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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.28 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.128 by root, Wed Apr 14 21:36:32 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
59} 58}
60 59
61int 60int
62recharge (object *op, object *caster, object *spell_ob) 61recharge (object *op, object *caster, object *spell_ob)
63{ 62{
64 object *wand, *tmp;
65 int ncharges; 63 int ncharges;
66 64
67 wand = find_marked_object (op); 65 object *wand = op->mark ();
66
68 if (wand == NULL || wand->type != WAND) 67 if (!wand || wand->type != WAND)
69 { 68 {
70 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 69 op->failmsg ("You need to mark the wand you want to recharge.");
71 return 0; 70 return 0;
72 } 71 }
72
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 74 {
75 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 76 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 77 wand->destroy ();
79 tmp = get_archetype ("fireball"); 78 object *tmp = get_archetype (shstr_fireball);
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 80
82 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
83 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
84 83
95 94
96 if (wand->inv && wand->inv->level) 95 if (wand->inv && wand->inv->level)
97 ncharges /= wand->inv->level; 96 ncharges /= wand->inv->level;
98 else 97 else
99 { 98 {
100 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 99 op->failmsgf ("Your %s is broken.", query_name (wand));
101 return 0; 100 return 0;
102 } 101 }
103 102
104 if (!ncharges) 103 if (!ncharges)
105 ncharges = 1; 104 ncharges = 1;
106 105
107 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 108
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
111 { 110 {
112 SET_FLAG (wand, FLAG_ANIMATE); 111 wand->set_flag (FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
114 } 113 }
115 114
116 return 1; 115 return 1;
117} 116}
118 117
124 * great a plus, the default is used. 123 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 124 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 125 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 126 * create nonnmagic arrows, or even -1, etc...
128 */ 127 */
129
130int 128int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 129cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
132{ 130{
133 int missile_plus = 0, bonus_plus = 0; 131 int bonus_plus = 0;
134 const char *missile_name; 132 const char *missile_name = "arrow";
135 object *tmp, *missile;
136 133
137 missile_name = "arrow";
138
139 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 134 for (object *tmp = op->inv; tmp; tmp = tmp->below)
140 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 135 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
141 missile_name = tmp->race; 136 missile_name = tmp->race;
142 137
143 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 138 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
144 139
145 if (archetype::find (missile_name) == NULL) 140 archetype *missile_arch = archetype::find (missile_name);
141
142 if (!missile_arch)
146 { 143 {
147 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
148 return 0; 145 return 0;
149 } 146 }
150 147
151 missile = get_archetype (missile_name); 148 object *missile = missile_arch->instance ();
152 149
153 if (stringarg) 150 if (spellparam)
154 { 151 {
155 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 153 if (isalpha (*spellparam))
157 { 154 {
158 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
159 156
160 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, spellparam))
162 break; 159 break;
163 160
164 if (!al) 161 if (!al)
165 { 162 {
166 missile->destroy (); 163 missile->destroy ();
167 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 164 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
168 return 0; 165 return 0;
169 } 166 }
170 167
171 if (al->item->slaying) 168 if (al->item->slaying)
172 { 169 {
173 missile->destroy (); 170 missile->destroy ();
174 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 171 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
175 return 0; 172 return 0;
176 } 173 }
177 174
178 give_artifact_abilities (missile, al->item); 175 give_artifact_abilities (missile, al->item);
179 /* These special arrows cost something extra. Don't have them also be magical - 176 /* These special arrows cost something extra. Don't have them also be magical -
180 * otherwise, in most cases, not enough will be created. I don't want to get into 177 * otherwise, in most cases, not enough will be created. I don't want to get into
181 * the parsing of having to do both plus and type. 178 * the parsing of having to do both plus and type.
182 */ 179 */
183 bonus_plus = 1 + (al->item->value / 5); 180 bonus_plus = 1 + (al->item->value / 5);
184 missile_plus = 0; 181 missile_plus = 0;
185 } 182 }
186 else if (atoi (stringarg) < missile_plus) 183 else if (atoi (spellparam) < missile_plus)
187 missile_plus = atoi (stringarg); 184 missile_plus = atoi (spellparam);
188 } 185 }
189 186
190 if (missile_plus > 4) 187 missile_plus = clamp (missile_plus, -4, 4);
191 missile_plus = 4;
192 else if (missile_plus < -4)
193 missile_plus = -4;
194 188
195 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 189 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
196 missile->nrof -= 3 * (missile_plus + bonus_plus); 190 missile->nrof -= 3 * (missile_plus + bonus_plus);
197 191
198 if (missile->nrof < 1) 192 if (missile->nrof < 1)
200 194
201 missile->magic = missile_plus; 195 missile->magic = missile_plus;
202 /* Can't get any money for these objects */ 196 /* Can't get any money for these objects */
203 missile->value = 0; 197 missile->value = 0;
204 198
205 SET_FLAG (missile, FLAG_IDENTIFIED); 199 missile->set_flag (FLAG_IDENTIFIED);
206 200
207 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ())
208 pick_up (op, missile); 202 pick_up (op, missile);
209 203
210 return 1; 204 return 1;
211} 205}
212 206
213 207
214/* allows the choice of what sort of food object to make. 208/* allows the choice of what sort of food object to make.
215 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 209 * If spellparam is NULL, it will create food dependent on level --PeterM*/
216int 210int
217cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
218{ 212{
219 int food_value; 213 int food_value;
220 archetype *at = NULL; 214 archetype *at = NULL;
221 object *new_op; 215 object *new_op;
222 216
223 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 217 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
224 218
225 if (stringarg) 219 if (spellparam)
226 { 220 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 221 at = find_archetype_by_object_type_name (FOOD, spellparam);
228 if (at == NULL) 222 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 223 at = find_archetype_by_object_type_name (DRINK, spellparam);
230 if (at == NULL || at->clone.stats.food > food_value) 224 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 225 spellparam = NULL;
232 } 226 }
233 227
234 if (!stringarg) 228 if (!spellparam)
235 { 229 {
236 archetype *at_tmp; 230 archetype *at_tmp;
237 231
238 /* We try to find the archetype with the maximum food value. 232 /* We try to find the archetype with the maximum food value.
239 * This removes the dependancy of hard coded food values in this 233 * This removes the dependancy of hard coded food values in this
241 * We don't use flesh types because the weight values of those need 235 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 236 * to be altered from the donor.
243 */ 237 */
244 238
245 /* We assume the food items don't have multiple parts */ 239 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 240 for_all_archetypes (at_tmp)
247 { 241 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 242 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 243 {
250 /* Basically, if the food value is something that is creatable 244 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 245 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 246 * the item we have now, take it instead.
253 */ 247 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 248 if (at_tmp->stats.food <= food_value
249 && (!at
250 || at_tmp->stats.food > at->stats.food
251 || (at_tmp->stats.food == at->stats.food
252 && at_tmp->weight < at->weight)))
255 at = at_tmp; 253 at = at_tmp;
256 } 254 }
257 } 255 }
258 } 256 }
257
259 /* Pretty unlikely (there are some very low food items), but you never 258 /* Pretty unlikely (there are some very low food items), but you never
260 * know 259 * know
261 */ 260 */
262 if (!at) 261 if (!at)
263 { 262 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 263 op->failmsgf ("You don't have enough experience to create any food.");
265 return 0; 264 return 0;
266 } 265 }
267 266
268 food_value /= at->clone.stats.food; 267 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 268 new_op = at->instance ();
270 new_op->nrof = food_value; 269 new_op->nrof = food_value;
271 270
272 new_op->value = 0; 271 new_op->value = 0;
273 if (new_op->nrof < 1) 272 if (new_op->nrof < 1)
274 new_op->nrof = 1; 273 new_op->nrof = 1;
282{ 281{
283 int r, mflags, maxrange; 282 int r, mflags, maxrange;
284 object *tmp; 283 object *tmp;
285 maptile *m; 284 maptile *m;
286 285
287
288 if (!dir) 286 if (!dir)
289 { 287 {
290 examine_monster (op, op); 288 examine_monster (op, op);
291 return 1; 289 return 1;
292 } 290 }
291
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 293 for (r = 1; r < maxrange; r++)
295 { 294 {
296 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];
297 296
299 mflags = get_map_flags (m, &m, x, y, &x, &y); 298 mflags = get_map_flags (m, &m, x, y, &x, &y);
300 299
301 if (mflags & P_OUT_OF_MAP) 300 if (mflags & P_OUT_OF_MAP)
302 break; 301 break;
303 302
304 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 303 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
305 { 304 {
306 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 305 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
307 return 0; 306 return 0;
308 } 307 }
308
309 if (mflags & P_IS_ALIVE) 309 if (mflags & P_IS_ALIVE)
310 { 310 {
311 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 311 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
312 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 312 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
313 { 313 {
314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 314 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
315 if (tmp->head != NULL) 315 if (tmp->head != NULL)
316 tmp = tmp->head; 316 tmp = tmp->head;
317 examine_monster (op, tmp); 317 examine_monster (op, tmp);
318 return 1; 318 return 1;
319 } 319 }
320 } 320 }
321 } 321 }
322
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 323 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 324 return 1;
324} 325}
325
326 326
327/* This checks to see if 'pl' is invisible to 'mon'. 327/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 328 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 329 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 330 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 332 * pl is invisible.
333 */ 333 */
334int 334int
335makes_invisible_to (object *pl, object *mon) 335makes_invisible_to (object *pl, object *mon)
336{ 336{
337
338 if (!pl->invisible) 337 if (!pl->invisible)
339 return 0; 338 return 0;
339
340 if (pl->type == PLAYER) 340 if (pl->type == PLAYER)
341 { 341 {
342 /* If race isn't set, then invisible unless it is undead */ 342 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 343 if (!pl->contr->invis_race)
344 { 344 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 345 if (mon->flag [FLAG_UNDEAD])
346 return 0; 346 return 0;
347
347 return 1; 348 return 1;
348 } 349 }
350
349 /* invis_race is set if we get here */ 351 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 352 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
351 return 1; 353 return 1;
354
352 /* No race, can't be invisible to it */ 355 /* No race, can't be invisible to it */
353 if (!mon->race) 356 if (!mon->race)
354 return 0; 357 return 0;
358
355 if (strstr (mon->race, pl->contr->invis_race)) 359 if (mon->race.contains (pl->contr->invis_race))
356 return 1; 360 return 1;
361
357 /* Nothing matched above, return 0 */ 362 /* Nothing matched above, return 0 */
358 return 0; 363 return 0;
359 } 364 }
360 else 365 else
361 { 366 {
374 * normal applies. 379 * normal applies.
375 */ 380 */
376int 381int
377cast_invisible (object *op, object *caster, object *spell_ob) 382cast_invisible (object *op, object *caster, object *spell_ob)
378{ 383{
379 object *tmp;
380
381 if (op->invisible > 1000) 384 if (op->invisible > 1000)
382 { 385 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 386 op->failmsg ("You can not extend the duration of your invisibility any further");
384 return 0; 387 return 0;
385 } 388 }
386 389
387 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two. 391 * and if statement or two.
394 397
395 if (op->type == PLAYER) 398 if (op->type == PLAYER)
396 { 399 {
397 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
398 401
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 402 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 403 op->contr->tmp_invis = 0;
401 else 404 else
402 op->contr->tmp_invis = 1; 405 op->contr->tmp_invis = 1;
403 406
404 op->contr->hidden = 0; 407 op->contr->hidden = 0;
405 } 408 }
409
406 if (makes_invisible_to (op, op)) 410 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 412 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 414
411 update_object (op, UP_OBJ_FACE); 415 update_object (op, UP_OBJ_CHANGE);
412 416
413 /* Only search the active objects - only these should actually do 417 /* Only search the active objects - only these should actually do
414 * harm to the player. 418 * harm to the player.
415 */ 419 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 420 for_all_actives (tmp)
417 if (tmp->enemy == op) 421 if (tmp->enemy == op)
418 tmp->enemy = NULL; 422 tmp->enemy = 0;
423
419 return 1; 424 return 1;
420} 425}
421 426
422/* earth to dust spell. Basically destroys earthwalls in the area. 427/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 428 */
424int 429int
425cast_earth_to_dust (object *op, object *caster, object *spell_ob) 430cast_earth_to_dust (object *op, object *caster, object *spell_ob)
426{ 431{
427 object *tmp, *next;
428 int range, i, j, mflags; 432 int range, i, j, mflags;
429 sint16 sx, sy; 433 sint16 sx, sy;
430 maptile *m; 434 maptile *m;
431
432 if (op->type != PLAYER)
433 return 0;
434 435
435 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 436 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
436 437
437 for (i = -range; i <= range; i++) 438 for (i = -range; i <= range; i++)
438 for (j = -range; j <= range; j++) 439 for (j = -range; j <= range; j++)
443 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 444 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
444 445
445 if (mflags & P_OUT_OF_MAP) 446 if (mflags & P_OUT_OF_MAP)
446 continue; 447 continue;
447 448
448 // earth to dust tears down everything that can be teared down 449 // earth to dust tears down everything that can be torn down
449 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 450 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
450 { 451 {
451 next = tmp->above; 452 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 453
454 if (tmp->flag [FLAG_TEAR_DOWN])
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 456 }
455 } 457 }
458
456 return 1; 459 return 1;
457} 460}
458
459 461
460void 462void
461execute_word_of_recall (object *op) 463execute_word_of_recall (object *op)
462{ 464{
463 object *wor = op; 465 if (object *pl = op->in_player ())
464 466 {
465 while (op != NULL && op->type != PLAYER) 467 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 469 else
472 op->enter_exit (wor); 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 }
473 472
474 wor->destroy (); 473 op->destroy ();
475} 474}
476 475
477/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
479 * time delay effect. 478 * time delay effect.
492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
493 return 1; 492 return 1;
494 } 493 }
495 494
496 dummy = get_archetype (FORCE_NAME); 495 dummy = get_archetype (FORCE_NAME);
497 if (dummy == NULL) 496
497 if (!dummy)
498 { 498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 501 return 0;
502 } 502 }
503
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 505 if (time < 1)
505 time = 1; 506 time = 1;
506 507
507 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
515 516
516 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
518 */ 519 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
522 523
523 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
525 return 1; 528 return 1;
526} 529}
527 530
528/* cast_wonder 531/* cast_wonder
529 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
562} 565}
563 566
564int 567int
565perceive_self (object *op) 568perceive_self (object *op)
566{ 569{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 570 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 571 archetype *at = archetype::find (shstr_depletion);
569 object *tmp;
570 int i;
571 572
573 dynbuf_text &buf = msg_dynbuf; buf.clear ();
574
575 if (!op->is_player ())
576 return 0;
577
578 if (object *race = archetype::find (op->race))
579 buf << " - You are a G<male|female> " << &race->name << ".\n";
580
572 tmp = find_god (determine_god (op)); 581 if (object *god = find_god (determine_god (op)))
573 if (tmp) 582 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 583 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 584 buf << " - You worship no god.\n";
577 585
578 tmp = present_arch_in_ob (at, op); 586 object *tmp = present_arch_in_ob (at, op);
579 587
580 if (*cp == '\0' && tmp == NULL) 588 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 589 buf << " - You feel very mundane. ";
582 else 590 else
583 { 591 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 592 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 593
586 if (tmp != NULL) 594 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 595 for (int i = 0; i < NUM_STATS; i++)
589 { 596 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 597 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 } 598 }
597 599
598 if (is_dragon_pl (op)) 600 if (op->is_dragon ())
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 601 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 602 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 603 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 604 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 605 {
605 if (tmp->stats.exp == 0) 606 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 607 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 608 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 609 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 610
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 611 break;
615 } 612 }
616 } 613 }
617 }
618 return 1;
619}
620 614
621/* int cast_create_town_portal (object *op, object *caster, int dir) 615 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
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 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
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, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_map (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
731 while (tmp)
732 {
733 if (tmp->name == old_force->name)
734 {
735 tmp->destroy ();
736 break;
737 }
738
739 tmp = tmp->above;
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_map (force->name, 0);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 op_level = caster_level (caster, spell);
770 if (op_level < 15)
771 snprintf (portal_message, 1024,
772 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
773 &op->name);
774 else if (op_level < 30)
775 snprintf (portal_message, 1024,
776 "\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);
777 else if (op_level < 60)
778 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
779 else
780 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
781 &op->name);
782
783 /* Create a portal in front of player
784 * dummy contain the portal and
785 * force contain the track to kill it later
786 */
787 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
788 dummy = get_archetype (spell->slaying); /*The portal */
789 if (dummy == NULL)
790 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
793 return 0;
794 }
795
796 EXIT_PATH (dummy) = force->name;
797 EXIT_X (dummy) = EXIT_X (force);
798 EXIT_Y (dummy) = EXIT_Y (force);
799 dummy->name = dummy->name_pl = portal_name;
800 dummy->msg = portal_message;
801 dummy->race = op->name; /*Save the owner of the portal */
802 cast_create_obj (op, caster, dummy, 0);
803
804 /* Now we need to to create a town portal marker inside the player
805 * object, so on future castings, we can know that he has an active
806 * town portal.
807 */
808 tmp = get_archetype (spell->race);
809 if (tmp == NULL)
810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
813 return 0;
814 }
815
816 tmp->race = op->map->path;
817 tmp->name = portal_name;
818 EXIT_X (tmp) = dummy->x;
819 EXIT_Y (tmp) = dummy->y;
820 op->insert (tmp);
821
822 /* Create a portal in the destination map
823 * dummy contain the portal and
824 * force the track to kill it later
825 * the 'force' variable still contains the 'reminder' of
826 * where this portal goes to.
827 */
828 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
829 dummy = get_archetype (spell->slaying); /*The portal */
830 if (dummy == NULL)
831 {
832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
834 return 0;
835 }
836
837 EXIT_PATH (dummy) = op->map->path;
838 EXIT_X (dummy) = op->x;
839 EXIT_Y (dummy) = op->y;
840 dummy->name = dummy->name_pl = portal_name;
841 dummy->msg = portal_message;
842 dummy->race = op->name; /*Save the owner of the portal */
843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
844
845 /* Now we create another town portal marker that
846 * points back to the one we just made
847 */
848 tmp = get_archetype (spell->race);
849 if (tmp == NULL)
850 {
851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
853 return 0;
854 }
855
856 tmp->race = force->name;
857 tmp->name = portal_name;
858 EXIT_X (tmp) = dummy->x;
859 EXIT_Y (tmp) = dummy->y;
860 insert_ob_in_ob (tmp, op);
861
862 /* Describe the player what happened
863 */
864 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
865 force->destroy ();
866 616
867 return 1; 617 return 1;
868} 618}
869 619
870/* This creates magic walls. Really, it can create most any object, 620/* This creates magic walls. Really, it can create most any object,
896 646
897 if ((spell_ob->move_block || x != op->x || y != op->y) && 647 if ((spell_ob->move_block || x != op->x || y != op->y) &&
898 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 648 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
899 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 649 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
900 { 650 {
901 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 651 op->failmsg ("Something is in the way.");
902 return 0; 652 return 0;
903 } 653 }
904 654
905 if (spell_ob->other_arch) 655 if (spell_ob->other_arch)
906 tmp = arch_to_object (spell_ob->other_arch); 656 tmp = spell_ob->other_arch->instance ();
907 else if (spell_ob->race) 657 else if (spell_ob->race)
908 { 658 {
909 char buf1[MAX_BUF]; 659 char buf1[MAX_BUF];
910 660
911 sprintf (buf1, spell_ob->race, dir); 661 sprintf (buf1, spell_ob->race, dir);
915 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 665 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
916 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 666 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
917 return 0; 667 return 0;
918 } 668 }
919 669
920 tmp = arch_to_object (at); 670 tmp = at->instance ();
921 } 671 }
922 else 672 else
923 { 673 {
924 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 674 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
925 return 0; 675 return 0;
930 tmp->attacktype = spell_ob->attacktype; 680 tmp->attacktype = spell_ob->attacktype;
931 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 681 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
932 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 682 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
933 tmp->range = 0; 683 tmp->range = 0;
934 } 684 }
935 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 685 else if (tmp->flag [FLAG_ALIVE])
936 { 686 {
937 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 687 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
938 tmp->stats.maxhp = tmp->stats.hp; 688 tmp->stats.maxhp = tmp->stats.hp;
939 } 689 }
940 690
941 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 691 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
942 { 692 {
943 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 693 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
944 SET_FLAG (tmp, FLAG_IS_USED_UP); 694 tmp->set_flag (FLAG_IS_USED_UP);
945 } 695 }
946 696
947 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 697 if (spell_ob->flag [FLAG_TEAR_DOWN])
948 { 698 {
949 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 699 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 700 tmp->stats.maxhp = tmp->stats.hp;
951 SET_FLAG (tmp, FLAG_TEAR_DOWN); 701 tmp->set_flag (FLAG_TEAR_DOWN);
952 SET_FLAG (tmp, FLAG_ALIVE); 702 tmp->set_flag (FLAG_ALIVE);
953 } 703 }
954 704
955 /* This can't really hurt - if the object doesn't kill anything, 705 /* This can't really hurt - if the object doesn't kill anything,
956 * these fields just won't be used. Do not set the owner for 706 * these fields just won't be used. Do not set the owner for
957 * earthwalls, though, so they survive restarts. 707 * earthwalls, though, so they survive restarts.
958 */ 708 */
959 if (tmp->type != EARTHWALL) //TODO 709 if (tmp->type != EARTHWALL) //TODO
960 tmp->set_owner (op); 710 tmp->set_owner (op);
961 711
962 set_spell_skill (op, caster, spell_ob, tmp); 712 set_spell_skill (op, caster, spell_ob, tmp);
963 tmp->level = caster_level (caster, spell_ob) / 2; 713 tmp->level = casting_level (caster, spell_ob) / 2;
964 714
965 name = tmp->name; 715 name = tmp->name;
966 if (!(tmp = m->insert (tmp, x, y, op))) 716 if (!(tmp = m->insert (tmp, x, y, op)))
967 { 717 {
968 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 718 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
969 return 0; 719 return 0;
970 } 720 }
971 721
972 /* If this is a spellcasting wall, need to insert the spell object */ 722 /* If this is a spellcasting wall, need to insert the spell object */
973 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 723 if (tmp->other_arch && tmp->other_arch->type == SPELL)
974 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 724 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
975 725
976 /* This code causes the wall to extend some distance in 726 /* This code causes the wall to extend some distance in
977 * each direction, or until an obstruction is encountered. 727 * each direction, or until an obstruction is encountered.
978 * posblocked and negblocked help determine how far the 728 * posblocked and negblocked help determine how far the
979 * created wall can extend, it won't go extend through 729 * created wall can extend, it won't go extend through
998 { 748 {
999 object *tmp2 = tmp->clone (); 749 object *tmp2 = tmp->clone ();
1000 m->insert (tmp2, x, y, op); 750 m->insert (tmp2, x, y, op);
1001 751
1002 /* If this is a spellcasting wall, need to insert the spell object */ 752 /* If this is a spellcasting wall, need to insert the spell object */
1003 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 753 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1004 tmp2->insert (arch_to_object (tmp2->other_arch)); 754 tmp2->insert (tmp2->other_arch->instance ());
1005 755
1006 } 756 }
1007 else 757 else
1008 posblocked = 1; 758 posblocked = 1;
1009 759
1015 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 765 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1016 { 766 {
1017 object *tmp2 = tmp->clone (); 767 object *tmp2 = tmp->clone ();
1018 m->insert (tmp2, x, y, op); 768 m->insert (tmp2, x, y, op);
1019 769
1020 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 770 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1021 tmp2->insert (arch_to_object (tmp2->other_arch)); 771 tmp2->insert (tmp2->other_arch->instance ());
1022 } 772 }
1023 else 773 else
1024 negblocked = 1; 774 negblocked = 1;
1025 } 775 }
1026 776
1027 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 777 if (tmp->flag [FLAG_BLOCKSVIEW])
1028 update_all_los (op->map, op->x, op->y); 778 update_all_los (op->map, op->x, op->y);
1029 779
1030 return 1; 780 return 1;
1031} 781}
1032 782
1033int 783int
1034dimension_door (object *op, object *caster, object *spob, int dir) 784dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
1035{ 785{
1036 uint32 dist, maxdist; 786 uint32 dist, maxdist;
1037 int mflags; 787 int mflags;
1038 maptile *m; 788 maptile *m;
1039 sint16 sx, sy; 789 sint16 sx, sy;
1041 if (op->type != PLAYER) 791 if (op->type != PLAYER)
1042 return 0; 792 return 0;
1043 793
1044 if (!dir) 794 if (!dir)
1045 { 795 {
1046 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 796 op->failmsg ("In what direction?");
1047 return 0; 797 return 0;
1048 } 798 }
1049 799
1050 /* Given the new outdoor maps, can't let players dimension door for 800 /* Given the new outdoor maps, can't let players dimension door for
1051 * ever, so put limits in. 801 * ever, so put limits in.
1052 */ 802 */
1053 maxdist = spob->range + SP_level_range_adjust (caster, spob); 803 maxdist = spob->range + SP_level_range_adjust (caster, spob);
1054 804
1055 if (op->contr->count) 805 if (spellparam)
1056 { 806 {
807 int count = atoi (spellparam);
808
1057 if (op->contr->count > maxdist) 809 if (count > maxdist)
1058 { 810 {
1059 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 811 op->failmsg ("You can't dimension door that far!");
1060 return 0; 812 return 0;
1061 } 813 }
1062 814
1063 for (dist = 0; dist < op->contr->count; dist++) 815 for (dist = 0; dist < count; dist++)
1064 { 816 {
1065 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 817 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy);
1066 818
1067 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 819 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
1068 break; 820 break;
1069 821
1070 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 822 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
1071 break; 823 break;
1072 } 824 }
1073 825
1074 if (dist < op->contr->count) 826 if (dist < count)
1075 { 827 {
1076 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 828 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1077 op->contr->count = 0;
1078 return 0; 829 return 0;
1079 } 830 }
1080
1081 op->contr->count = 0;
1082 831
1083 /* Remove code that puts player on random space on maps. IMO, 832 /* Remove code that puts player on random space on maps. IMO,
1084 * a lot of maps probably have areas the player should not get to, 833 * a lot of maps probably have areas the player should not get to,
1085 * but may not be marked as NO_MAGIC (as they may be bounded 834 * but may not be marked as NO_MAGIC (as they may be bounded
1086 * by such squares). Also, there are probably treasure rooms and 835 * by such squares). Also, there are probably treasure rooms and
1128 break; 877 break;
1129 878
1130 } 879 }
1131 if (!dist) 880 if (!dist)
1132 { 881 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 882 op->failmsg ("Your spell failed!\n");
1134 return 0; 883 return 0;
1135 } 884 }
1136 } 885 }
1137 886
1138 /* Actually move the player now */ 887 /* Actually move the player now */
1139 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1140 return 1; 889 return 1;
1141 890
1142 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 891 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
892
1143 return 1; 893 return 1;
1144} 894}
1145
1146 895
1147/* cast_heal: Heals something. 896/* cast_heal: Heals something.
1148 * op is the caster. 897 * op is the caster.
1149 * dir is the direction he is casting it in. 898 * dir is the direction he is casting it in.
1150 * spell is the spell object. 899 * spell is the spell object.
1157 object *poison; 906 object *poison;
1158 int heal = 0, success = 0; 907 int heal = 0, success = 0;
1159 908
1160 tmp = find_target_for_friendly_spell (op, dir); 909 tmp = find_target_for_friendly_spell (op, dir);
1161 910
1162 if (tmp == NULL) 911 if (!tmp)
1163 return 0; 912 return 0;
1164 913
1165 /* Figure out how many hp this spell might cure. 914 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 915 * could be zero if this spell heals effects, not damage.
1167 */ 916 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 919 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 920
1172 if (heal) 921 if (heal)
1173 { 922 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 923 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 924 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 925 else
1179 { 926 {
1180 /* See how many points we actually heal. Instead of messages 927 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 928 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 929 * on amount of damage healed.
1183 */ 930 */
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 931 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 932 heal = tmp->stats.maxhp - tmp->stats.hp;
933
1186 tmp->stats.hp += heal; 934 tmp->stats.hp += heal;
1187 935
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 936 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 938 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 940 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 942 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 944 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 946
1208 success = 1; 947 success = 1;
1209 } 948 }
1210 } 949 }
950
1211 if (spell->attacktype & AT_DISEASE) 951 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 952 if (cure_disease (tmp, op, spell))
1213 success = 1; 953 success = 1;
1214 954
1215 if (spell->attacktype & AT_POISON) 955 if (spell->attacktype & AT_POISON)
1216 { 956 {
1217 at = archetype::find ("poisoning"); 957 at = archetype::find (shstr_poisoning);
1218 poison = present_arch_in_ob (at, tmp); 958 poison = present_arch_in_ob (at, tmp);
1219 if (poison) 959 if (poison)
1220 { 960 {
1221 success = 1; 961 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 962 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 963 poison->stats.food = 1;
1224 } 964 }
1225 } 965 }
966
1226 if (spell->attacktype & AT_CONFUSION) 967 if (spell->attacktype & AT_CONFUSION)
1227 { 968 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 969 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
1229 if (poison) 970 if (poison)
1230 { 971 {
1231 success = 1; 972 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 974 poison->duration = 1;
1234 } 975 }
1235 } 976 }
977
1236 if (spell->attacktype & AT_BLIND) 978 if (spell->attacktype & AT_BLIND)
1237 { 979 {
1238 at = archetype::find ("blindness"); 980 at = archetype::find (shstr_blindness);
1239 poison = present_arch_in_ob (at, tmp); 981 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 982 if (poison)
1241 { 983 {
1242 success = 1; 984 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 986 poison->stats.food = 1;
1245 } 987 }
1246 } 988 }
989
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 990 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 991 {
1249 tmp->stats.sp += spell->last_sp; 992 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 993 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 994 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 995 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 996 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 997 }
998
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 999 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 1000 {
1257 tmp->stats.grace += spell->last_grace; 1001 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 1002 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 1003 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 1004 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 1006 }
1007
1263 if (spell->stats.food && tmp->stats.food < 999) 1008 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1264 { 1009 {
1265 tmp->stats.food += spell->stats.food; 1010 tmp->stats.food += spell->stats.food;
1266 if (tmp->stats.food > 999) 1011 min_it (tmp->stats.food, MAX_FOOD);
1267 tmp->stats.food = 999; 1012
1268 success = 1; 1013 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1014 /* We could do something a bit better like the messages for healing above */
1270 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1015 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1016 }
1017
1272 return success; 1018 return success;
1273} 1019}
1274
1275 1020
1276/* This is used for the spells that gain stats. There are no spells 1021/* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no 1022 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1023 * good comments for those.
1279 */ 1024 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1025static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1026 "You grow no stronger.",
1282 "You grow no more agile.", 1027 "You grow no more agile.",
1283 "You don't feel any healthier.", 1028 "You don't feel any healthier.",
1284 "no wis", 1029 "You didn't grow any more intelligent.",
1030 "You do not feel any wiser.",
1031 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1032 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1033};
1289 1034
1290int 1035int
1036change_ability_duration (object *spell, object *caster)
1037{
1038 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1039}
1040
1041int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1042cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1043{
1293 object *force = NULL; 1044 object *force = 0;
1294 int i; 1045 int i;
1295 1046
1296 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1047 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1297 object *tmp = dir 1048 object *tmp = dir
1298 ? find_target_for_friendly_spell (op, dir) 1049 ? find_target_for_friendly_spell (op, dir)
1299 : op; 1050 : op;
1300 1051
1301 if (!tmp) 1052 if (!tmp)
1302 return 0; 1053 return 0;
1303 1054
1304 /* If we've already got a force of this type, don't add a new one. */ 1055 /* If we've already got a force of this type, don't add a new one. */
1312 break; 1063 break;
1313 } 1064 }
1314 else if (spell_ob->race && spell_ob->race == tmp2->name) 1065 else if (spell_ob->race && spell_ob->race == tmp2->name)
1315 { 1066 {
1316 if (!silent) 1067 if (!silent)
1317 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1068 op->failmsgf ("You can not cast %s while %s is in effect",
1069 &spell_ob->name, &tmp2->name_pl);
1070
1318 return 0; 1071 return 0;
1319 } 1072 }
1320 } 1073 }
1321 } 1074 }
1075
1076 int duration = change_ability_duration (spell_ob, caster);
1077
1322 if (force == NULL) 1078 if (force)
1323 {
1324 force = get_archetype (FORCE_NAME);
1325 force->subtype = FORCE_CHANGE_ABILITY;
1326 if (spell_ob->race)
1327 force->name = spell_ob->race;
1328 else
1329 force->name = spell_ob->name;
1330 force->name_pl = spell_ob->name;
1331 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1332
1333 } 1079 {
1334 else
1335 {
1336 int duration;
1337
1338 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1339 if (duration > force->duration) 1080 if (duration > force->duration)
1340 { 1081 {
1341 force->duration = duration; 1082 force->duration = duration;
1342 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1343 } 1084 }
1344 else 1085 else
1345 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1086 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1087
1348 return 1; 1088 return 1;
1349 } 1089 }
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1090
1091 new_draw_info_format (NDI_UNIQUE, 0, op,
1092 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1093 TICK2TIME (duration));
1094
1095 force = get_archetype (FORCE_NAME);
1096 force->subtype = FORCE_CHANGE_ABILITY;
1097 force->duration = duration;
1098
1099 if (spell_ob->race)
1100 force->name = spell_ob->race;
1101 else
1102 force->name = spell_ob->name;
1103
1104 force->name_pl = spell_ob->name;
1105
1351 force->speed = 1.0; 1106 force->speed = 1.0;
1352 force->speed_left = -1.0; 1107 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1108 force->set_flag (FLAG_APPLIED);
1354 1109
1355 /* Now start processing the effects. First, protections */ 1110 /* Now start processing the effects. First, protections */
1356 for (i = 0; i < NROFATTACKS; i++) 1111 for (i = 0; i < NROFATTACKS; i++)
1357 { 1112 {
1358 if (spell_ob->resist[i]) 1113 if (spell_ob->resist[i])
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1115 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1116 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1117 force->resist[i] = 100;
1363 } 1118 }
1364 } 1119 }
1120
1365 if (spell_ob->stats.hp) 1121 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1122 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1123
1368 if (tmp->type == PLAYER) 1124 if (tmp->type == PLAYER)
1369 { 1125 {
1370 /* Stat adjustment spells */ 1126 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1127 for (i = 0; i < NUM_STATS; i++)
1372 { 1128 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1129 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1130 {
1377 sm = 0; 1131 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1132 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1133 sm += rndm (1, 3);
1380 1134
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1135 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1136 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1137
1384 if (sm < 0) 1138 force->stats.stat (i) = sm;
1385 sm = 0; 1139
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1140 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1141 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1142 }
1391 } 1143 }
1392 } 1144 }
1393 1145
1394 force->move_type = spell_ob->move_type; 1146 force->move_type = spell_ob->move_type;
1395 1147
1396 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1148 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1397 SET_FLAG (force, FLAG_SEE_IN_DARK); 1149 force->set_flag (FLAG_SEE_IN_DARK);
1398 1150
1399 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1151 if (spell_ob->flag [FLAG_XRAYS])
1400 SET_FLAG (force, FLAG_XRAYS); 1152 force->set_flag (FLAG_XRAYS);
1401 1153
1402 /* Haste/bonus speed */ 1154 /* Haste/bonus speed */
1403 if (spell_ob->stats.exp) 1155 if (spell_ob->stats.exp)
1404 { 1156 {
1405 if (op->speed > 0.5f) 1157 if (op->speed > 0.5f)
1413 force->attacktype = spell_ob->attacktype; 1165 force->attacktype = spell_ob->attacktype;
1414 1166
1415 insert_ob_in_ob (force, tmp); 1167 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1168 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1169 tmp->update_stats ();
1170
1418 return 1; 1171 return 1;
1419} 1172}
1420 1173
1421/* This used to be part of cast_change_ability, but it really didn't make 1174/* This used to be part of cast_change_ability, but it really didn't make
1422 * a lot of sense, since most of the values it derives are from the god 1175 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1176 * of the caster.
1424 */ 1177 */
1425
1426int 1178int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1179cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1180{
1429 int i; 1181 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1182 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1431 1183
1432 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1184 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1433 if (dir != 0) 1185 if (dir != 0)
1434 { 1186 {
1435 tmp = find_target_for_friendly_spell (op, dir); 1187 tmp = find_target_for_friendly_spell (op, dir);
1188
1189 if (!tmp)
1190 return 0;
1436 } 1191 }
1437 else 1192 else
1438 {
1439 tmp = op; 1193 tmp = op;
1440 }
1441 1194
1442 /* If we've already got a force of this type, don't add a new one. */ 1195 /* If we've already got a force of this type, don't add a new one. */
1443 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1196 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1444 { 1197 {
1445 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1198 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1446 { 1199 {
1447 if (tmp2->name == spell_ob->name) 1200 if (tmp2->name == spell_ob->name)
1448 { 1201 {
1454 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1207 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1455 return 0; 1208 return 0;
1456 } 1209 }
1457 } 1210 }
1458 } 1211 }
1212
1459 if (force == NULL) 1213 if (force == NULL)
1460 { 1214 {
1461 force = get_archetype (FORCE_NAME); 1215 force = get_archetype (FORCE_NAME);
1462 force->subtype = FORCE_CHANGE_ABILITY; 1216 force->subtype = FORCE_CHANGE_ABILITY;
1463 if (spell_ob->race) 1217 if (spell_ob->race)
1484 return 0; 1238 return 0;
1485 } 1239 }
1486 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1240 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1487 force->speed = 1.0; 1241 force->speed = 1.0;
1488 force->speed_left = -1.0; 1242 force->speed_left = -1.0;
1489 SET_FLAG (force, FLAG_APPLIED); 1243 force->set_flag (FLAG_APPLIED);
1490 1244
1491 if (!god) 1245 if (!god)
1492 { 1246 {
1493 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1247 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1494 } 1248 }
1495 else 1249 else
1496 { 1250 {
1497 /* Only give out good benefits, and put a max on it */ 1251 /* Only give out good benefits, and put a max on it */
1498 for (i = 0; i < NROFATTACKS; i++) 1252 for (i = 0; i < NROFATTACKS; i++)
1499 {
1500 if (god->resist[i] > 0) 1253 if (god->resist[i] > 0)
1501 {
1502 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1254 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1503 } 1255
1504 }
1505 force->path_attuned |= god->path_attuned; 1256 force->path_attuned |= god->path_attuned;
1506 1257
1507 if (spell_ob->attacktype) 1258 if (spell_ob->attacktype)
1508 force->slaying = god->slaying; 1259 force->slaying = god->slaying;
1509 1260
1525 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1277 tmp->update_stats ();
1527 return 1; 1278 return 1;
1528} 1279}
1529 1280
1530
1531
1532/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1533 * 1282 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1536 * about 90% of that of the item itself. It uses the value of the
1537 * object before charisma adjustments, because the nuggets themselves
1538 * will be will be adjusted by charisma when sold.
1539 * 1285 *
1540 * 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
1541 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1542 * 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
1543 * to the max amount of small nuggets as you could get. 1289 * when sold.
1544 *
1545 * For example, if an item is worth 110 gold, you will get
1546 * 4 large nuggets, and from 0-10 small nuggets.
1547 * 1290 *
1548 * 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
1549 * 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
1550 * alchemied. 1293 * alchemised.
1551 */ 1294 */
1552
1553/* I didn't feel like passing these as arguements to the
1554 * two functions that need them. Real values are put in them
1555 * when the spell is cast, and these are freed when the spell
1556 * is finished.
1557 */
1558static object *small, *large;
1559
1560static void 1295static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1297{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1299
1565 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1566 * 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
1567 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1305 * the stuff back to town.
1571 */ 1306 */
1572 1307 if (obj->flag [FLAG_UNPAID])
1573 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1308 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1310 value /= 3;
1577 else 1311 else
1578 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1579 1313
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1583 { 1315 total_value += value;
1584 int count;
1585 1316
1586 count = value / large->value;
1587 *large_nuggets += count;
1588 value -= (uint64) count *(uint64) large->value;
1589
1590 count = value / small->value;
1591 *small_nuggets += count;
1592 }
1593
1594 /* Turn 25 small nuggets into 1 large nugget. If the value
1595 * of large nuggets is not evenly divisable by the small nugget
1596 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1597 */
1598 if (*small_nuggets * small->value >= large->value)
1599 {
1600 (*large_nuggets)++;
1601 *small_nuggets -= large->value / small->value;
1602 if (*small_nuggets && large->value % small->value)
1603 (*small_nuggets)--;
1604 }
1605 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1318
1606 obj->destroy (); 1319 obj->destroy ();
1607} 1320}
1608 1321
1609static void
1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1611{
1612 object *tmp;
1613 int flag = 0;
1614
1615 /* Put any nuggets below the player, but we can only pass this
1616 * flag if we are on the same space as the player
1617 */
1618 if (x == op->x && y == op->y && op->map == m)
1619 flag = INS_BELOW_ORIGINATOR;
1620
1621 if (small_nuggets)
1622 {
1623 tmp = small->clone ();
1624 tmp->nrof = small_nuggets;
1625 m->insert (tmp, x, y, op, flag);
1626 }
1627
1628 if (large_nuggets)
1629 {
1630 tmp = large->clone ();
1631 tmp->nrof = large_nuggets;
1632 m->insert (tmp, x, y, op, flag);
1633 }
1634}
1635
1636int 1322int
1637alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1638{ 1324{
1639 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1640 sint16 nx, ny;
1641 object *next, *tmp;
1642 maptile *mp;
1643
1644 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1645 return 0; 1326 return 0;
1646 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find (shstr_pyrite3);
1331 nugget[1] = archetype::find (shstr_pyrite2);
1332 nugget[2] = archetype::find (shstr_pyrite);
1333
1647 /* 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
1648 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1336 * in sight
1650 */ 1337 */
1651 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);
1652 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1654 1341
1342 int weight = 0;
1343
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1345 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1347 {
1348 uint64 value = 0;
1349
1659 nx = x; 1350 sint16 nx = x;
1660 ny = y; 1351 sint16 ny = y;
1661 1352
1662 mp = op->map; 1353 maptile *mp = op->map;
1663 1354
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1356
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1358 continue;
1668 1359
1669 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1362 * ground level effect.
1672 */ 1363 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1365 continue;
1675 1366
1676 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1677 large_nuggets = 0;
1678
1679 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1680 { 1368 {
1681 next = tmp->above; 1369 next = tmp->above;
1370
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1684 { 1373 {
1685
1686 if (tmp->inv) 1374 if (tmp->inv)
1687 { 1375 {
1688 object *next1, *tmp1; 1376 object *next1, *tmp1;
1689 1377
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1379 {
1692 next1 = tmp1->below; 1380 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1696 } 1384 }
1697 } 1385 }
1386
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1699 1388
1700 if (weight > weight_max) 1389 if (weight > weight_max)
1701 { 1390 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1391 }
1707 } /* is alchemable object */
1708 } /* process all objects on this space */
1709
1710 /* Insert all the nuggets at one time. This probably saves time, but
1711 * it also prevents us from alcheming nuggets that were just created
1712 * with this spell.
1713 */ 1392 }
1714 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 = nugget[i]->instance ();
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1715 } 1406 }
1716 }
1717 1407
1718 large->destroy (); 1408 if (weight > weight_max)
1719 small->destroy (); 1409 goto bailout;
1720 /* reset this so that if player standing on a big pile of stuff, 1410 }
1721 * it is redrawn properly. 1411 }
1722 */ 1412
1723 op->contr->ns->look_position = 0; 1413bailout:
1724 return 1; 1414 return 1;
1725} 1415}
1726
1727 1416
1728/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1729 * items. 1418 * items.
1730 */ 1419 */
1731int 1420int
1732remove_curse (object *op, object *caster, object *spell) 1421remove_curse (object *op, object *caster, object *spell)
1733{ 1422{
1734 object *tmp;
1735 int success = 0, was_one = 0; 1423 int success = 0, was_one = 0;
1736 1424
1737 for (tmp = op->inv; tmp; tmp = tmp->below) 1425 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1738 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1426 if (tmp->flag [FLAG_APPLIED] &&
1739 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1427 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1740 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1428 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1741 { 1429 {
1742 was_one++; 1430 was_one++;
1431
1743 if (tmp->level <= caster_level (caster, spell)) 1432 if (tmp->level <= casting_level (caster, spell))
1744 { 1433 {
1745 success++; 1434 success++;
1746 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1435 if (spell->flag [FLAG_DAMNED])
1747 CLEAR_FLAG (tmp, FLAG_DAMNED); 1436 tmp->clr_flag (FLAG_DAMNED);
1748 1437
1749 CLEAR_FLAG (tmp, FLAG_CURSED); 1438 tmp->clr_flag (FLAG_CURSED);
1750 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1439 tmp->clr_flag (FLAG_KNOWN_CURSED);
1751 tmp->value = 0; /* Still can't sell it */ 1440 tmp->value = 0; /* Still can't sell it */
1752 if (op->type == PLAYER) 1441
1442 if (object *pl = tmp->visible_to ())
1753 esrv_send_item (op, tmp); 1443 esrv_update_item (UPD_FLAGS, pl, tmp);
1754 } 1444 }
1755 } 1445 }
1756 1446
1757 if (op->type == PLAYER) 1447 if (op->type == PLAYER)
1758 { 1448 {
1759 if (success) 1449 if (success)
1760 {
1761 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.");
1762 }
1763 else 1451 else
1764 { 1452 {
1765 if (was_one) 1453 if (was_one)
1766 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.");
1767 else 1455 else
1771 1459
1772 return success; 1460 return success;
1773} 1461}
1774 1462
1775/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1776
1777int 1464int
1778cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1779{ 1466{
1780 object *tmp; 1467 object *tmp;
1781 int success = 0, num_ident; 1468 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1782 1469
1783 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1784
1785 if (num_ident < 1)
1786 num_ident = 1;
1787 1471
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1472 for (tmp = op->inv; tmp; tmp = tmp->below)
1789 { 1473 {
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1474 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1791 { 1475 {
1792 identify (tmp); 1476 identify (tmp);
1793 1477
1794 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1795 { 1479 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1480 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1797 1481
1798 if (tmp->msg) 1482 if (tmp->msg)
1799 { 1483 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1802 }
1803 } 1484 }
1804 1485
1805 num_ident--;
1806 success = 1;
1807 if (!num_ident) 1486 if (!--num_ident)
1808 break; 1487 break;
1809 } 1488 }
1810 } 1489 }
1811 1490
1812 /* If all the power of the spell has been used up, don't go and identify 1491 /* If all the power of the spell has been used up, don't go and identify
1813 * stuff on the floor. Only identify stuff on the floor if the spell 1492 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1493 * was not fully used.
1815 */ 1494 */
1816 if (num_ident) 1495 if (num_ident)
1817 { 1496 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1497 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1819 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1498 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && need_identify (tmp))
1820 { 1499 {
1821 identify (tmp); 1500 identify (tmp);
1822 1501
1823 if (op->type == PLAYER) 1502 if (object *pl = tmp->visible_to ())
1824 { 1503 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1504 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1826 1505
1827 if (tmp->msg) 1506 if (tmp->msg)
1828 { 1507 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1829 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1831 }
1832
1833 esrv_send_item (op, tmp);
1834 } 1508 }
1835 1509
1836 num_ident--;
1837 success = 1;
1838 if (!num_ident) 1510 if (!--num_ident)
1839 break; 1511 break;
1840 } 1512 }
1841 } 1513 }
1842 1514
1843 if (!success) 1515 if (buf.empty ())
1844 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1516 {
1517 op->failmsg ("You can't reach anything unidentified.");
1518 return 0;
1519 }
1845 else 1520 else
1521 {
1522 if (op->contr)
1523 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1524
1846 spell_effect (spell, op->x, op->y, op->map, op); 1525 spell_effect (spell, op->x, op->y, op->map, op);
1847 1526 return 1;
1848 return success; 1527 }
1849} 1528}
1850 1529
1851int 1530int
1852cast_detection (object *op, object *caster, object *spell, object *skill) 1531cast_detection (object *op, object *caster, object *spell, object *skill)
1853{ 1532{
1858 1537
1859 /* We precompute some values here so that we don't have to keep 1538 /* We precompute some values here so that we don't have to keep
1860 * doing it over and over again. 1539 * doing it over and over again.
1861 */ 1540 */
1862 god = find_god (determine_god (op)); 1541 god = find_god (determine_god (op));
1863 level = caster_level (caster, spell); 1542 level = casting_level (caster, spell);
1864 range = spell->range + SP_level_range_adjust (caster, spell); 1543 range = spell->range + SP_level_range_adjust (caster, spell);
1865 1544
1866 if (!skill) 1545 if (!skill)
1867 skill = caster; 1546 skill = caster;
1868 1547
1869 for (x = op->x - range; x <= op->x + range; x++) 1548 dynbuf buf;
1870 for (y = op->y - range; y <= op->y + range; y++) 1549 unordered_mapwalk (buf, op, -range, -range, range, range)
1871 { 1550 {
1872 m = op->map;
1873 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1874 if (mflags & P_OUT_OF_MAP)
1875 continue;
1876
1877 /* For most of the detections, we only detect objects above the 1551 /* For most of the detections, we only detect objects above the
1878 * floor. But this is not true for show invisible. 1552 * floor. But this is not true for show invisible.
1879 * Basically, we just go and find the top object and work 1553 * Basically, we just go and find the top object and work
1880 * down - that is easier than working up. 1554 * down - that is easier than working up.
1881 */ 1555 */
1882 1556
1883 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1557 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1884 last = tmp; 1558 last = tmp;
1885 1559
1886 /* Shouldn't happen, but if there are no objects on a space, this 1560 /* Shouldn't happen, but if there are no objects on a space, this
1887 * would happen. 1561 * would happen.
1888 */ 1562 */
1889 if (!last) 1563 if (!last)
1890 continue; 1564 continue;
1891 1565
1892 done_one = 0; 1566 done_one = 0;
1893 floor = 0; 1567 floor = 0;
1894 detect = NULL; 1568 detect = 0;
1895 for (tmp = last; tmp; tmp = tmp->below) 1569 for (tmp = last; tmp; tmp = tmp->below)
1896 { 1570 {
1897 /* show invisible */ 1571 /* show invisible */
1898 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1572 if (spell->flag [FLAG_MAKE_INVIS]
1899 /* Might there be other objects that we can make visible? */ 1573 /* Might there be other objects that we can make visible? */
1900 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1574 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1901 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1575 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1902 tmp->type == CF_HANDLE || 1576 || tmp->type == T_HANDLE
1903 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1577 || tmp->type == TRAPDOOR
1578 || tmp->type == EXIT
1579 || tmp->type == HOLE
1580 || tmp->type == BUTTON
1904 tmp->type == BUTTON || tmp->type == TELEPORTER || 1581 || tmp->type == TELEPORTER
1582 || tmp->type == GATE
1905 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1583 || tmp->type == LOCKED_DOOR
1906 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1584 || tmp->type == WEAPON
1585 || tmp->type == ALTAR
1586 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1907 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1587 || tmp->type == TRIGGER_PEDESTAL
1908 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1588 || tmp->type == SPECIAL_KEY
1589 || tmp->type == TREASURE
1590 || tmp->type == BOOK
1591 || tmp->type == HOLY_ALTAR
1592 || tmp->type == CONTAINER)))
1909 { 1593 {
1594 printf ("show inv %s\n", tmp->debug_desc());//D
1910 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1595 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1911 { 1596 {
1912 tmp->invisible = 0; 1597 tmp->invisible = 0;
1598 done_one = 1;
1599 }
1600 }
1601
1602 if (tmp->flag [FLAG_IS_FLOOR])
1603 floor = 1;
1604
1605 /* All detections below this point don't descend beneath the floor,
1606 * so just continue on. We could be clever and look at the type of
1607 * detection to completely break out if we don't care about objects beneath
1608 * the floor, but once we get to the floor, not likely a very big issue anyways.
1609 */
1610 if (floor)
1611 continue;
1612
1613 /* I had thought about making detect magic and detect curse
1614 * show the flash the magic item like it does for detect monster.
1615 * however, if the object is within sight, this would then make it
1616 * difficult to see what object is magical/cursed, so the
1617 * effect wouldn't be as apparent.
1618 */
1619
1620 /* detect magic */
1621 if (spell->flag [FLAG_KNOWN_MAGICAL] &&
1622 !tmp->flag [FLAG_KNOWN_MAGICAL] && !tmp->flag [FLAG_IDENTIFIED] && is_magical (tmp))
1623 {
1624 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1625 /* make runes more visible */
1626 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1627 tmp->stats.Cha /= 4;
1628
1629 done_one = 1;
1630 }
1631
1632 /* detect monster */
1633 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1634 {
1635 done_one = 2;
1636
1637 if (!detect)
1638 detect = tmp;
1639 }
1640
1641 /* Basically, if race is set in the spell, then the creatures race must
1642 * match that. if the spell race is set to GOD, then the gods opposing
1643 * race must match.
1644 */
1645 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1646 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1647 spell->race.contains (tmp->race)))
1648 {
1649 done_one = 2;
1650
1651 if (!detect)
1652 detect = tmp;
1653 }
1654
1655 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1656 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1657 {
1658 tmp->set_flag (FLAG_KNOWN_CURSED);
1659 done_one = 1;
1660 }
1661
1662 // Do mining detection spell:
1663 if (spell->last_sp == 1) // 1 - detect any vein
1664 {
1665 if (tmp->type == VEIN)
1666 {
1667 if (tmp->other_arch)
1668 {
1669 if (!detect)
1670 detect = tmp->other_arch;
1671 done_one = 2;
1672 }
1673 else
1913 done_one = 1; 1674 done_one = 1;
1914 } 1675 }
1915 } 1676 }
1916
1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1918 floor = 1;
1919
1920 /* All detections below this point don't descend beneath the floor,
1921 * so just continue on. We could be clever and look at the type of
1922 * detection to completely break out if we don't care about objects beneath
1923 * the floor, but once we get to the floor, not likely a very big issue anyways.
1924 */
1925 if (floor)
1926 continue;
1927
1928 /* I had thought about making detect magic and detect curse
1929 * show the flash the magic item like it does for detect monster.
1930 * however, if the object is within sight, this would then make it
1931 * difficult to see what object is magical/cursed, so the
1932 * effect wouldn't be as apparant.
1933 */
1934
1935 /* detect magic */
1936 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1937 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1938 {
1939 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1940 /* make runes more visibile */
1941 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1942 tmp->stats.Cha /= 4;
1943 done_one = 1;
1944 }
1945 /* detect monster */
1946 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1947 {
1948 done_one = 2;
1949 if (!detect)
1950 detect = tmp;
1951 }
1952 /* Basically, if race is set in the spell, then the creatures race must
1953 * match that. if the spell race is set to GOD, then the gods opposing
1954 * race must match.
1955 */
1956 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1957 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1958 (strstr (spell->race, tmp->race))))
1959 {
1960 done_one = 2;
1961 if (!detect)
1962 detect = tmp;
1963 }
1964 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1965 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1966 {
1967 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1968 done_one = 1;
1969 }
1970 } /* for stack of objects on this space */ 1677 } /* for stack of objects on this space */
1971 1678
1972 /* Code here puts an effect of the spell on the space, so you can see 1679 /* Code here puts an effect of the spell on the space, so you can see
1973 * where the magic is. 1680 * where the magic is.
1974 */ 1681 */
1975 if (done_one) 1682 if (done_one)
1976 { 1683 {
1977 object *detect_ob = arch_to_object (spell->other_arch); 1684 object *detect_ob = spell->other_arch->instance ();
1978 1685
1979 /* if this is set, we want to copy the face */ 1686 /* if this is set, we want to copy the face */
1980 if (done_one == 2 && detect) 1687 if (done_one == 2 && detect)
1981 { 1688 {
1982 detect_ob->face = detect->face; 1689 detect_ob->face = detect->face;
1983 detect_ob->animation_id = detect->animation_id; 1690 detect_ob->animation_id = detect->animation_id;
1984 detect_ob->anim_speed = detect->anim_speed; 1691 detect_ob->anim_speed = detect->anim_speed;
1985 detect_ob->last_anim = 0; 1692 detect_ob->last_anim = 0;
1986 /* by default, the detect_ob is already animated */ 1693 /* by default, the detect_ob is already animated */
1987 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1694 if (!detect->flag [FLAG_ANIMATE])
1988 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1695 detect_ob->clr_flag (FLAG_ANIMATE);
1989 } 1696 }
1990 1697
1991 m->insert (detect_ob, nx, ny, op); 1698 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1992 } 1699 }
1993 } /* for processing the surrounding spaces */ 1700 } /* for processing the surrounding spaces */
1994 1701
1995 1702
1996 /* Now process objects in the players inventory if detect curse or magic */ 1703 /* Now process objects in the players inventory if detect curse or magic */
1997 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1704 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1998 { 1705 {
1999 done_one = 0; 1706 done_one = 0;
1707
2000 for (tmp = op->inv; tmp; tmp = tmp->below) 1708 for (tmp = op->inv; tmp; tmp = tmp->below)
2001 { 1709 {
2002 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1710 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
2003 { 1711 {
2004 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1712 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
2005 { 1713 {
2006 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1714 tmp->set_flag (FLAG_KNOWN_MAGICAL);
2007 if (op->type == PLAYER) 1715
1716 if (object *pl = tmp->visible_to ())
2008 esrv_send_item (op, tmp); 1717 esrv_update_item (UPD_FLAGS, pl, tmp);
2009 } 1718 }
2010 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1719
2011 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1720 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1721 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
2012 { 1722 {
2013 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1723 tmp->set_flag (FLAG_KNOWN_CURSED);
2014 if (op->type == PLAYER) 1724
1725 if (object *pl = tmp->visible_to ())
2015 esrv_send_item (op, tmp); 1726 esrv_update_item (UPD_FLAGS, pl, tmp);
2016 } 1727 }
2017 } /* if item is not identified */ 1728 } /* if item is not identified */
2018 } /* for the players inventory */ 1729 } /* for the players inventory */
2019 } /* if detect magic/curse and object is a player */ 1730 } /* if detect magic/curse and object is a player */
1731
2020 return 1; 1732 return 1;
2021} 1733}
2022 1734
2023 1735
2024/** 1736/**
2037 1749
2038 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2039 1751
2040 if (victim->stats.sp >= victim->stats.maxsp * 2) 1752 if (victim->stats.sp >= victim->stats.maxsp * 2)
2041 { 1753 {
2042 object *tmp;
2043
2044 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1754 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2045
2046 /* Explodes a fireball centered at player */
2047 tmp = get_archetype (EXPLODING_FIREBALL);
2048 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2049 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2050
2051 tmp->insert_at (victim);
2052 victim->stats.sp = 2 * victim->stats.maxsp; 1755 victim->stats.sp = 2 * victim->stats.maxsp;
1756 create_exploding_ball_at (victim, caster_level);
2053 } 1757 }
2054 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1758 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2055 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1759 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2056 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1760 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2057 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1761 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2058 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1762 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2059 { 1763 {
2060 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1764 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2084 mflags = get_map_flags (m, &m, x, y, &x, &y); 1788 mflags = get_map_flags (m, &m, x, y, &x, &y);
2085 1789
2086 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1790 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2087 { 1791 {
2088 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1792 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2089 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1793 if (plyr != op && plyr->flag [FLAG_ALIVE])
2090 break; 1794 break;
2091 } 1795 }
2092 1796
2093 1797
2094 /* If we did not find a player in the specified direction, transfer 1798 /* If we did not find a player in the specified direction, transfer
2095 * to anyone on top of us. This is used for the rune of transference mostly. 1799 * to anyone on top of us. This is used for the rune of transference mostly.
2096 */ 1800 */
2097 if (plyr == NULL) 1801 if (plyr == NULL)
2098 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1802 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2099 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1803 if (plyr != op && plyr->flag [FLAG_ALIVE])
2100 break; 1804 break;
2101 1805
2102 if (!plyr) 1806 if (!plyr)
2103 { 1807 {
2104 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1808 op->failmsg ("There is no one there.");
2105 return 0; 1809 return 0;
2106 } 1810 }
2107 /* give sp */ 1811 /* give sp */
2108 if (spell->stats.dam > 0) 1812 if (spell->stats.dam > 0)
2109 { 1813 {
2110 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1814 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2111 charge_mana_effect (plyr, caster_level (caster, spell)); 1815 charge_mana_effect (plyr, casting_level (caster, spell));
2112 return 1; 1816 return 1;
2113 } 1817 }
2114 /* suck sp away. Can't suck sp from yourself */ 1818 /* suck sp away. Can't suck sp from yourself */
2115 else if (op != plyr) 1819 else if (op != plyr)
2116 { 1820 {
2121 if (rate > 95) 1825 if (rate > 95)
2122 rate = 95; 1826 rate = 95;
2123 1827
2124 sucked = (plyr->stats.sp * rate) / 100; 1828 sucked = (plyr->stats.sp * rate) / 100;
2125 plyr->stats.sp -= sucked; 1829 plyr->stats.sp -= sucked;
2126 if (QUERY_FLAG (op, FLAG_ALIVE)) 1830 if (op->flag [FLAG_ALIVE])
2127 { 1831 {
2128 /* Player doesn't get full credit */ 1832 /* Player doesn't get full credit */
2129 sucked = (sucked * rate) / 100; 1833 sucked = (sucked * rate) / 100;
2130 op->stats.sp += sucked; 1834 op->stats.sp += sucked;
2131 if (sucked > 0) 1835 if (sucked > 0)
2132 { 1836 {
2133 charge_mana_effect (op, caster_level (caster, spell)); 1837 charge_mana_effect (op, casting_level (caster, spell));
2134 } 1838 }
2135 } 1839 }
2136 return 1; 1840 return 1;
2137 } 1841 }
2138 return 0; 1842 return 0;
2180 /* Basically, if the object is magical and not counterspell, 1884 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1885 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1886 * monsters either.
2183 */ 1887 */
2184 1888
2185 if (head->attacktype & AT_MAGIC && 1889 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1890 && !(head->attacktype & AT_COUNTERSPELL)
1891 && !head->flag [FLAG_MONSTER]
1892 && (op->level > head->level))
2187 head->destroy (); 1893 head->destroy ();
2188 else 1894 else
2189 switch (head->type) 1895 switch (head->type)
2190 { 1896 {
2191 case SPELL_EFFECT: 1897 case SPELL_EFFECT:
1898 // XXX: Don't affect floor spelleffects. See also XXX comment
1899 // about sanctuary in spell_util.C
1900 if (tmp->flag [FLAG_IS_FLOOR])
1901 continue;
1902
2192 if (op->level > head->level) 1903 if (op->level > head->level)
2193 head->destroy (); 1904 head->destroy ();
2194 1905
2195 break; 1906 break;
2196 1907
2207 break; 1918 break;
2208 } 1919 }
2209 } 1920 }
2210} 1921}
2211 1922
2212
2213
2214/* cast_consecrate() - a spell to make an altar your god's */ 1923/* cast_consecrate() - a spell to make an altar your god's */
2215int 1924int
2216cast_consecrate (object *op, object *caster, object *spell) 1925cast_consecrate (object *op, object *caster, object *spell)
2217{ 1926{
2218 char buf[MAX_BUF]; 1927 char buf[MAX_BUF];
2219 1928
2220 object *tmp, *god = find_god (determine_god (op)); 1929 object *tmp, *god = find_god (determine_god (op));
2221 1930
2222 if (!god) 1931 if (!god)
2223 { 1932 {
2224 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1933 op->failmsg ("You can't consecrate anything if you don't worship a god!");
2225 return 0; 1934 return 0;
2226 } 1935 }
2227 1936
2228 for (tmp = op->below; tmp; tmp = tmp->below) 1937 for (tmp = op->below; tmp; tmp = tmp->below)
2229 { 1938 {
2230 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1939 if (tmp->flag [FLAG_IS_FLOOR])
2231 break; 1940 break;
2232 if (tmp->type == HOLY_ALTAR) 1941 if (tmp->type == HOLY_ALTAR)
2233 { 1942 {
2234 1943
2235 if (tmp->level > caster_level (caster, spell)) 1944 if (tmp->level > casting_level (caster, spell))
2236 { 1945 {
2237 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1946 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
2238 return 0; 1947 return 0;
2239 } 1948 }
2240 else 1949 else
2241 { 1950 {
2242 /* If we got here, we are consecrating an altar */ 1951 /* If we got here, we are consecrating an altar */
2243 sprintf (buf, "Altar of %s", &god->name); 1952 sprintf (buf, "Altar of %s", &god->name);
2244 tmp->name = buf; 1953 tmp->name = buf;
2245 tmp->level = caster_level (caster, spell); 1954 tmp->level = casting_level (caster, spell);
2246 tmp->other_arch = god->arch; 1955 tmp->other_arch = god->arch;
1956
2247 if (op->type == PLAYER) 1957 if (op->type == PLAYER)
2248 esrv_update_item (UPD_NAME, op, tmp); 1958 esrv_update_item (UPD_NAME, op, tmp);
1959
2249 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1960 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2250 return 1; 1961 return 1;
2251 } 1962 }
2252 } 1963 }
2253 } 1964 }
2254 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1965
1966 op->failmsg ("You are not standing over an altar!");
2255 return 0; 1967 return 0;
2256} 1968}
2257 1969
2258/* animate_weapon - 1970/* animate_weapon -
2259 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1971 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
2263 * This code was very odd - code early on would only let players use the spell, 1975 * This code was very odd - code early on would only let players use the spell,
2264 * yet the code wass full of player checks. I've presumed that the code 1976 * yet the code wass full of player checks. I've presumed that the code
2265 * that only let players use it was correct, and removed all the other 1977 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1978 * player checks. MSW 2003-01-06
2267 */ 1979 */
2268
2269int 1980int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1981animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1982{
2272 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1983 char buf[MAX_BUF];
2274 int a, i; 1984 int a, i;
2275 sint16 x, y; 1985 sint16 x, y;
2276 maptile *m; 1986 maptile *m;
2277 materialtype_t *mt;
2278 1987
2279 if (!spell->other_arch) 1988 if (!spell->other_arch)
2280 { 1989 {
2281 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1990 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2282 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1991 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2285 /* exit if it's not a player using this spell. */ 1994 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 1995 if (op->type != PLAYER)
2287 return 0; 1996 return 0;
2288 1997
2289 /* if player already has a golem, abort */ 1998 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 1999 if (object *golem = op->contr->golem)
2291 { 2000 {
2292 control_golem (op->contr->ranges[range_golem], dir); 2001 control_golem (golem, dir);
2293 return 0; 2002 return 0;
2294 } 2003 }
2295 2004
2296 /* if no direction specified, pick one */ 2005 /* if no direction specified, pick one */
2297 if (!dir) 2006 if (!dir)
2298 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 2007 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2299 2008
2300 m = op->map; 2009 m = op->map;
2301 x = op->x + freearr_x[dir]; 2010 x = op->x + freearr_x[dir];
2302 y = op->y + freearr_y[dir]; 2011 y = op->y + freearr_y[dir];
2303 2012
2304 /* if there's no place to put the golem, abort */ 2013 /* if there's no place to put the golem, abort */
2305 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2014 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2306 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2015 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2307 { 2016 {
2308 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2017 op->failmsg ("There is something in the way.");
2309 return 0; 2018 return 0;
2310 } 2019 }
2311 2020
2312 /* Use the weapon marked by the player. */ 2021 /* Use the weapon marked by the player. */
2313 weapon = find_marked_object (op); 2022 object *weapon = op->mark ();
2314 2023
2315 if (!weapon) 2024 if (!weapon)
2316 { 2025 {
2317 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2026 op->failmsg ("You must mark a weapon to use with this spell!");
2318 return 0; 2027 return 0;
2319 } 2028 }
2029
2320 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2030 if (spell->race && weapon->arch->archname != spell->race)
2321 { 2031 {
2322 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2032 op->failmsg ("The spell fails to transform your weapon.");
2323 return 0; 2033 return 0;
2324 } 2034 }
2035
2325 if (weapon->type != WEAPON) 2036 if (weapon->type != WEAPON)
2326 { 2037 {
2327 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2038 op->failmsg ("You need to wield a weapon to animate it.");
2328 return 0; 2039 return 0;
2329 } 2040 }
2330 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2041
2042 if (weapon->flag [FLAG_APPLIED])
2331 { 2043 {
2332 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2044 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2333 return 0; 2045 return 0;
2334 } 2046 }
2335 2047
2336 if (weapon->nrof > 1) 2048 weapon = weapon->split ();
2337 {
2338 tmp = get_split_ob (weapon, 1);
2339 esrv_send_item (op, weapon);
2340 weapon = tmp;
2341 }
2342 2049
2343 /* create the golem object */ 2050 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2051 object *tmp = spell->other_arch->instance ();
2345 2052
2346 /* if animated by a player, give the player control of the golem */ 2053 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2054 tmp->clr_flag (FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2055 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2056 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2057 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2058 tmp->set_owner (op);
2059 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2060 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2061
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2062 /* Give the weapon to the golem now. A bit of a hack to check the
2358 * removed flag - it should only be set if get_split_object was 2063 * removed flag - it should only be set if weapon->split was
2359 * used above. 2064 * used above.
2360 */ 2065 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2066 if (!weapon->flag [FLAG_REMOVED])
2362 weapon->remove (); 2067 weapon->remove ();
2363 insert_ob_in_ob (weapon, tmp); 2068
2364 esrv_send_item (op, weapon); 2069 tmp->insert (weapon);
2070
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2071 /* To do everything necessary to let a golem use the weapon is a pain,
2366 * so instead, just set it as equipped (otherwise, we need to update 2072 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2073 * body_info, skills, etc)
2368 */ 2074 */
2369 SET_FLAG (tmp, FLAG_USE_WEAPON); 2075 tmp->set_flag (FLAG_USE_WEAPON);
2370 SET_FLAG (weapon, FLAG_APPLIED); 2076 weapon->set_flag (FLAG_APPLIED);
2371 tmp->update_stats (); 2077 tmp->update_stats ();
2372 2078
2373 /* There used to be 'odd' code that basically seemed to take the absolute 2079 /* There used to be 'odd' code that basically seemed to take the absolute
2374 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2080 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2375 * if you're using a crappy weapon, it shouldn't be as good. 2081 * if you're using a crappy weapon, it shouldn't be as good.
2395 2101
2396 /* attacktype */ 2102 /* attacktype */
2397 if (!tmp->attacktype) 2103 if (!tmp->attacktype)
2398 tmp->attacktype = AT_PHYSICAL; 2104 tmp->attacktype = AT_PHYSICAL;
2399 2105
2400 mt = NULL;
2401 if (op->materialname != NULL)
2402 mt = name_to_material (op->materialname);
2403 if (mt != NULL)
2404 {
2405 for (i = 0; i < NROFATTACKS; i++) 2106 for (i = 0; i < NROFATTACKS; i++)
2406 tmp->resist[i] = 50 - (mt->save[i] * 5); 2107 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2407 a = mt->save[0]; 2108
2408 } 2109 a = op->material->save[0];
2409 else 2110
2410 {
2411 for (i = 0; i < NROFATTACKS; i++)
2412 tmp->resist[i] = 5;
2413 a = 10;
2414 }
2415 /* Set weapon's immunity */ 2111 /* Set weapon's immunity */
2416 tmp->resist[ATNR_CONFUSION] = 100; 2112 tmp->resist[ATNR_CONFUSION] = 100;
2417 tmp->resist[ATNR_POISON] = 100; 2113 tmp->resist[ATNR_POISON] = 100;
2418 tmp->resist[ATNR_SLOW] = 100; 2114 tmp->resist[ATNR_SLOW] = 100;
2419 tmp->resist[ATNR_PARALYZE] = 100; 2115 tmp->resist[ATNR_PARALYZE] = 100;
2425 2121
2426 /* Improve weapon's armour value according to best save vs. physical of its material */ 2122 /* Improve weapon's armour value according to best save vs. physical of its material */
2427 2123
2428 if (a > 14) 2124 if (a > 14)
2429 a = 14; 2125 a = 14;
2126
2430 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2127 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2431 2128
2432 /* Determine golem's speed */ 2129 /* Determine golem's speed */
2433 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2130 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2434 2131
2444 tmp->state = weapon->state; 2141 tmp->state = weapon->state;
2445 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2142 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2446 } 2143 }
2447 2144
2448 /* make experience increase in proportion to the strength of the summoned creature. */ 2145 /* make experience increase in proportion to the strength of the summoned creature. */
2449 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2146 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2450 2147
2451 tmp->speed_left = -1; 2148 tmp->speed_left = -1;
2452 tmp->direction = dir; 2149 tmp->direction = dir;
2453 2150
2454 m->insert (tmp, x, y, op); 2151 m->insert (tmp, x, y, op);
2458/* cast_daylight() - changes the map darkness level *lower* */ 2155/* cast_daylight() - changes the map darkness level *lower* */
2459 2156
2460/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2157/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2461 * This changes the light level for the entire map. 2158 * This changes the light level for the entire map.
2462 */ 2159 */
2463
2464int 2160int
2465cast_change_map_lightlevel (object *op, object *caster, object *spell) 2161cast_change_map_lightlevel (object *op, object *caster, object *spell)
2466{ 2162{
2467 int success; 2163 int success;
2468 2164
2472 success = op->map->change_map_light (spell->stats.dam); 2168 success = op->map->change_map_light (spell->stats.dam);
2473 2169
2474 if (!success) 2170 if (!success)
2475 { 2171 {
2476 if (spell->stats.dam < 0) 2172 if (spell->stats.dam < 0)
2477 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2173 op->failmsg ("It can be no brighter here.");
2478 else 2174 else
2479 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2175 op->failmsg ("It can be no darker here.");
2480 } 2176 }
2177
2481 return success; 2178 return success;
2482} 2179}
2483
2484
2485
2486
2487 2180
2488/* create an aura spell object and put it in the player's inventory. 2181/* create an aura spell object and put it in the player's inventory.
2489 * as usual, op is player, caster is the object casting the spell, 2182 * as usual, op is player, caster is the object casting the spell,
2490 * spell is the spell object itself. 2183 * spell is the spell object itself.
2491 */ 2184 */
2497 2190
2498 new_aura = present_arch_in_ob (spell->other_arch, op); 2191 new_aura = present_arch_in_ob (spell->other_arch, op);
2499 if (new_aura) 2192 if (new_aura)
2500 refresh = 1; 2193 refresh = 1;
2501 else 2194 else
2502 new_aura = arch_to_object (spell->other_arch); 2195 new_aura = spell->other_arch->instance ();
2503 2196
2504 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2505 2198
2506 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2507 2200
2508 new_aura->set_owner (op);
2509 set_spell_skill (op, caster, spell, new_aura); 2201 set_spell_skill (op, caster, spell, new_aura);
2510 new_aura->attacktype = spell->attacktype; 2202 new_aura->attacktype = spell->attacktype;
2511 2203
2512 new_aura->level = caster_level (caster, spell); 2204 new_aura->level = casting_level (caster, spell);
2205
2513 if (refresh) 2206 if (refresh)
2514 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2515 else 2208 else
2516 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2210
2517 insert_ob_in_ob (new_aura, op); 2211 insert_ob_in_ob (new_aura, op);
2212 new_aura->set_owner (op);
2213
2518 return 1; 2214 return 1;
2519} 2215}
2520
2521 2216
2522/* move aura function. An aura is a part of someone's inventory, 2217/* move aura function. An aura is a part of someone's inventory,
2523 * which he carries with him, but which acts on the map immediately 2218 * which he carries with him, but which acts on the map immediately
2524 * around him. 2219 * around him.
2525 * Aura parameters: 2220 * Aura parameters:
2526 * duration: duration counter. 2221 * duration: duration counter.
2527 * attacktype: aura's attacktype 2222 * attacktype: aura's attacktype
2528 * other_arch: archetype to drop where we attack 2223 * other_arch: archetype to drop where we attack
2529 */ 2224 */
2530
2531void 2225void
2532move_aura (object *aura) 2226move_aura (object *aura)
2533{ 2227{
2534 int i, mflags;
2535 object *env;
2536 maptile *m;
2537
2538 /* auras belong in inventories */ 2228 /* auras belong in inventories */
2539 env = aura->env; 2229 object *env = aura->env;
2230 object *owner = aura->owner;
2540 2231
2541 /* no matter what we've gotta remove the aura... 2232 /* no matter what we've gotta remove the aura...
2542 * we'll put it back if its time isn't up. 2233 * we'll put it back if its time isn't up.
2543 */ 2234 */
2544 aura->remove (); 2235 aura->remove ();
2549 aura->destroy (); 2240 aura->destroy ();
2550 return; 2241 return;
2551 } 2242 }
2552 2243
2553 /* auras only exist in inventories */ 2244 /* auras only exist in inventories */
2554 if (env == NULL || env->map == NULL) 2245 if (!env || !env->map)
2555 { 2246 {
2556 aura->destroy (); 2247 aura->destroy ();
2557 return; 2248 return;
2558 } 2249 }
2559 2250
2560 /* we need to jump out of the inventory for a bit 2251 /* we need to jump out of the inventory for a bit
2561 * in order to hit the map conveniently. 2252 * in order to hit the map conveniently.
2562 */ 2253 */
2563 aura->insert_at (env, aura); 2254 aura->insert_at (env, aura);
2564 2255
2565 for (i = 1; i < 9; i++) 2256 for (int i = 1; i < 9; i++)
2566 { 2257 {
2567 sint16 nx, ny; 2258 mapxy pos (env);
2259 pos.move (i);
2568 2260
2569 nx = aura->x + freearr_x[i];
2570 ny = aura->y + freearr_y[i];
2571 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2572
2573 /* Consider the movement tyep of the person with the aura as 2261 /* Consider the movement type of the person with the aura as
2574 * movement type of the aura. Eg, if the player is flying, the aura 2262 * movement type of the aura. Eg, if the player is flying, the aura
2575 * is flying also, if player is walking, it is on the ground, etc. 2263 * is flying also, if player is walking, it is on the ground, etc.
2576 */ 2264 */
2577 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2265 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2578 { 2266 {
2579 hit_map (aura, i, aura->attacktype, 0); 2267 hit_map (aura, i, aura->attacktype, 0);
2580 2268
2581 if (aura->other_arch) 2269 if (aura->other_arch)
2582 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2270 pos.insert (aura->other_arch->instance (), aura);
2583 } 2271 }
2584 } 2272 }
2585 2273
2586 /* put the aura back in the player's inventory */ 2274 /* put the aura back in the player's inventory */
2587 aura->remove (); 2275 env->insert (aura);
2588 insert_ob_in_ob (aura, env); 2276 aura->set_owner (owner);
2589} 2277}
2590 2278
2591/* moves the peacemaker spell. 2279/* moves the peacemaker spell.
2592 * op is the piece object. 2280 * op is the piece object.
2593 */ 2281 */
2594
2595void 2282void
2596move_peacemaker (object *op) 2283move_peacemaker (object *op)
2597{ 2284{
2598 object *tmp; 2285 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2599
2600 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2601 { 2286 {
2602 int atk_lev, def_lev; 2287 int atk_lev, def_lev;
2603 object *victim = tmp; 2288 object *victim = tmp->head_ ();
2604 2289
2605 if (tmp->head) 2290 if (!victim->flag [FLAG_MONSTER])
2606 victim = tmp->head;
2607 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2608 continue; 2291 continue;
2609 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2292
2293 if (victim->flag [FLAG_UNAGGRESSIVE])
2610 continue; 2294 continue;
2295
2611 if (victim->stats.exp == 0) 2296 if (victim->stats.exp == 0)
2612 continue; 2297 continue;
2613 2298
2614 def_lev = MAX (1, victim->level); 2299 def_lev = max (1, victim->level);
2615 atk_lev = MAX (1, op->level); 2300 atk_lev = max (1, op->level);
2616 2301
2617 if (rndm (0, atk_lev - 1) > def_lev) 2302 if (rndm (0, atk_lev - 1) > def_lev)
2618 { 2303 {
2619 /* make this sucker peaceful. */ 2304 /* make this sucker peaceful. */
2620 2305
2306 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2621 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2307 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2622 victim->stats.exp = 0; 2308 victim->stats.exp = 0;
2623#if 0 2309#if 0
2624 /* No idea why these were all set to zero - if something 2310 /* No idea why these were all set to zero - if something
2625 * makes this creature agressive, he should still do damage. 2311 * makes this creature agressive, he should still do damage.
2628 victim->stats.sp = 0; 2314 victim->stats.sp = 0;
2629 victim->stats.grace = 0; 2315 victim->stats.grace = 0;
2630 victim->stats.Pow = 0; 2316 victim->stats.Pow = 0;
2631#endif 2317#endif
2632 victim->attack_movement = RANDO2; 2318 victim->attack_movement = RANDO2;
2633 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2319 victim->set_flag (FLAG_UNAGGRESSIVE);
2634 SET_FLAG (victim, FLAG_RUN_AWAY); 2320 victim->set_flag (FLAG_RUN_AWAY);
2635 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2321 victim->set_flag (FLAG_RANDOM_MOVE);
2636 CLEAR_FLAG (victim, FLAG_MONSTER); 2322 victim->clr_flag (FLAG_MONSTER);
2323
2637 if (victim->name) 2324 if (victim->name)
2638 {
2639 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2325 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2640 } 2326 }
2641 }
2642 } 2327 }
2643} 2328}
2644
2645 2329
2646/* This writes a rune that contains the appropriate message. 2330/* This writes a rune that contains the appropriate message.
2647 * There really isn't any adjustments we make. 2331 * There really isn't any adjustments we make.
2648 */ 2332 */
2649
2650int 2333int
2651write_mark (object *op, object *spell, const char *msg) 2334write_mark (object *op, object *spell, const char *msg)
2652{ 2335{
2653 char rune[HUGE_BUF];
2654 object *tmp;
2655
2656 if (!msg || msg[0] == 0) 2336 if (!msg || msg[0] == 0)
2657 { 2337 {
2658 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2338 op->failmsg ("Write what?");
2659 return 0; 2339 return 0;
2660 } 2340 }
2661 2341
2662 if (strcasestr_local (msg, "endmsg")) 2342 if (!msg_is_safe (msg))
2663 { 2343 {
2664 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2344 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2665 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2345 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2666 return 0; 2346 return 0;
2667 } 2347 }
2348
2668 if (!spell->other_arch) 2349 if (!spell->other_arch)
2669 return 0; 2350 return 0;
2670 tmp = arch_to_object (spell->other_arch);
2671 2351
2672 snprintf (rune, sizeof (rune), "%s\n", msg); 2352 object *tmp = spell->other_arch->instance ();
2673 2353
2674 tmp->race = op->name; /*Save the owner of the rune */ 2354 tmp->race = op->name; /*Save the owner of the rune */
2675 tmp->msg = rune; 2355 tmp->msg = msg;
2676 2356
2677 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2357 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2358
2678 return 1; 2359 return 1;
2679} 2360}
2361

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