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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.16 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.77 by root, Thu Nov 8 19:43:28 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
79 wand->remove ();
80 wand->destroy (0); 76 wand->destroy ();
81 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79
83 if (!tmp->stats.dam) 80 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 81 tmp->stats.dam = 1;
82
85 tmp->stats.hp = tmp->stats.dam / 2; 83 tmp->stats.hp = tmp->stats.dam / 2;
84
86 if (tmp->stats.hp < 2) 85 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 86 tmp->stats.hp = 2;
88 tmp->x = op->x; 87
89 tmp->y = op->y; 88 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 89 return 1;
92 } 90 }
93 91
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 92 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
93
95 if (wand->inv && wand->inv->level) 94 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 95 ncharges /= wand->inv->level;
97 else 96 else
98 { 97 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 98 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 99 return 0;
101 } 100 }
101
102 if (!ncharges) 102 if (!ncharges)
103 ncharges = 1; 103 ncharges = 1;
104 104
105 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
107
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 109 {
109 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 111 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 112 }
113
113 return 1; 114 return 1;
114} 115}
115 116
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 117/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 118 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 122 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
125 */ 126 */
126
127int 127int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 132
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 135 missile_name = tmp->race;
139 136
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 138
142 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
143 { 142 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 144 return 0;
146 } 145 }
147 146
148 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
149 148
150 if (stringarg) 149 if (stringarg)
151 { 150 {
152 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 152 if (isalpha (*stringarg))
154 { 153 {
155 artifact *al = find_artifactlist (missile->type)->items; 154 artifact *al = find_artifactlist (missile->type)->items;
156 155
157 for (; al != NULL; al = al->next) 156 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 157 if (!strcasecmp (al->item->name, stringarg))
159 break; 158 break;
160 159
161 if (!al) 160 if (!al)
162 { 161 {
163 missile->destroy (0); 162 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 163 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 164 return 0;
166 } 165 }
167 166
168 if (al->item->slaying) 167 if (al->item->slaying)
169 { 168 {
170 missile->destroy (0); 169 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 171 return 0;
173 } 172 }
174 173
175 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
179 */ 178 */
180 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 180 missile_plus = 0;
182 } 181 }
183 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 183 missile_plus = atoi (stringarg);
185 } 184 }
186 185
187 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 187
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 190
195 if (missile->nrof < 1) 191 if (missile->nrof < 1)
215{ 211{
216 int food_value; 212 int food_value;
217 archetype *at = NULL; 213 archetype *at = NULL;
218 object *new_op; 214 object *new_op;
219 215
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 216 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 217
222 if (stringarg) 218 if (stringarg)
223 { 219 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 220 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 221 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 222 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 223 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 224 stringarg = NULL;
229 } 225 }
230 226
231 if (!stringarg) 227 if (!stringarg)
232 { 228 {
238 * We don't use flesh types because the weight values of those need 234 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 235 * to be altered from the donor.
240 */ 236 */
241 237
242 /* We assume the food items don't have multiple parts */ 238 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 239 for_all_archetypes (at_tmp)
244 { 240 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 241 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 242 {
247 /* Basically, if the food value is something that is creatable 243 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 244 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 245 * the item we have now, take it instead.
250 */ 246 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 247 if (at_tmp->stats.food <= food_value
248 && (!at
249 || at_tmp->stats.food > at->stats.food
250 || (at_tmp->stats.food == at->stats.food
251 && at_tmp->weight < at->weight)))
252 at = at_tmp; 252 at = at_tmp;
253 } 253 }
254 } 254 }
255 } 255 }
256
256 /* Pretty unlikely (there are some very low food items), but you never 257 /* Pretty unlikely (there are some very low food items), but you never
257 * know 258 * know
258 */ 259 */
259 if (!at) 260 if (!at)
260 { 261 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 262 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 263 return 0;
263 } 264 }
264 265
265 food_value /= at->clone.stats.food; 266 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 267 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 268 new_op->nrof = food_value;
268 269
269 new_op->value = 0; 270 new_op->value = 0;
270 if (new_op->nrof < 1) 271 if (new_op->nrof < 1)
285 if (!dir) 286 if (!dir)
286 { 287 {
287 examine_monster (op, op); 288 examine_monster (op, op);
288 return 1; 289 return 1;
289 } 290 }
291
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
292 { 294 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 296
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 306 return 0;
305 } 307 }
306 if (mflags & P_IS_ALIVE) 308 if (mflags & P_IS_ALIVE)
307 { 309 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 310 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 311 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 312 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 313 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 314 if (tmp->head != NULL)
313 tmp = tmp->head; 315 tmp = tmp->head;
314 examine_monster (op, tmp); 316 examine_monster (op, tmp);
315 return 1; 317 return 1;
316 } 318 }
317 } 319 }
318 } 320 }
321
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 323 return 1;
321} 324}
322
323 325
324/* This checks to see if 'pl' is invisible to 'mon'. 326/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 327 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 328 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 329 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 331 * pl is invisible.
330 */ 332 */
331int 333int
332makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
333{ 335{
334
335 if (!pl->invisible) 336 if (!pl->invisible)
336 return 0; 337 return 0;
338
337 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
338 { 340 {
339 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
341 { 343 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 345 return 0;
346
344 return 1; 347 return 1;
345 } 348 }
349
346 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
348 return 1; 352 return 1;
353
349 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
350 if (!mon->race) 355 if (!mon->race)
351 return 0; 356 return 0;
357
352 if (strstr (mon->race, pl->contr->invis_race)) 358 if (strstr (mon->race, pl->contr->invis_race))
353 return 1; 359 return 1;
360
354 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
355 return 0; 362 return 0;
356 } 363 }
357 else 364 else
358 { 365 {
371 * normal applies. 378 * normal applies.
372 */ 379 */
373int 380int
374cast_invisible (object *op, object *caster, object *spell_ob) 381cast_invisible (object *op, object *caster, object *spell_ob)
375{ 382{
376 object *tmp;
377
378 if (op->invisible > 1000) 383 if (op->invisible > 1000)
379 { 384 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 385 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 386 return 0;
382 } 387 }
398 else 403 else
399 op->contr->tmp_invis = 1; 404 op->contr->tmp_invis = 1;
400 405
401 op->contr->hidden = 0; 406 op->contr->hidden = 0;
402 } 407 }
408
403 if (makes_invisible_to (op, op)) 409 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 411 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 412 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 413
408 update_object (op, UP_OBJ_FACE); 414 update_object (op, UP_OBJ_CHANGE);
409 415
410 /* Only search the active objects - only these should actually do 416 /* Only search the active objects - only these should actually do
411 * harm to the player. 417 * harm to the player.
412 */ 418 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 419 for_all_actives (tmp)
414 if (tmp->enemy == op) 420 if (tmp->enemy == op)
415 tmp->enemy = NULL; 421 tmp->enemy = 0;
422
416 return 1; 423 return 1;
417} 424}
418 425
419/* earth to dust spell. Basically destroys earthwalls in the area. 426/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 427 */
441 448
442 if (mflags & P_OUT_OF_MAP) 449 if (mflags & P_OUT_OF_MAP)
443 continue; 450 continue;
444 451
445 // earth to dust tears down everything that can be teared down 452 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 453 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 454 {
448 next = tmp->above; 455 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 456 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 458 }
452 } 459 }
460
453 return 1; 461 return 1;
454} 462}
455
456 463
457void 464void
458execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
459{ 466{
460 object *wor = op; 467 if (object *pl = op->in_player ())
461 468 {
462 while (op != NULL && op->type != PLAYER) 469 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 471 else
472 {
473 // remove first so we do not call update_stats
474 op->remove ();
469 enter_exit (op, wor); 475 pl->enter_exit (op);
476 }
477 }
470 478
471 wor->remove ();
472 wor->destroy (0); 479 op->destroy ();
473} 480}
474 481
475/* Word of recall causes the player to return 'home'. 482/* Word of recall causes the player to return 'home'.
476 * we put a force into the player object, so that there is a 483 * we put a force into the player object, so that there is a
477 * time delay effect. 484 * time delay effect.
496 { 503 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 504 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 505 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 506 return 0;
500 } 507 }
508
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 509 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 510 if (time < 1)
503 time = 1; 511 time = 1;
504 512
505 /* value of speed really doesn't make much difference, as long as it is 513 /* value of speed really doesn't make much difference, as long as it is
506 * positive. Lower value may be useful so that the problem doesn't 514 * positive. Lower value may be useful so that the problem doesn't
507 * do anything really odd if it say a -1000 or something. 515 * do anything really odd if it say a -1000 or something.
508 */ 516 */
509 dummy->speed = 0.002; 517 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 518 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 519 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 520 dummy->subtype = SP_WORD_OF_RECALL;
514 521
515 /* If we could take advantage of enter_player_savebed() here, it would be 522 /* If we could take advantage of enter_player_savebed() here, it would be
516 * nice, but until the map load fails, we can't. 523 * nice, but until the map load fails, we can't.
517 */ 524 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 525 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 526 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 527 EXIT_Y (dummy) = op->contr->bed_y;
521 528
522 (void) insert_ob_in_ob (dummy, op); 529 op->insert (dummy);
530
523 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 531 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
532
524 return 1; 533 return 1;
525} 534}
526 535
527/* cast_wonder 536/* cast_wonder
528 * wonder is really just a spell that will likely cast another 537 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 567 return cast_spell (op, caster, dir, newspell, NULL);
559 } 568 }
560 return 1; 569 return 1;
561} 570}
562 571
563
564int 572int
565perceive_self (object *op) 573perceive_self (object *op)
566{ 574{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 575 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 576 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 577
578 dynbuf_text buf;
579
580 if (player *pl = op->contr)
581 if (object *race = archetype::find (op->race))
582 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
583
572 tmp = find_god (determine_god (op)); 584 if (object *god = find_god (determine_god (op)))
573 if (tmp) 585 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 586 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 587 buf << "You worship no god.\n";
577 588
578 tmp = present_arch_in_ob (at, op); 589 object *tmp = present_arch_in_ob (at, op);
579 590
580 if (*cp == '\0' && tmp == NULL) 591 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 592 buf << "You feel very mundane. ";
582 else 593 else
583 { 594 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 595 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 596
586 if (tmp != NULL) 597 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 598 for (int i = 0; i < NUM_STATS; i++)
589 { 599 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 600 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 601 }
597 602
598 if (is_dragon_pl (op)) 603 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 604 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 605 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 606 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 607 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 608 {
605 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 610 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 611 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 612 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 613
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 614 break;
615 } 615 }
616 } 616 }
617 } 617
618 buf << '\0'; // zero-terminate
619
620 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
621
618 return 1; 622 return 1;
619} 623}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685 dummy->destroy (0);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->remove ();
739 tmp->destroy (0);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 old_force->remove ();
749 old_force->destroy (0);
750 LOG (llevDebug, "\n");
751 }
752 dummy->destroy (0);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 force->remove ();
775 force->destroy (0);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 force->remove (); /* Delete the force inside the player */
875 force->destroy (0);
876 return 1;
877}
878
879 624
880/* This creates magic walls. Really, it can create most any object, 625/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 626 * within some reason.
882 */ 627 */
883
884int 628int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 629magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 630{
887 object *tmp, *tmp2; 631 object *tmp;
888 int i, posblocked, negblocked, maxrange; 632 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 633 sint16 x, y;
890 maptile *m; 634 maptile *m;
891 const char *name; 635 const char *name;
892 archetype *at; 636 archetype *at;
900 else 644 else
901 { 645 {
902 x = op->x + freearr_x[dir]; 646 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 647 y = op->y + freearr_y[dir];
904 } 648 }
649
905 m = op->map; 650 m = op->map;
906 651
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 652 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 653 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 654 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 655 {
911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 656 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
912 return 0; 657 return 0;
913 } 658 }
659
914 if (spell_ob->other_arch) 660 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 661 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 662 else if (spell_ob->race)
919 { 663 {
920 char buf1[MAX_BUF]; 664 char buf1[MAX_BUF];
921 665
922 sprintf (buf1, spell_ob->race, dir); 666 sprintf (buf1, spell_ob->race, dir);
925 { 669 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 670 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 671 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 672 return 0;
929 } 673 }
674
930 tmp = arch_to_object (at); 675 tmp = arch_to_object (at);
931 } 676 }
932 else 677 else
933 { 678 {
934 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 679 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
944 } 689 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 690 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 691 {
947 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 692 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
948 tmp->stats.maxhp = tmp->stats.hp; 693 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 694 }
695
952 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 696 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
953 { 697 {
954 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 698 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 699 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 700 }
701
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 702 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 703 {
959 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 704 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
960 tmp->stats.maxhp = tmp->stats.hp; 705 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 706 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 707 SET_FLAG (tmp, FLAG_ALIVE);
963 } 708 }
964 709
965 /* This can't really hurt - if the object doesn't kill anything, 710 /* This can't really hurt - if the object doesn't kill anything,
966 * these fields just won't be used. 711 * these fields just won't be used. Do not set the owner for
712 * earthwalls, though, so they survive restarts.
967 */ 713 */
968 set_owner (tmp, op); 714 if (tmp->type != EARTHWALL) //TODO
715 tmp->set_owner (op);
716
969 set_spell_skill (op, caster, spell_ob, tmp); 717 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 718 tmp->level = caster_level (caster, spell_ob) / 2;
973 719
974 name = tmp->name; 720 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 721 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 722 {
977 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 723 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
978 return 0; 724 return 0;
979 } 725 }
726
980 /* If this is a spellcasting wall, need to insert the spell object */ 727 /* If this is a spellcasting wall, need to insert the spell object */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 728 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 729 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 730
984 /* This code causes the wall to extend some distance in 731 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 732 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 733 * posblocked and negblocked help determine how far the
1002 m = tmp->map; 749 m = tmp->map;
1003 750
1004 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 751 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1005 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 752 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1006 { 753 {
1007 tmp2 = get_object (); 754 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 755 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 756
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 757 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 758 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 759 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 760
1016 } 761 }
1017 else 762 else
1018 posblocked = 1; 763 posblocked = 1;
1019 764
1022 m = tmp->map; 767 m = tmp->map;
1023 768
1024 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 769 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 770 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 771 {
1027 tmp2 = get_object (); 772 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 773 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 774
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 775 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 776 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 777 }
1035 else 778 else
1036 negblocked = 1; 779 negblocked = 1;
1037 } 780 }
1038 781
1087 { 830 {
1088 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 831 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1089 op->contr->count = 0; 832 op->contr->count = 0;
1090 return 0; 833 return 0;
1091 } 834 }
835
1092 op->contr->count = 0; 836 op->contr->count = 0;
1093 837
1094 /* Remove code that puts player on random space on maps. IMO, 838 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 839 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 840 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 889 return 0;
1146 } 890 }
1147 } 891 }
1148 892
1149 /* Actually move the player now */ 893 /* Actually move the player now */
1150 op->remove (); 894 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 895 return 1;
1155 896
1156 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 897 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1157 return 1; 898 return 1;
1158} 899}
1159
1160 900
1161/* cast_heal: Heals something. 901/* cast_heal: Heals something.
1162 * op is the caster. 902 * op is the caster.
1163 * dir is the direction he is casting it in. 903 * dir is the direction he is casting it in.
1164 * spell is the spell object. 904 * spell is the spell object.
1171 object *poison; 911 object *poison;
1172 int heal = 0, success = 0; 912 int heal = 0, success = 0;
1173 913
1174 tmp = find_target_for_friendly_spell (op, dir); 914 tmp = find_target_for_friendly_spell (op, dir);
1175 915
1176 if (tmp == NULL) 916 if (!tmp)
1177 return 0; 917 return 0;
1178 918
1179 /* Figure out how many hp this spell might cure. 919 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 920 * could be zero if this spell heals effects, not damage.
1181 */ 921 */
1184 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 924 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1185 925
1186 if (heal) 926 if (heal)
1187 { 927 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 928 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 929 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1191 }
1192 else 930 else
1193 { 931 {
1194 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 934 * on amount of damage healed.
1197 */ 935 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
938
1200 tmp->stats.hp += heal; 939 tmp->stats.hp += heal;
1201 940
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 941 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 943 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 945 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 947 else if (heal > 10)
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1217 }
1218 else 949 else
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1221 } 951
1222 success = 1; 952 success = 1;
1223 } 953 }
1224 } 954 }
955
1225 if (spell->attacktype & AT_DISEASE) 956 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 957 if (cure_disease (tmp, op, spell))
1227 success = 1; 958 success = 1;
1228 959
1229 if (spell->attacktype & AT_POISON) 960 if (spell->attacktype & AT_POISON)
1230 { 961 {
1231 at = archetype::find ("poisoning"); 962 at = archetype::find ("poisoning");
1235 success = 1; 966 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 967 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 968 poison->stats.food = 1;
1238 } 969 }
1239 } 970 }
971
1240 if (spell->attacktype & AT_CONFUSION) 972 if (spell->attacktype & AT_CONFUSION)
1241 { 973 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 974 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 975 if (poison)
1244 { 976 {
1245 success = 1; 977 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 978 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 979 poison->duration = 1;
1248 } 980 }
1249 } 981 }
982
1250 if (spell->attacktype & AT_BLIND) 983 if (spell->attacktype & AT_BLIND)
1251 { 984 {
1252 at = archetype::find ("blindness"); 985 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 986 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 987 if (poison)
1256 success = 1; 989 success = 1;
1257 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 990 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1258 poison->stats.food = 1; 991 poison->stats.food = 1;
1259 } 992 }
1260 } 993 }
994
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 995 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 996 {
1263 tmp->stats.sp += spell->last_sp; 997 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 998 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 999 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 1000 success = 1;
1267 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1001 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1268 } 1002 }
1003
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1004 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1005 {
1271 tmp->stats.grace += spell->last_grace; 1006 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1007 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1008 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1009 success = 1;
1275 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1010 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1276 } 1011 }
1012
1277 if (spell->stats.food && tmp->stats.food < 999) 1013 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1014 {
1279 tmp->stats.food += spell->stats.food; 1015 tmp->stats.food += spell->stats.food;
1016
1280 if (tmp->stats.food > 999) 1017 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1018 tmp->stats.food = 999;
1019
1282 success = 1; 1020 success = 1;
1283 /* We could do something a bit better like the messages for healing above */ 1021 /* We could do something a bit better like the messages for healing above */
1284 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1022 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1285 } 1023 }
1024
1286 return success; 1025 return success;
1287} 1026}
1288
1289 1027
1290/* This is used for the spells that gain stats. There are no spells 1028/* This is used for the spells that gain stats. There are no spells
1291 * right now that icnrease wis/int/pow on a temp basis, so no 1029 * right now that icnrease wis/int/pow on a temp basis, so no
1292 * good comments for those. 1030 * good comments for those.
1293 */ 1031 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1032static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1033 "You grow no stronger.",
1296 "You grow no more agile.", 1034 "You grow no more agile.",
1297 "You don't feel any healthier.", 1035 "You don't feel any healthier.",
1298 "no wis", 1036 "You didn't grow any more intelligent.",
1037 "You do not feel any wiser.",
1038 "You don't feel any more powerful."
1299 "You are no easier to look at.", 1039 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1040};
1303 1041
1304int 1042int
1305cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1043cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1306{ 1044{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1045 object *force = NULL;
1309 int i; 1046 int i;
1310 1047
1311 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1048 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1312 if (dir != 0) 1049 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1050 ? find_target_for_friendly_spell (op, dir)
1315 } 1051 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1052
1321 if (tmp == NULL) 1053 if (!tmp)
1322 return 0; 1054 return 0;
1323 1055
1324 /* If we've already got a force of this type, don't add a new one. */ 1056 /* If we've already got a force of this type, don't add a new one. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1057 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1058 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1059 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1060 {
1329 if (tmp2->name == spell_ob->name) 1061 if (tmp2->name == spell_ob->name)
1330 { 1062 {
1363 } 1095 }
1364 else 1096 else
1365 { 1097 {
1366 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1098 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1367 } 1099 }
1100
1368 return 1; 1101 return 1;
1369 } 1102 }
1103
1370 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1104 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1371 force->speed = 1.0; 1105 force->speed = 1.0;
1372 force->speed_left = -1.0; 1106 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1107 SET_FLAG (force, FLAG_APPLIED);
1374 1108
1380 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1114 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1381 if (force->resist[i] > 100) 1115 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1116 force->resist[i] = 100;
1383 } 1117 }
1384 } 1118 }
1119
1385 if (spell_ob->stats.hp) 1120 if (spell_ob->stats.hp)
1386 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1121 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1387 1122
1388 if (tmp->type == PLAYER) 1123 if (tmp->type == PLAYER)
1389 { 1124 {
1390 /* Stat adjustment spells */ 1125 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1126 for (i = 0; i < NUM_STATS; i++)
1392 { 1127 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1128 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1129 {
1397 sm = 0; 1130 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1131 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1132 sm += rndm (1, 3);
1400 1133
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1134 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1135 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1136
1404 if (sm < 0) 1137 force->stats.stat (i) = sm;
1405 sm = 0; 1138
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1139 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1140 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1141 }
1411 } 1142 }
1412 } 1143 }
1432 force->stats.ac = spell_ob->stats.ac; 1163 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1164 force->attacktype = spell_ob->attacktype;
1434 1165
1435 insert_ob_in_ob (force, tmp); 1166 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1167 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1168 tmp->update_stats ();
1169
1438 return 1; 1170 return 1;
1439} 1171}
1440 1172
1441/* This used to be part of cast_change_ability, but it really didn't make 1173/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1174 * a lot of sense, since most of the values it derives are from the god
1443 * of the caster. 1175 * of the caster.
1444 */ 1176 */
1445
1446int 1177int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1178cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1179{
1449 int i; 1180 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1181 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1541 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1543 1274
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1277 tmp->update_stats ();
1547 return 1; 1278 return 1;
1548} 1279}
1549
1550
1551 1280
1552/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1553 * 1282 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1285 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1289 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1290 *
1568 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1293 * alchemised.
1571 */ 1294 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1295static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1297{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1299
1585 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1305 * the stuff back to town.
1591 */ 1306 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1308 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1310 value /= 3;
1597 else 1311 else
1598 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1599 1313
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1603 { 1315 total_value += value;
1604 int count;
1605 1316
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1626 obj->remove (); 1318
1627 obj->destroy (0); 1319 obj->destroy ();
1628}
1629
1630static void
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660} 1320}
1661 1321
1662int 1322int
1663alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1664{ 1324{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1671 return 0; 1326 return 0;
1672 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1333
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1674 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1336 * in sight
1676 */ 1337 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1680 1341
1342 int weight = 0;
1343
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1345 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1347 {
1348 uint64 value = 0;
1349
1685 nx = x; 1350 sint16 nx = x;
1686 ny = y; 1351 sint16 ny = y;
1687 1352
1688 mp = op->map; 1353 maptile *mp = op->map;
1689 1354
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1356
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1358 continue;
1694 1359
1695 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1362 * ground level effect.
1698 */ 1363 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1365 continue;
1701 1366
1702 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1368 {
1707 next = tmp->above; 1369 next = tmp->above;
1370
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1373 {
1711
1712 if (tmp->inv) 1374 if (tmp->inv)
1713 { 1375 {
1714 object *next1, *tmp1; 1376 object *next1, *tmp1;
1715 1377
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1379 {
1718 next1 = tmp1->below; 1380 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1722 } 1384 }
1723 } 1385 }
1386
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1725 1388
1726 if (weight > weight_max) 1389 if (weight > weight_max)
1727 { 1390 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 large->destroy (0);
1730 small->destroy (0);
1731 return 1;
1732 } 1391 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */ 1392 }
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1741 } 1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1742 } 1411 }
1743 large->destroy (0); 1412
1744 small->destroy (0); 1413bailout:
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1414 return 1;
1750} 1415}
1751 1416
1752 1417
1753/* This function removes the cursed/damned status on equipped 1418/* This function removes the cursed/damned status on equipped
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1427 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1431 {
1767
1768 was_one++; 1432 was_one++;
1769 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= caster_level (caster, spell))
1770 { 1434 {
1771 success++; 1435 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1781 } 1445 }
1782 1446
1783 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1784 { 1448 {
1785 if (success) 1449 if (success)
1786 {
1787 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1450 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1788 }
1789 else 1451 else
1790 { 1452 {
1791 if (was_one) 1453 if (was_one)
1792 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1454 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1793 else 1455 else
1794 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1795 } 1457 }
1796 } 1458 }
1459
1797 return success; 1460 return success;
1798} 1461}
1799 1462
1800/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1801
1802int 1464int
1803cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1804{ 1466{
1467 dynbuf_text buf;
1805 object *tmp; 1468 object *tmp;
1806 int success = 0, num_ident;
1807 1469
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1471
1810 if (num_ident < 1) 1472 if (num_ident < 1)
1811 num_ident = 1; 1473 num_ident = 1;
1812 1474
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1476 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1477 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1478 {
1818 identify (tmp); 1479 identify (tmp);
1480
1819 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1820 { 1482 {
1821 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1484
1822 if (tmp->msg) 1485 if (tmp->msg)
1823 { 1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1487 }
1488
1828 num_ident--; 1489 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1490 if (!num_ident)
1831 break; 1491 break;
1832 } 1492 }
1833 } 1493 }
1494
1834 /* If all the power of the spell has been used up, don't go and identify 1495 /* If all the power of the spell has been used up, don't go and identify
1835 * stuff on the floor. Only identify stuff on the floor if the spell 1496 * stuff on the floor. Only identify stuff on the floor if the spell
1836 * was not fully used. 1497 * was not fully used.
1837 */ 1498 */
1838 if (num_ident) 1499 if (num_ident)
1839 { 1500 {
1840 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1501 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1503 {
1843
1844 identify (tmp); 1504 identify (tmp);
1505
1845 if (op->type == PLAYER) 1506 if (op->type == PLAYER)
1846 { 1507 {
1847 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1508 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1509
1848 if (tmp->msg) 1510 if (tmp->msg)
1849 { 1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1512
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 }
1853 esrv_send_item (op, tmp); 1513 esrv_send_item (op, tmp);
1854 } 1514 }
1515
1855 num_ident--; 1516 num_ident--;
1856 success = 1;
1857 if (!num_ident) 1517 if (!num_ident)
1858 break; 1518 break;
1859 } 1519 }
1860 } 1520 }
1861 if (!success) 1521
1862 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1522 if (buf.empty ())
1523 {
1524 op->failmsg ("You can't reach anything unidentified.");
1525 return 0;
1526 }
1863 else 1527 else
1864 { 1528 {
1529 if (op->contr)
1530 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1531
1865 spell_effect (spell, op->x, op->y, op->map, op); 1532 spell_effect (spell, op->x, op->y, op->map, op);
1533 return 1;
1866 } 1534 }
1867 return success;
1868} 1535}
1869
1870 1536
1871int 1537int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1538cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1539{
1874 object *tmp, *last, *god, *detect; 1540 object *tmp, *last, *god, *detect;
1887 skill = caster; 1553 skill = caster;
1888 1554
1889 for (x = op->x - range; x <= op->x + range; x++) 1555 for (x = op->x - range; x <= op->x + range; x++)
1890 for (y = op->y - range; y <= op->y + range; y++) 1556 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1557 {
1892
1893 m = op->map; 1558 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1559 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP) 1560 if (mflags & P_OUT_OF_MAP)
1896 continue; 1561 continue;
1897 1562
1899 * floor. But this is not true for show invisible. 1564 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1565 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1566 * down - that is easier than working up.
1902 */ 1567 */
1903 1568
1904 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1569 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1905 last = tmp; 1570 last = tmp;
1571
1906 /* Shouldn't happen, but if there are no objects on a space, this 1572 /* Shouldn't happen, but if there are no objects on a space, this
1907 * would happen. 1573 * would happen.
1908 */ 1574 */
1909 if (!last) 1575 if (!last)
1910 continue; 1576 continue;
1912 done_one = 0; 1578 done_one = 0;
1913 floor = 0; 1579 floor = 0;
1914 detect = NULL; 1580 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1581 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1582 {
1917
1918 /* show invisible */ 1583 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1584 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1585 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1586 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1587 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1923 tmp->type == CF_HANDLE || 1588 tmp->type == CF_HANDLE ||
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1589 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1590 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1932 { 1597 {
1933 tmp->invisible = 0; 1598 tmp->invisible = 0;
1934 done_one = 1; 1599 done_one = 1;
1935 } 1600 }
1936 } 1601 }
1602
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1603 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1604 floor = 1;
1939 1605
1940 /* All detections below this point don't descend beneath the floor, 1606 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of 1607 * so just continue on. We could be clever and look at the type of
1994 */ 1660 */
1995 if (done_one) 1661 if (done_one)
1996 { 1662 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1663 object *detect_ob = arch_to_object (spell->other_arch);
1998 1664
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1665 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1666 if (done_one == 2 && detect)
2003 { 1667 {
2004 detect_ob->face = detect->face; 1668 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1669 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->last_anim = 0; 1671 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1672 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1673 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1674 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1675 }
1676
2012 insert_ob_in_map (detect_ob, m, op, 0); 1677 m->insert (detect_ob, nx, ny, op);
2013 } 1678 }
2014 } /* for processing the surrounding spaces */ 1679 } /* for processing the surrounding spaces */
2015 1680
2016 1681
2017 /* Now process objects in the players inventory if detect curse or magic */ 1682 /* Now process objects in the players inventory if detect curse or magic */
2066 1731
2067 /* Explodes a fireball centered at player */ 1732 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL); 1733 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1; 1734 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2; 1735 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x; 1736
2072 tmp->y = victim->y; 1737 tmp->insert_at (victim);
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1738 victim->stats.sp = 2 * victim->stats.maxsp;
2075 } 1739 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1741 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1744 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1745 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1747 confuse_player (victim, victim, 99);
2088 } 1748 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1751}
2094 1752
2095/* cast_transfer 1753/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1754 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1755 * We let the target go above their normal maximum SP.
2111 1769
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1770 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1771
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1772 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1773 {
2116 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1774 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1775 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1776 break;
2119 } 1777 }
2120 1778
2121 1779
2122 /* If we did not find a player in the specified direction, transfer 1780 /* If we did not find a player in the specified direction, transfer
2123 * to anyone on top of us. This is used for the rune of transference mostly. 1781 * to anyone on top of us. This is used for the rune of transference mostly.
2124 */ 1782 */
2125 if (plyr == NULL) 1783 if (plyr == NULL)
2126 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1784 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1785 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1786 break;
2129 1787
2130 if (!plyr) 1788 if (!plyr)
2131 { 1789 {
2186 m = op->map; 1844 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1845 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1846 if (mflags & P_OUT_OF_MAP)
2189 return; 1847 return;
2190 1848
2191 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1849 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2192 { 1850 {
2193 next = tmp->above; 1851 next = tmp->above;
2194 1852
2195 /* Need to look at the head object - otherwise, if tmp 1853 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1854 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1866 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1867 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1868 * monsters either.
2211 */ 1869 */
2212 1870
2213 if (head->attacktype & AT_MAGIC && 1871 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1872 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1873 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 head->remove (); 1874 && (op->level > head->level))
2217 head->destroy (0); 1875 head->destroy ();
2218 }
2219 else 1876 else
2220 switch (head->type) 1877 switch (head->type)
2221 { 1878 {
2222 case SPELL_EFFECT: 1879 case SPELL_EFFECT:
1880 // XXX: Don't affect floor spelleffects. See also XXX comment
1881 // about sanctuary in spell_util.C
1882 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1883 continue;
1884
2223 if (op->level > head->level) 1885 if (op->level > head->level)
2224 {
2225 head->remove ();
2226 head->destroy (0); 1886 head->destroy ();
2227 } 1887
2228 break; 1888 break;
2229 1889
2230 /* I really don't get this rune code that much - that 1890 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1891 * random chance seems really low.
2232 */ 1892 */
2233 case RUNE: 1893 case RUNE:
2234 if (rndm (0, 149) == 0) 1894 if (rndm (0, 149) == 0)
2235 { 1895 {
2236 head->stats.hp--; /* weaken the rune */ 1896 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1897 if (!head->stats.hp)
2238 {
2239 head->remove ();
2240 head->destroy (0); 1898 head->destroy ();
2241 }
2242 } 1899 }
2243 break; 1900 break;
2244 } 1901 }
2245 } 1902 }
2246} 1903}
2299 * This code was very odd - code early on would only let players use the spell, 1956 * This code was very odd - code early on would only let players use the spell,
2300 * yet the code wass full of player checks. I've presumed that the code 1957 * yet the code wass full of player checks. I've presumed that the code
2301 * that only let players use it was correct, and removed all the other 1958 * that only let players use it was correct, and removed all the other
2302 * player checks. MSW 2003-01-06 1959 * player checks. MSW 2003-01-06
2303 */ 1960 */
2304
2305int 1961int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1962animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1963{
2308 object *weapon, *tmp; 1964 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1965 char buf[MAX_BUF];
2310 int a, i; 1966 int a, i;
2311 sint16 x, y; 1967 sint16 x, y;
2312 maptile *m; 1968 maptile *m;
2313 materialtype_t *mt;
2314 1969
2315 if (!spell->other_arch) 1970 if (!spell->other_arch)
2316 { 1971 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1972 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1973 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2321 /* exit if it's not a player using this spell. */ 1976 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1977 if (op->type != PLAYER)
2323 return 0; 1978 return 0;
2324 1979
2325 /* if player already has a golem, abort */ 1980 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem]) 1981 if (object *golem = op->contr->golem)
2327 { 1982 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1983 control_golem (golem, dir);
2329 return 0; 1984 return 0;
2330 } 1985 }
2331 1986
2332 /* if no direction specified, pick one */ 1987 /* if no direction specified, pick one */
2333 if (!dir) 1988 if (!dir)
2337 x = op->x + freearr_x[dir]; 1992 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 1993 y = op->y + freearr_y[dir];
2339 1994
2340 /* if there's no place to put the golem, abort */ 1995 /* if there's no place to put the golem, abort */
2341 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1996 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2342 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1997 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 1998 {
2344 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1999 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2345 return 0; 2000 return 0;
2346 } 2001 }
2347 2002
2351 if (!weapon) 2006 if (!weapon)
2352 { 2007 {
2353 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2008 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2354 return 0; 2009 return 0;
2355 } 2010 }
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2011 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2357 { 2012 {
2358 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2013 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2359 return 0; 2014 return 0;
2360 } 2015 }
2361 if (weapon->type != WEAPON) 2016 if (weapon->type != WEAPON)
2379 /* create the golem object */ 2034 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2035 tmp = arch_to_object (spell->other_arch);
2381 2036
2382 /* if animated by a player, give the player control of the golem */ 2037 /* if animated by a player, give the player control of the golem */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2038 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2039 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2040 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2041 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2042 tmp->set_owner (op);
2043 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2044 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 2045
2393 /* Give the weapon to the golem now. A bit of a hack to check the 2046 /* Give the weapon to the golem now. A bit of a hack to check the
2394 * removed flag - it should only be set if get_split_object was 2047 * removed flag - it should only be set if get_split_object was
2395 * used above. 2048 * used above.
2396 */ 2049 */
2397 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2398 weapon->remove (); 2051 weapon->remove ();
2052
2399 insert_ob_in_ob (weapon, tmp); 2053 insert_ob_in_ob (weapon, tmp);
2400 esrv_send_item (op, weapon); 2054 esrv_send_item (op, weapon);
2401 /* To do everything necessary to let a golem use the weapon is a pain, 2055 /* To do everything necessary to let a golem use the weapon is a pain,
2402 * so instead, just set it as equipped (otherwise, we need to update 2056 * so instead, just set it as equipped (otherwise, we need to update
2403 * body_info, skills, etc) 2057 * body_info, skills, etc)
2404 */ 2058 */
2405 SET_FLAG (tmp, FLAG_USE_WEAPON); 2059 SET_FLAG (tmp, FLAG_USE_WEAPON);
2406 SET_FLAG (weapon, FLAG_APPLIED); 2060 SET_FLAG (weapon, FLAG_APPLIED);
2407 fix_player (tmp); 2061 tmp->update_stats ();
2408 2062
2409 /* There used to be 'odd' code that basically seemed to take the absolute 2063 /* There used to be 'odd' code that basically seemed to take the absolute
2410 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2064 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2411 * if you're using a crappy weapon, it shouldn't be as good. 2065 * if you're using a crappy weapon, it shouldn't be as good.
2412 */ 2066 */
2431 2085
2432 /* attacktype */ 2086 /* attacktype */
2433 if (!tmp->attacktype) 2087 if (!tmp->attacktype)
2434 tmp->attacktype = AT_PHYSICAL; 2088 tmp->attacktype = AT_PHYSICAL;
2435 2089
2436 mt = NULL;
2437 if (op->materialname != NULL)
2438 mt = name_to_material (op->materialname); 2090 if (materialtype_t *mt = name_to_material (op->materialname))
2439 if (mt != NULL)
2440 { 2091 {
2441 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2442 tmp->resist[i] = 50 - (mt->save[i] * 5); 2093 tmp->resist[i] = 50 - (mt->save[i] * 5);
2443 a = mt->save[0]; 2094 a = mt->save[0];
2444 } 2095 }
2446 { 2097 {
2447 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2448 tmp->resist[i] = 5; 2099 tmp->resist[i] = 5;
2449 a = 10; 2100 a = 10;
2450 } 2101 }
2102
2451 /* Set weapon's immunity */ 2103 /* Set weapon's immunity */
2452 tmp->resist[ATNR_CONFUSION] = 100; 2104 tmp->resist[ATNR_CONFUSION] = 100;
2453 tmp->resist[ATNR_POISON] = 100; 2105 tmp->resist[ATNR_POISON] = 100;
2454 tmp->resist[ATNR_SLOW] = 100; 2106 tmp->resist[ATNR_SLOW] = 100;
2455 tmp->resist[ATNR_PARALYZE] = 100; 2107 tmp->resist[ATNR_PARALYZE] = 100;
2461 2113
2462 /* Improve weapon's armour value according to best save vs. physical of its material */ 2114 /* Improve weapon's armour value according to best save vs. physical of its material */
2463 2115
2464 if (a > 14) 2116 if (a > 14)
2465 a = 14; 2117 a = 14;
2118
2466 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2119 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2467 2120
2468 /* Determine golem's speed */ 2121 /* Determine golem's speed */
2469 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2122 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2470
2471 if (tmp->speed > 3.33)
2472 tmp->speed = 3.33;
2473 2123
2474 if (!spell->race) 2124 if (!spell->race)
2475 { 2125 {
2476 sprintf (buf, "animated %s", &weapon->name); 2126 sprintf (buf, "animated %s", &weapon->name);
2477 tmp->name = buf; 2127 tmp->name = buf;
2479 tmp->face = weapon->face; 2129 tmp->face = weapon->face;
2480 tmp->animation_id = weapon->animation_id; 2130 tmp->animation_id = weapon->animation_id;
2481 tmp->anim_speed = weapon->anim_speed; 2131 tmp->anim_speed = weapon->anim_speed;
2482 tmp->last_anim = weapon->last_anim; 2132 tmp->last_anim = weapon->last_anim;
2483 tmp->state = weapon->state; 2133 tmp->state = weapon->state;
2484 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2134 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2485 {
2486 SET_FLAG (tmp, FLAG_ANIMATE);
2487 }
2488 else
2489 {
2490 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2491 }
2492 update_ob_speed (tmp);
2493 } 2135 }
2494 2136
2495 /* make experience increase in proportion to the strength of the summoned creature. */ 2137 /* make experience increase in proportion to the strength of the summoned creature. */
2496 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2138 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell));
2497 2139
2498 tmp->speed_left = -1; 2140 tmp->speed_left = -1;
2499 tmp->x = x;
2500 tmp->y = y;
2501 tmp->direction = dir; 2141 tmp->direction = dir;
2502 insert_ob_in_map (tmp, m, op, 0); 2142
2143 m->insert (tmp, x, y, op);
2503 return 1; 2144 return 1;
2504} 2145}
2505 2146
2506/* cast_daylight() - changes the map darkness level *lower* */ 2147/* cast_daylight() - changes the map darkness level *lower* */
2507 2148
2515 int success; 2156 int success;
2516 2157
2517 if (!op->map) 2158 if (!op->map)
2518 return 0; /* shouldnt happen */ 2159 return 0; /* shouldnt happen */
2519 2160
2520 success = change_map_light (op->map, spell->stats.dam); 2161 success = op->map->change_map_light (spell->stats.dam);
2162
2521 if (!success) 2163 if (!success)
2522 { 2164 {
2523 if (spell->stats.dam < 0) 2165 if (spell->stats.dam < 0)
2524 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2166 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2525 else 2167 else
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2527 } 2169 }
2528 return success; 2170 return success;
2529} 2171}
2530
2531
2532
2533
2534 2172
2535/* create an aura spell object and put it in the player's inventory. 2173/* create an aura spell object and put it in the player's inventory.
2536 * as usual, op is player, caster is the object casting the spell, 2174 * as usual, op is player, caster is the object casting the spell,
2537 * spell is the spell object itself. 2175 * spell is the spell object itself.
2538 */ 2176 */
2550 2188
2551 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2552 2190
2553 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2554 2192
2555 set_owner (new_aura, op);
2556 set_spell_skill (op, caster, spell, new_aura); 2193 set_spell_skill (op, caster, spell, new_aura);
2557 new_aura->attacktype = spell->attacktype; 2194 new_aura->attacktype = spell->attacktype;
2558 2195
2559 new_aura->level = caster_level (caster, spell); 2196 new_aura->level = caster_level (caster, spell);
2197
2560 if (refresh) 2198 if (refresh)
2561 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2562 else 2200 else
2563 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202
2564 insert_ob_in_ob (new_aura, op); 2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2565 return 1; 2206 return 1;
2566} 2207}
2567
2568 2208
2569/* move aura function. An aura is a part of someone's inventory, 2209/* move aura function. An aura is a part of someone's inventory,
2570 * which he carries with him, but which acts on the map immediately 2210 * which he carries with him, but which acts on the map immediately
2571 * around him. 2211 * around him.
2572 * Aura parameters: 2212 * Aura parameters:
2573 * duration: duration counter. 2213 * duration: duration counter.
2574 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2575 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2576 */ 2216 */
2577
2578void 2217void
2579move_aura (object *aura) 2218move_aura (object *aura)
2580{ 2219{
2581 int i, mflags;
2582 object *env;
2583 maptile *m;
2584
2585 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2586 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2587 2223
2588 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2589 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2590 */ 2226 */
2591 aura->remove (); 2227 aura->remove ();
2592 2228
2593 /* exit if we're out of gas */ 2229 /* exit if we're out of gas */
2594 if (aura->duration-- < 0) 2230 if (aura->duration-- < 0)
2595 { 2231 {
2596 aura->destroy (0); 2232 aura->destroy ();
2597 return; 2233 return;
2598 } 2234 }
2599 2235
2600 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2601 if (env == NULL || env->map == NULL) 2237 if (!env || !env->map)
2602 { 2238 {
2603 aura->destroy (0); 2239 aura->destroy ();
2604 return; 2240 return;
2605 } 2241 }
2606 aura->x = env->x;
2607 aura->y = env->y;
2608 2242
2609 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2610 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2611 */ 2245 */
2612 insert_ob_in_map (aura, env->map, aura, 0); 2246 aura->insert_at (env, aura);
2613 2247
2614 for (i = 1; i < 9; i++) 2248 for (int i = 1; i < 9; i++)
2615 { 2249 {
2616 sint16 nx, ny; 2250 mapxy pos (env);
2251 pos.move (i);
2617 2252
2618 nx = aura->x + freearr_x[i];
2619 ny = aura->y + freearr_y[i];
2620 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2621
2622 /* Consider the movement tyep of the person with the aura as 2253 /* Consider the movement type of the person with the aura as
2623 * movement type of the aura. Eg, if the player is flying, the aura 2254 * movement type of the aura. Eg, if the player is flying, the aura
2624 * is flying also, if player is walking, it is on the ground, etc. 2255 * is flying also, if player is walking, it is on the ground, etc.
2625 */ 2256 */
2626 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2257 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2627 { 2258 {
2628 hit_map (aura, i, aura->attacktype, 0); 2259 hit_map (aura, i, aura->attacktype, 0);
2629 2260
2630 if (aura->other_arch) 2261 if (aura->other_arch)
2631 {
2632 object *new_ob;
2633
2634 new_ob = arch_to_object (aura->other_arch); 2262 pos.insert (arch_to_object (aura->other_arch), aura);
2635 new_ob->x = nx;
2636 new_ob->y = ny;
2637 insert_ob_in_map (new_ob, m, aura, 0);
2638 } 2263 }
2639 }
2640 } 2264 }
2265
2641 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2642 aura->remove (); 2267 env->insert (aura);
2643 insert_ob_in_ob (aura, env); 2268 aura->set_owner (owner);
2644} 2269}
2645 2270
2646/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2647 * op is the piece object. 2272 * op is the piece object.
2648 */ 2273 */
2649
2650void 2274void
2651move_peacemaker (object *op) 2275move_peacemaker (object *op)
2652{ 2276{
2653 object *tmp; 2277 object *tmp;
2654 2278
2655 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2279 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2656 { 2280 {
2657 int atk_lev, def_lev; 2281 int atk_lev, def_lev;
2658 object *victim = tmp; 2282 object *victim = tmp;
2659 2283
2660 if (tmp->head) 2284 if (tmp->head)
2671 2295
2672 if (rndm (0, atk_lev - 1) > def_lev) 2296 if (rndm (0, atk_lev - 1) > def_lev)
2673 { 2297 {
2674 /* make this sucker peaceful. */ 2298 /* make this sucker peaceful. */
2675 2299
2676 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2300 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2677 victim->stats.exp = 0; 2301 victim->stats.exp = 0;
2678#if 0 2302#if 0
2679 /* No idea why these were all set to zero - if something 2303 /* No idea why these were all set to zero - if something
2680 * makes this creature agressive, he should still do damage. 2304 * makes this creature agressive, he should still do damage.
2681 */ 2305 */
2726 2350
2727 snprintf (rune, sizeof (rune), "%s\n", msg); 2351 snprintf (rune, sizeof (rune), "%s\n", msg);
2728 2352
2729 tmp->race = op->name; /*Save the owner of the rune */ 2353 tmp->race = op->name; /*Save the owner of the rune */
2730 tmp->msg = rune; 2354 tmp->msg = rune;
2731 tmp->x = op->x; 2355
2732 tmp->y = op->y; 2356 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2733 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR);
2734 return 1; 2357 return 1;
2735} 2358}

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