 m = op->map;
1837 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1838 if (mflags & P_OUT_OF_MAP)
1839 continue;
1840
1841 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1842 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1843 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1844 * down - that is easier than working up. 1538 * down - that is easier than working up.
1845 */ 1539 */
1846 1540
1847 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1848 last = tmp; 1542 last = tmp;
1849 1543
1850 /* Shouldn't happen, but if there are no objects on a space, this 1544 /* Shouldn't happen, but if there are no objects on a space, this
1851 * would happen. 1545 * would happen.
1852 */ 1546 */
1853 if (!last) 1547 if (!last)
1854 continue; 1548 continue;
1855 1549
1856 done_one = 0; 1550 done_one = 0;
1857 floor = 0; 1551 floor = 0;
1858 detect = NULL; 1552 detect = 0;
1859 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1860 { 1554 {
1861 /* show invisible */ 1555 /* show invisible */
1862 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1863 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1864 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1865 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1866 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1867 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1561 || tmp->type == TRAPDOOR
1562 || tmp->type == EXIT
1563 || tmp->type == HOLE
1564 || tmp->type == BUTTON
1868 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1869 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1870 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1568 || tmp->type == WEAPON
1569 || tmp->type == ALTAR
1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1871 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1872 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1572 || tmp->type == SPECIAL_KEY
1573 || tmp->type == TREASURE
1574 || tmp->type == BOOK
1575 || tmp->type == HOLY_ALTAR
1576 || tmp->type == CONTAINER)))
1873 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1874 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1875 { 1580 {
1876 tmp->invisible = 0; 1581 tmp->invisible = 0;
1582 done_one = 1;
1583 }
1584 }
1585
1586 if (tmp->flag [FLAG_IS_FLOOR])
1587 floor = 1;
1588
1589 /* All detections below this point don't descend beneath the floor,
1590 * so just continue on. We could be clever and look at the type of
1591 * detection to completely break out if we don't care about objects beneath
1592 * the floor, but once we get to the floor, not likely a very big issue anyways.
1593 */
1594 if (floor)
1595 continue;
1596
1597 /* I had thought about making detect magic and detect curse
1598 * show the flash the magic item like it does for detect monster.
1599 * however, if the object is within sight, this would then make it
1600 * difficult to see what object is magical/cursed, so the
1601 * effect wouldn't be as apparent.
1602 */
1603
1604 /* detect magic */
1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1610 {
1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1612 /* make runes more visible */
1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1614 tmp->stats.Cha /= 4;
1615
1616 done_one = 1;
1617 }
1618
1619 /* detect monster */
1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1621 {
1622 done_one = 2;
1623
1624 if (!detect)
1625 detect = tmp;
1626 }
1627
1628 /* Basically, if race is set in the spell, then the creatures race must
1629 * match that. if the spell race is set to GOD, then the gods opposing
1630 * race must match.
1631 */
1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1634 spell->race.contains (tmp->race)))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 if (spell->flag [FLAG_KNOWN_CURSED]
1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1646 {
1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1648 done_one = 1;
1649 }
1650
1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1654 if (tmp->type == VEIN)
1655 {
1656 if (tmp->other_arch)
1657 {
1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1877 done_one = 1; 1663 done_one = 1;
1878 } 1664 }
1879 } 1665 }
1880
1881 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1882 floor = 1;
1883
1884 /* All detections below this point don't descend beneath the floor,
1885 * so just continue on. We could be clever and look at the type of
1886 * detection to completely break out if we don't care about objects beneath
1887 * the floor, but once we get to the floor, not likely a very big issue anyways.
1888 */
1889 if (floor)
1890 continue;
1891
1892 /* I had thought about making detect magic and detect curse
1893 * show the flash the magic item like it does for detect monster.
1894 * however, if the object is within sight, this would then make it
1895 * difficult to see what object is magical/cursed, so the
1896 * effect wouldn't be as apparant.
1897 */
1898
1899 /* detect magic */
1900 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1901 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1902 {
1903 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1904 /* make runes more visibile */
1905 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1906 tmp->stats.Cha /= 4;
1907 done_one = 1;
1908 }
1909 /* detect monster */
1910 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1911 {
1912 done_one = 2;
1913 if (!detect)
1914 detect = tmp;
1915 }
1916 /* Basically, if race is set in the spell, then the creatures race must
1917 * match that. if the spell race is set to GOD, then the gods opposing
1918 * race must match.
1919 */
1920 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1921 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1922 (strstr (spell->race, tmp->race))))
1923 {
1924 done_one = 2;
1925 if (!detect)
1926 detect = tmp;
1927 }
1928 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1929 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1930 {
1931 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1932 done_one = 1;
1933 }
1934 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1935 1667
1936 /* Code here puts an effect of the spell on the space, so you can see 1668 /* Code here puts an effect of the spell on the space, so you can see
1937 * where the magic is. 1669 * where the magic is.
1938 */ 1670 */
1939 if (done_one) 1671 if (done_one)
1940 { 1672 {
1941 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1942 1674
1943 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1944 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1945 { 1677 {
1946 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1947 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1948 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1949 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1950 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1951 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1952 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1953 } 1685 }
1954 1686
1955 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1956 } 1688 }
1957 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1958 1690
1959 1691
1960 /* Now process objects in the players inventory if detect curse or magic */ 1692 /* Now process objects in the players inventory if detect curse or magic */
1961 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1962 { 1694 {
1963 done_one = 0; 1695 done_one = 0;
1696
1964 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1965 { 1698 {
1966 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1967 { 1700 {
1968 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1969 { 1702 {
1970 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1971 if (op->type == PLAYER) 1704
1705 if (object *pl = tmp->visible_to ())
1972 esrv_send_item (op, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1973 } 1707 }
1974 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1708
1975 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1976 { 1711 {
1977 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1978 if (op->type == PLAYER) 1713
1714 if (object *pl = tmp->visible_to ())
1979 esrv_send_item (op, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1980 } 1716 }
1981 } /* if item is not identified */ 1717 } /* if item is not identified */
1982 } /* for the players inventory */ 1718 } /* for the players inventory */
1983 } /* if detect magic/curse and object is a player */ 1719 } /* if detect magic/curse and object is a player */
1720
1984 return 1; 1721 return 1;
1985} 1722}
1986 1723
1987 1724
1988/** 1725/**
2001 1738
2002 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2003 1740
2004 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
2005 { 1742 {
2006 object *tmp;
2007
2008 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2009
2010 /* Explodes a fireball centered at player */
2011 tmp = get_archetype (EXPLODING_FIREBALL);
2012 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2013 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2014
2015 tmp->insert_at (victim);
2016 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
2017 } 1746 }
2018 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2019 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2020 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2021 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2022 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2023 { 1752 {
2024 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2040 sint16 x, y; 1769 sint16 x, y;
2041 maptile *m; 1770 maptile *m;
2042 int mflags; 1771 int mflags;
2043 1772
2044 m = op->map; 1773 m = op->map;
2045 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
2046 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
2047 1776
2048 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
2049 1778
2050 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2051 { 1780 {
2052 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2053 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
2054 break; 1783 break;
2055 } 1784 }
2056 1785
2057 1786
2058 /* If we did not find a player in the specified direction, transfer 1787 /* If we did not find a player in the specified direction, transfer
2059 * to anyone on top of us. This is used for the rune of transference mostly. 1788 * to anyone on top of us. This is used for the rune of transference mostly.
2060 */ 1789 */
2061 if (plyr == NULL) 1790 if (plyr == NULL)
2062 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2063 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
2064 break; 1793 break;
2065 1794
2066 if (!plyr) 1795 if (!plyr)
2067 { 1796 {
2068 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
2069 return 0; 1798 return 0;
2070 } 1799 }
2071 /* give sp */ 1800 /* give sp */
2072 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
2073 { 1802 {
2074 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1803 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2075 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
2076 return 1; 1805 return 1;
2077 } 1806 }
2078 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
2079 else if (op != plyr) 1808 else if (op != plyr)
2080 { 1809 {
2085 if (rate > 95) 1814 if (rate > 95)
2086 rate = 95; 1815 rate = 95;
2087 1816
2088 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
2089 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
2090 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
2091 { 1820 {
2092 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
2093 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
2094 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
2095 if (sucked > 0) 1824 if (sucked > 0)
2096 { 1825 {
2097 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
2098 } 1827 }
2099 } 1828 }
2100 return 1; 1829 return 1;
2101 } 1830 }
2102 return 0; 1831 return 0;
2115 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
2116 int mflags; 1845 int mflags;
2117 maptile *m; 1846 maptile *m;
2118 sint16 sx, sy; 1847 sint16 sx, sy;
2119 1848
2120 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
2121 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
2122 m = op->map; 1851 m = op->map;
2123 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2124 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
2125 return; 1854 return;
2126 1855
2139 1868
2140 /* don't attack our own spells */ 1869 /* don't attack our own spells */
2141 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
2142 continue; 1871 continue;
2143 1872
2144 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
2145 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
2146 * monsters either. 1875 * monsters either.
2147 */ 1876 */
2148 1877
2149 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
2150 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
2151 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
2152 && (op->level > head->level)) 1881 && (op->level > head->level))
2153 head->destroy (); 1882 head->destroy ();
2154 else 1883 else
2155 switch (head->type) 1884 switch (head->type)
2156 { 1885 {
2157 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
2158 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
2159 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
2160 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
2161 continue; 1890 continue;
2162 1891
2163 if (op->level > head->level) 1892 if (op->level > head->level)
2164 head->destroy (); 1893 head->destroy ();
2165 1894
2178 break; 1907 break;
2179 } 1908 }
2180 } 1909 }
2181} 1910}
2182 1911
2183
2184
2185/* cast_consecrate() - a spell to make an altar your god's */ 1912/* cast_consecrate() - a spell to make an altar your god's */
2186int 1913int
2187cast_consecrate (object *op, object *caster, object *spell) 1914cast_consecrate (object *op, object *caster, object *spell)
2188{ 1915{
2189 char buf[MAX_BUF]; 1916 char buf[MAX_BUF];
2190 1917
2191 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
2192 1919
2193 if (!god) 1920 if (!god)
2194 { 1921 {
2195 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2196 return 0; 1923 return 0;
2197 } 1924 }
2198 1925
2199 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
2200 { 1927 {
2201 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
2202 break; 1929 break;
2203 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
2204 { 1931 {
2205 1932
2206 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
2207 { 1934 {
2208 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2209 return 0; 1936 return 0;
2210 } 1937 }
2211 else 1938 else
2212 { 1939 {
2213 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
2214 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
2215 tmp->name = buf; 1942 tmp->name = buf;
2216 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
2217 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1945
2218 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
2219 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1948
2220 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2221 return 1; 1950 return 1;
2222 } 1951 }
2223 } 1952 }
2224 } 1953 }
2225 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1954
1955 op->failmsg ("You are not standing over an altar!");
2226 return 0; 1956 return 0;
2227} 1957}
2228 1958
2229/* animate_weapon - 1959/* animate_weapon -
2230 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2231 * The golem is based on the archetype specified, modified by the caster's level 1961 * The golem is based on the archetype specified, modified by the caster's level
2232 * and the attributes of the weapon. The weapon is inserted in the golem's 1962 * and the attributes of the weapon. The weapon is inserted in the golem's
2233 * inventory so that it falls to the ground when the golem dies. 1963 * inventory so that it falls to the ground when the golem dies.
2234 * This code was very odd - code early on would only let players use the spell, 1964 * This code was very odd - code early on would only let players use the spell,
2235 * yet the code wass full of player checks. I've presumed that the code 1965 * yet the code wass full of player checks. I've presumed that the code
2236 * that only let players use it was correct, and removed all the other 1966 * that only let players use it was correct, and removed all the other
2237 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
2238 */ 1968 */
2239int 1969int
2240animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
2241{ 1971{
2242 object *weapon, *tmp;
2243 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
2244 int a, i; 1973 int a, i;
2245 sint16 x, y; 1974 sint16 x, y;
2246 maptile *m; 1975 maptile *m;
2247 materialtype_t *mt;
2248 1976
2249 if (!spell->other_arch) 1977 if (!spell->other_arch)
2250 { 1978 {
2251 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1979 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2252 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1980 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2263 return 0; 1991 return 0;
2264 } 1992 }
2265 1993
2266 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
2267 if (!dir) 1995 if (!dir)
2268 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2269 1997
2270 m = op->map; 1998 m = op->map;
2271 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
2272 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
2273 2001
2274 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2275 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2276 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2277 { 2005 {
2278 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
2279 return 0; 2007 return 0;
2280 } 2008 }
2281 2009
2282 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2283 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2284 2012
2285 if (!weapon) 2013 if (!weapon)
2286 { 2014 {
2287 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2015 op->failmsg ("You must mark a weapon to use with this spell!");
2288 return 0; 2016 return 0;
2289 } 2017 }
2018
2290 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2291 { 2020 {
2292 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2293 return 0; 2022 return 0;
2294 } 2023 }
2024
2295 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2296 { 2026 {
2297 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2027 op->failmsg ("You need to wield a weapon to animate it.");
2298 return 0; 2028 return 0;
2299 } 2029 }
2300 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2301 { 2032 {
2302 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2303 return 0; 2034 return 0;
2304 } 2035 }
2305 2036
2306 if (weapon->nrof > 1) 2037 weapon = weapon->split ();
2307 {
2308 tmp = get_split_ob (weapon, 1);
2309 esrv_send_item (op, weapon);
2310 weapon = tmp;
2311 }
2312 2038
2313 /* create the golem object */ 2039 /* create the golem object */
2314 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2315 2041
2316 /* if animated by a player, give the player control of the golem */ 2042 /* if animated by a player, give the player control of the golem */
2317 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2318 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2319 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2320 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2321 tmp->set_owner (op); 2047 tmp->set_owner (op);
2322 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2049 set_spell_skill (op, caster, spell, tmp);
2324 2050
2325 /* Give the weapon to the golem now. A bit of a hack to check the 2051 /* Give the weapon to the golem now. A bit of a hack to check the
2326 * removed flag - it should only be set if get_split_object was 2052 * removed flag - it should only be set if weapon->split was
2327 * used above. 2053 * used above.
2328 */ 2054 */
2329 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2330 weapon->remove (); 2056 weapon->remove ();
2331 2057
2332 insert_ob_in_ob (weapon, tmp); 2058 tmp->insert (weapon);
2333 esrv_send_item (op, weapon); 2059
2334 /* To do everything necessary to let a golem use the weapon is a pain, 2060 /* To do everything necessary to let a golem use the weapon is a pain,
2335 * so instead, just set it as equipped (otherwise, we need to update 2061 * so instead, just set it as equipped (otherwise, we need to update
2336 * body_info, skills, etc) 2062 * body_info, skills, etc)
2337 */ 2063 */
2338 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2339 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2340 tmp->update_stats (); 2066 tmp->update_stats ();
2341 2067
2342 /* There used to be 'odd' code that basically seemed to take the absolute 2068 /* There used to be 'odd' code that basically seemed to take the absolute
2343 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2069 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2344 * if you're using a crappy weapon, it shouldn't be as good. 2070 * if you're using a crappy weapon, it shouldn't be as good.
2364 2090
2365 /* attacktype */ 2091 /* attacktype */
2366 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2367 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2368 2094
2369 mt = NULL;
2370 if (op->materialname != NULL)
2371 mt = name_to_material (op->materialname);
2372 if (mt != NULL)
2373 {
2374 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2375 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2376 a = mt->save[0]; 2097
2377 } 2098 a = op->material->save[0];
2378 else 2099
2379 {
2380 for (i = 0; i < NROFATTACKS; i++)
2381 tmp->resist[i] = 5;
2382 a = 10;
2383 }
2384 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2385 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2386 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2387 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2388 tmp->resist[ATNR_PARALYZE] = 100; 2104 tmp->resist[ATNR_PARALYZE] = 100;
2394 2110
2395 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2396 2112
2397 if (a > 14) 2113 if (a > 14)
2398 a = 14; 2114 a = 14;
2115
2399 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2400 2117
2401 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2402 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2119 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2403 2120
2404 if (!spell->race) 2121 if (!spell->race)
2405 { 2122 {
2406 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2407 tmp->name = buf; 2124 tmp->name = buf;
2413 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2414 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2415 } 2132 }
2416 2133
2417 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* make experience increase in proportion to the strength of the summoned creature. */
2418 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2135 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2419 2136
2420 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2421 tmp->direction = dir; 2138 tmp->direction = dir;
2422 2139
2423 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2427/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2428 2145
2429/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2430 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2431 */ 2148 */
2432
2433int 2149int
2434cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2435{ 2151{
2436 int success; 2152 int success;
2437 2153
2441 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2442 2158
2443 if (!success) 2159 if (!success)
2444 { 2160 {
2445 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2446 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2447 else 2163 else
2448 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2449 } 2165 }
2166
2450 return success; 2167 return success;
2451} 2168}
2452
2453
2454
2455
2456 2169
2457/* create an aura spell object and put it in the player's inventory. 2170/* create an aura spell object and put it in the player's inventory.
2458 * as usual, op is player, caster is the object casting the spell, 2171 * as usual, op is player, caster is the object casting the spell,
2459 * spell is the spell object itself. 2172 * spell is the spell object itself.
2460 */ 2173 */
2466 2179
2467 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2468 if (new_aura) 2181 if (new_aura)
2469 refresh = 1; 2182 refresh = 1;
2470 else 2183 else
2471 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2472 2185
2473 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2474 2187
2475 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2476 2189
2477 new_aura->set_owner (op);
2478 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2479 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2480 2192
2481 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2194
2482 if (refresh) 2195 if (refresh)
2483 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2484 else 2197 else
2485 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2199
2486 insert_ob_in_ob (new_aura, op); 2200 insert_ob_in_ob (new_aura, op);
2201 new_aura->set_owner (op);
2202
2487 return 1; 2203 return 1;
2488} 2204}
2489
2490 2205
2491/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2492 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2493 * around him. 2208 * around him.
2494 * Aura parameters: 2209 * Aura parameters:
2495 * duration: duration counter. 2210 * duration: duration counter.
2496 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2497 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2498 */ 2213 */
2499
2500void 2214void
2501move_aura (object *aura) 2215move_aura (object *aura)
2502{ 2216{
2503 int i, mflags;
2504 object *env;
2505 maptile *m;
2506
2507 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2508 env = aura->env; 2218 object *env = aura->env;
2219 object *owner = aura->owner;
2509 2220
2510 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2511 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2512 */ 2223 */
2513 aura->remove (); 2224 aura->remove ();
2514 2225
2515 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2516 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2518 aura->destroy (); 2229 aura->destroy ();
2519 return; 2230 return;
2520 } 2231 }
2521 2232
2522 /* auras only exist in inventories */ 2233 /* auras only exist in inventories */
2523 if (env == NULL || env->map == NULL) 2234 if (!env || !env->map)
2524 { 2235 {
2525 aura->destroy (); 2236 aura->destroy ();
2526 return; 2237 return;
2527 } 2238 }
2528 2239
2529 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2530 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2531 */ 2242 */
2532 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2533 2244
2534 for (i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2535 { 2246 {
2536 sint16 nx, ny; 2247 mapxy pos (env);
2248 pos.move (i);
2537 2249
2538 nx = aura->x + freearr_x[i];
2539 ny = aura->y + freearr_y[i];
2540 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2541
2542 /* Consider the movement tyep of the person with the aura as 2250 /* Consider the movement type of the person with the aura as
2543 * movement type of the aura. Eg, if the player is flying, the aura 2251 * movement type of the aura. Eg, if the player is flying, the aura
2544 * is flying also, if player is walking, it is on the ground, etc. 2252 * is flying also, if player is walking, it is on the ground, etc.
2545 */ 2253 */
2546 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2547 { 2255 {
2548 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2549 2257
2550 if (aura->other_arch) 2258 if (aura->other_arch)
2551 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2552 } 2260 }
2553 } 2261 }
2554 2262
2555 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2556 aura->remove (); 2264 env->insert (aura);
2557 insert_ob_in_ob (aura, env); 2265 aura->set_owner (owner);
2558} 2266}
2559 2267
2560/* moves the peacemaker spell. 2268/* moves the peacemaker spell.
2561 * op is the piece object. 2269 * op is the piece object.
2562 */ 2270 */
2563
2564void 2271void
2565move_peacemaker (object *op) 2272move_peacemaker (object *op)
2566{ 2273{
2567 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2568
2569 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2570 { 2275 {
2571 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2572 object *victim = tmp; 2277 object *victim = tmp->head_ ();
2573 2278
2574 if (tmp->head) 2279 if (!victim->flag [FLAG_MONSTER])
2575 victim = tmp->head;
2576 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2577 continue; 2280 continue;
2578 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2281
2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2579 continue; 2283 continue;
2284
2580 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2581 continue; 2286 continue;
2582 2287
2583 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2584 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2585 2290
2586 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2587 { 2292 {
2588 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2589 2294
2295 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2590 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2296 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2591 victim->stats.exp = 0; 2297 victim->stats.exp = 0;
2592#if 0 2298#if 0
2593 /* No idea why these were all set to zero - if something 2299 /* No idea why these were all set to zero - if something
2594 * makes this creature agressive, he should still do damage. 2300 * makes this creature agressive, he should still do damage.
2597 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2598 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2599 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2600#endif 2306#endif
2601 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2602 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2603 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2604 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2605 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2312
2606 if (victim->name) 2313 if (victim->name)
2607 {
2608 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2609 } 2315 }
2610 }
2611 } 2316 }
2612} 2317}
2613
2614 2318
2615/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2616 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2617 */ 2321 */
2618
2619int 2322int
2620write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2621{ 2324{
2622 char rune[HUGE_BUF];
2623 object *tmp;
2624
2625 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2626 { 2326 {
2627 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2628 return 0; 2328 return 0;
2629 } 2329 }
2630 2330
2631 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2632 { 2332 {
2633 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2634 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2635 return 0; 2335 return 0;
2636 } 2336 }
2337
2637 if (!spell->other_arch) 2338 if (!spell->other_arch)
2638 return 0; 2339 return 0;
2639 tmp = arch_to_object (spell->other_arch);
2640 2340
2641 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2642 2342
2643 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2644 tmp->msg = rune; 2344 tmp->msg = msg;
2645 2345
2646 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2647 return 1; 2348 return 1;
2648} 2349}
2350

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