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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <object.h> 27#include <object.h>
57} 59}
58 60
59int 61int
60recharge (object *op, object *caster, object *spell_ob) 62recharge (object *op, object *caster, object *spell_ob)
61{ 63{
62 object *wand, *tmp;
63 int ncharges; 64 int ncharges;
64 65
65 wand = find_marked_object (op); 66 object *wand = op->mark ();
67
66 if (wand == NULL || wand->type != WAND) 68 if (!wand || wand->type != WAND)
67 { 69 {
68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 70 op->failmsg ("You need to mark the wand you want to recharge.");
69 return 0; 71 return 0;
70 } 72 }
73
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 74 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 75 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 76 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 77 op->play_sound (sound_find ("ob_explode"));
75 wand->destroy (); 78 wand->destroy ();
76 tmp = get_archetype ("fireball"); 79 object *tmp = archetype::get (shstr_fireball);
77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78 81
79 if (!tmp->stats.dam) 82 if (!tmp->stats.dam)
80 tmp->stats.dam = 1; 83 tmp->stats.dam = 1;
81 84
92 95
93 if (wand->inv && wand->inv->level) 96 if (wand->inv && wand->inv->level)
94 ncharges /= wand->inv->level; 97 ncharges /= wand->inv->level;
95 else 98 else
96 { 99 {
97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 100 op->failmsgf ("Your %s is broken.", query_name (wand));
98 return 0; 101 return 0;
99 } 102 }
100 103
101 if (!ncharges) 104 if (!ncharges)
102 ncharges = 1; 105 ncharges = 1;
103 106
104 wand->stats.food += ncharges; 107 wand->stats.food += ncharges;
105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106 109
107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE)) 110 if (wand->arch && wand->arch->flag [FLAG_ANIMATE])
108 { 111 {
109 SET_FLAG (wand, FLAG_ANIMATE); 112 wand->set_flag (FLAG_ANIMATE);
110 wand->set_speed (wand->arch->speed); 113 wand->set_speed (wand->arch->speed);
111 } 114 }
112 115
113 return 1; 116 return 1;
114} 117}
122 * The # of arrows created also goes up with level, so if a 30th level mage 125 * The # of arrows created also goes up with level, so if a 30th level mage
123 * wants LOTS of arrows, and doesn't care what the plus is he could 126 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 127 * create nonnmagic arrows, or even -1, etc...
125 */ 128 */
126int 129int
127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *spellparam)
128{ 131{
129 int bonus_plus = 0; 132 int bonus_plus = 0;
130 const char *missile_name = "arrow"; 133 const char *missile_name = "arrow";
131 134
132 for (object *tmp = op->inv; tmp; tmp = tmp->below) 135 for (object *tmp = op->inv; tmp; tmp = tmp->below)
133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 136 if (tmp->type == BOW && tmp->flag [FLAG_APPLIED])
134 missile_name = tmp->race; 137 missile_name = tmp->race;
135 138
136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 139 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
137 140
138 archetype *missile_arch = archetype::find (missile_name); 141 archetype *missile_arch = archetype::find (missile_name);
143 return 0; 146 return 0;
144 } 147 }
145 148
146 object *missile = missile_arch->instance (); 149 object *missile = missile_arch->instance ();
147 150
148 if (stringarg) 151 if (spellparam)
149 { 152 {
150 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
151 if (isalpha (*stringarg)) 154 if (isalpha (*spellparam))
152 { 155 {
153 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
154 157
155 for (; al; al = al->next) 158 for (; al; al = al->next)
156 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, spellparam))
157 break; 160 break;
158 161
159 if (!al) 162 if (!al)
160 { 163 {
161 missile->destroy (); 164 missile->destroy ();
162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 165 op->failmsgf ("No such object %ss of %s", missile_name, spellparam);
163 return 0; 166 return 0;
164 } 167 }
165 168
166 if (al->item->slaying) 169 if (al->item->slaying)
167 { 170 {
168 missile->destroy (); 171 missile->destroy ();
169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 172 op->failmsgf ("You are not allowed to create %ss of %s", missile_name, spellparam);
170 return 0; 173 return 0;
171 } 174 }
172 175
173 give_artifact_abilities (missile, al->item); 176 give_artifact_abilities (missile, al->item);
174 /* These special arrows cost something extra. Don't have them also be magical - 177 /* These special arrows cost something extra. Don't have them also be magical -
176 * the parsing of having to do both plus and type. 179 * the parsing of having to do both plus and type.
177 */ 180 */
178 bonus_plus = 1 + (al->item->value / 5); 181 bonus_plus = 1 + (al->item->value / 5);
179 missile_plus = 0; 182 missile_plus = 0;
180 } 183 }
181 else if (atoi (stringarg) < missile_plus) 184 else if (atoi (spellparam) < missile_plus)
182 missile_plus = atoi (stringarg); 185 missile_plus = atoi (spellparam);
183 } 186 }
184 187
185 missile_plus = clamp (missile_plus, -4, 4); 188 missile_plus = clamp (missile_plus, -4, 4);
186 189
187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 190 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
192 195
193 missile->magic = missile_plus; 196 missile->magic = missile_plus;
194 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
195 missile->value = 0; 198 missile->value = 0;
196 199
197 SET_FLAG (missile, FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
198 201
199 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 202 cast_create_obj (op, caster, missile, dir);
203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
200 pick_up (op, missile); 207 pick_up (op, missile);
201 208
202 return 1; 209 return 1;
203} 210}
204 211
205
206/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
207 * If stringarg is NULL, it will create food dependent on level --PeterM*/ 213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
208int 214int
209cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *stringarg) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
210{ 216{
211 int food_value; 217 int food_value;
212 archetype *at = NULL; 218 archetype *at = NULL;
213 object *new_op; 219 object *new_op;
214 220
215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob); 221 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
216 222
217 if (stringarg) 223 if (spellparam)
218 { 224 {
219 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, spellparam);
220 if (at == NULL) 226 if (at == NULL)
221 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, spellparam);
222 if (at == NULL || at->stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
223 stringarg = NULL; 229 spellparam = NULL;
224 } 230 }
225 231
226 if (!stringarg) 232 if (!spellparam)
227 { 233 {
228 archetype *at_tmp; 234 archetype *at_tmp;
229 235
230 /* We try to find the archetype with the maximum food value. 236 /* We try to find the archetype with the maximum food value.
231 * This removes the dependancy of hard coded food values in this 237 * This removes the dependancy of hard coded food values in this
256 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
257 * know 263 * know
258 */ 264 */
259 if (!at) 265 if (!at)
260 { 266 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 op->failmsgf ("You don't have enough experience to create any food.");
262 return 0; 268 return 0;
263 } 269 }
264 270
265 food_value /= at->stats.food; 271 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 272 new_op = at->instance ();
267 new_op->nrof = food_value; 273 new_op->nrof = food_value;
268 274
269 new_op->value = 0; 275 new_op->value = 0;
270 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
271 new_op->nrof = 1; 277 new_op->nrof = 1;
288 } 294 }
289 295
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
292 { 298 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
294 300
295 m = op->map; 301 m = op->map;
296 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
297 303
298 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
299 break; 305 break;
300 306
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 307 if (!op->flag [FLAG_WIZCAST] && (mflags & P_NO_MAGIC))
302 { 308 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 309 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 310 return 0;
305 } 311 }
312
306 if (mflags & P_IS_ALIVE) 313 if (mflags & P_IS_ALIVE)
307 { 314 {
308 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 315 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
309 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 316 if (tmp->flag [FLAG_ALIVE] && (tmp->type == PLAYER || tmp->flag [FLAG_MONSTER]))
310 { 317 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 318 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 319 if (tmp->head != NULL)
313 tmp = tmp->head; 320 tmp = tmp->head;
314 examine_monster (op, tmp); 321 examine_monster (op, tmp);
337 if (pl->type == PLAYER) 344 if (pl->type == PLAYER)
338 { 345 {
339 /* If race isn't set, then invisible unless it is undead */ 346 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 347 if (!pl->contr->invis_race)
341 { 348 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 349 if (mon->flag [FLAG_UNDEAD])
343 return 0; 350 return 0;
344 351
345 return 1; 352 return 1;
346 } 353 }
347 354
348 /* invis_race is set if we get here */ 355 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 356 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
350 return 1; 357 return 1;
351 358
352 /* No race, can't be invisible to it */ 359 /* No race, can't be invisible to it */
353 if (!mon->race) 360 if (!mon->race)
354 return 0; 361 return 0;
355 362
356 if (strstr (mon->race, pl->contr->invis_race)) 363 if (mon->race.contains (pl->contr->invis_race))
357 return 1; 364 return 1;
358 365
359 /* Nothing matched above, return 0 */ 366 /* Nothing matched above, return 0 */
360 return 0; 367 return 0;
361 } 368 }
378int 385int
379cast_invisible (object *op, object *caster, object *spell_ob) 386cast_invisible (object *op, object *caster, object *spell_ob)
380{ 387{
381 if (op->invisible > 1000) 388 if (op->invisible > 1000)
382 { 389 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 390 op->failmsg ("You can not extend the duration of your invisibility any further");
384 return 0; 391 return 0;
385 } 392 }
386 393
387 /* Remove the switch with 90% duplicate code - just handle the differences with 394 /* Remove the switch with 90% duplicate code - just handle the differences with
388 * and if statement or two. 395 * and if statement or two.
389 */ 396 */
390 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 397 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
398
391 /* max duration */ 399 /* limit duration */
392 if (op->invisible > 1000) 400 min_it (op->invisible, 1000);
393 op->invisible = 1000;
394 401
395 if (op->type == PLAYER) 402 if (op->type == PLAYER)
396 { 403 {
397 op->contr->invis_race = spell_ob->race; 404 op->contr->invis_race = spell_ob->race;
398 405
399 if (QUERY_FLAG (spell_ob, FLAG_MAKE_INVIS)) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
400 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
401 else 408 else
402 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
403
404 op->contr->hidden = 0;
405 } 410 }
406 411
407 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
409 else 414 else
424/* earth to dust spell. Basically destroys earthwalls in the area. 429/* earth to dust spell. Basically destroys earthwalls in the area.
425 */ 430 */
426int 431int
427cast_earth_to_dust (object *op, object *caster, object *spell_ob) 432cast_earth_to_dust (object *op, object *caster, object *spell_ob)
428{ 433{
429 object *tmp, *next;
430 int range, i, j, mflags; 434 int range, i, j, mflags;
431 sint16 sx, sy; 435 sint16 sx, sy;
432 maptile *m; 436 maptile *m;
433
434 if (op->type != PLAYER)
435 return 0;
436 437
437 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 438 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
438 439
439 for (i = -range; i <= range; i++) 440 for (i = -range; i <= range; i++)
440 for (j = -range; j <= range; j++) 441 for (j = -range; j <= range; j++)
445 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
446 447
447 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
448 continue; 449 continue;
449 450
450 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be torn down
451 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next) 452 for (object *next, *tmp = m->at (sx, sy).bot; tmp; tmp = next)
452 { 453 {
453 next = tmp->above; 454 next = tmp->above;
454 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455
456 if (tmp->flag [FLAG_TEAR_DOWN])
455 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 457 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
456 } 458 }
457 } 459 }
458 460
459 return 1; 461 return 1;
461 463
462void 464void
463execute_word_of_recall (object *op) 465execute_word_of_recall (object *op)
464{ 466{
465 if (object *pl = op->in_player ()) 467 if (object *pl = op->in_player ())
466 {
467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 468 if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST])
468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
469 else 470 else
470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 }
472 472
473 op->destroy (); 473 op->destroy ();
474} 474}
475 475
476/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
477 * 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
478 * time delay effect. 478 * time delay effect.
479 */ 479 */
480int 480int
481cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
482{ 482{
483 object *dummy; 483 if (!op->is_player ())
484 int time;
485
486 if (op->type != PLAYER)
487 return 0; 484 return 0;
488 485
489 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) 486 if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL))
490 { 487 {
491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 488 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
492 return 1; 489 return 1;
493 } 490 }
494 491
495 dummy = get_archetype (FORCE_NAME); 492 object *dummy = archetype::get (FORCE_NAME);
496 if (dummy == NULL)
497 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0;
501 }
502 493
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 494 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
504 if (time < 1)
505 time = 1;
506 495
507 /* value of speed really doesn't make much difference, as long as it is 496 /* value of speed really doesn't make much difference, as long as it is
508 * positive. Lower value may be useful so that the problem doesn't 497 * positive. Lower value may be useful so that the problem doesn't
509 * do anything really odd if it say a -1000 or something. 498 * do anything really odd if it say a -1000 or something.
510 */ 499 */
511 dummy->set_speed (0.002); 500 dummy->set_speed (0.002);
512 dummy->speed_left = -dummy->speed * time; 501 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 502 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 503 dummy->subtype = SP_WORD_OF_RECALL;
515 504 dummy->slaying = op->contr->savebed_map;
516 /* If we could take advantage of enter_player_savebed() here, it would be 505 dummy->stats.hp = op->contr->bed_x;
517 * nice, but until the map load fails, we can't. 506 dummy->stats.sp = op->contr->bed_y;
518 */
519 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y;
522 507
523 op->insert (dummy); 508 op->insert (dummy);
524 509
525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 510 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
526 511
565 550
566int 551int
567perceive_self (object *op) 552perceive_self (object *op)
568{ 553{
569 const char *cp = describe_item (op, op); 554 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 555 archetype *at = archetype::find (shstr_depletion);
571 556
572 dynbuf_text buf; 557 dynbuf_text &buf = msg_dynbuf; buf.clear ();
573 558
574 if (player *pl = op->contr) 559 if (!op->is_player ())
560 return 0;
561
575 if (object *race = archetype::find (op->race)) 562 if (object *race = archetype::find (op->race))
576 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n"; 563 buf << " - You are a G<male|female> " << &race->name << ".\n";
577 564
578 if (object *god = find_god (determine_god (op))) 565 if (object *god = find_god (determine_god (op)))
579 buf << "You worship " << &god->name << ".\n"; 566 buf << " - You worship " << &god->name << ".\n";
580 else 567 else
581 buf << "You worship no god.\n"; 568 buf << " - You worship no god.\n";
582 569
583 object *tmp = present_arch_in_ob (at, op); 570 object *tmp = present_arch_in_ob (at, op);
584 571
585 if (*cp == '\0' && tmp == NULL) 572 if (*cp == '\0' && !tmp)
586 buf << "You feel very mundane. "; 573 buf << " - You feel very mundane. ";
587 else 574 else
588 { 575 {
589 buf << "You have: " << cp << ".\n"; 576 buf << " - You have: " << cp << ".\n";
590 577
591 if (tmp) 578 if (tmp)
592 for (int i = 0; i < NUM_STATS; i++) 579 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 580 if (tmp->stats.stat (i) < 0)
594 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i)); 581 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 582 }
596 583
597 if (is_dragon_pl (op)) 584 if (op->is_dragon ())
598 /* now grab the 'dragon_ability'-force from the player's inventory */ 585 /* now grab the 'dragon_ability'-force from the player's inventory */
599 for (tmp = op->inv; tmp; tmp = tmp->below) 586 for (tmp = op->inv; tmp; tmp = tmp->below)
600 { 587 {
601 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force) 588 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
602 { 589 {
603 if (tmp->stats.exp == 0) 590 if (tmp->stats.exp == 0)
604 buf << "Your metabolism isn't focused on anything.\n"; 591 buf << " - Your metabolism isn't focused on anything.\n";
605 else 592 else
606 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 593 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
607 594
608 break; 595 break;
609 } 596 }
610 } 597 }
611 598
612 buf << '\0'; // zero-terminate 599 op->contr->infobox (MSG_CHANNEL ("perceiveself"), buf);
613
614 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
615 600
616 return 1; 601 return 1;
617} 602}
618 603
619/* This creates magic walls. Really, it can create most any object, 604/* This creates magic walls. Really, it can create most any object,
635 x = op->x; 620 x = op->x;
636 y = op->y; 621 y = op->y;
637 } 622 }
638 else 623 else
639 { 624 {
640 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
641 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
642 } 627 }
643 628
644 m = op->map; 629 m = op->map;
645 630
646 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
647 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 632 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
648 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 633 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
649 { 634 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 635 op->failmsg ("Something is in the way.");
651 return 0; 636 return 0;
652 } 637 }
653 638
654 if (spell_ob->other_arch) 639 if (spell_ob->other_arch)
655 tmp = arch_to_object (spell_ob->other_arch); 640 tmp = spell_ob->other_arch->instance ();
656 else if (spell_ob->race) 641 else if (spell_ob->race)
657 { 642 {
658 char buf1[MAX_BUF]; 643 char buf1[MAX_BUF];
659 644
660 sprintf (buf1, spell_ob->race, dir); 645 sprintf (buf1, spell_ob->race, dir);
664 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 649 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
665 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 650 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
666 return 0; 651 return 0;
667 } 652 }
668 653
669 tmp = arch_to_object (at); 654 tmp = at->instance ();
670 } 655 }
671 else 656 else
672 { 657 {
673 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 658 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
674 return 0; 659 return 0;
679 tmp->attacktype = spell_ob->attacktype; 664 tmp->attacktype = spell_ob->attacktype;
680 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 665 tmp->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
681 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 666 tmp->stats.dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
682 tmp->range = 0; 667 tmp->range = 0;
683 } 668 }
684 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 669 else if (tmp->flag [FLAG_ALIVE])
685 { 670 {
686 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 671 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
687 tmp->stats.maxhp = tmp->stats.hp; 672 tmp->stats.maxhp = tmp->stats.hp;
688 } 673 }
689 674
690 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 675 if (spell_ob->flag [FLAG_IS_USED_UP] || tmp->flag [FLAG_IS_USED_UP])
691 { 676 {
692 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 677 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
693 SET_FLAG (tmp, FLAG_IS_USED_UP); 678 tmp->set_flag (FLAG_IS_USED_UP);
694 } 679 }
695 680
696 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 681 if (spell_ob->flag [FLAG_TEAR_DOWN])
697 { 682 {
698 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 683 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
699 tmp->stats.maxhp = tmp->stats.hp; 684 tmp->stats.maxhp = tmp->stats.hp;
700 SET_FLAG (tmp, FLAG_TEAR_DOWN); 685 tmp->set_flag (FLAG_TEAR_DOWN);
701 SET_FLAG (tmp, FLAG_ALIVE); 686 tmp->set_flag (FLAG_ALIVE);
702 } 687 }
703 688
704 /* This can't really hurt - if the object doesn't kill anything, 689 /* This can't really hurt - if the object doesn't kill anything,
705 * these fields just won't be used. Do not set the owner for 690 * these fields just won't be used. Do not set the owner for
706 * earthwalls, though, so they survive restarts. 691 * earthwalls, though, so they survive restarts.
707 */ 692 */
708 if (tmp->type != EARTHWALL) //TODO 693 if (tmp->type != EARTHWALL) //TODO
709 tmp->set_owner (op); 694 tmp->set_owner (op);
710 695
711 set_spell_skill (op, caster, spell_ob, tmp); 696 set_spell_skill (op, caster, spell_ob, tmp);
712 tmp->level = caster_level (caster, spell_ob) / 2; 697 tmp->level = casting_level (caster, spell_ob) / 2;
713 698
714 name = tmp->name; 699 name = tmp->name;
715 if (!(tmp = m->insert (tmp, x, y, op))) 700 if (!(tmp = m->insert (tmp, x, y, op)))
716 { 701 {
717 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 702 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
718 return 0; 703 return 0;
719 } 704 }
720 705
721 /* If this is a spellcasting wall, need to insert the spell object */ 706 /* If this is a spellcasting wall, need to insert the spell object */
722 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
723 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
724 709
725 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
726 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
727 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
728 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
729 * blocked spaces. 714 * blocked spaces.
730 */ 715 */
731 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
736 { 721 {
737 int dir2; 722 int dir2;
738 723
739 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
740 725
741 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
742 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
743 m = tmp->map; 728 m = tmp->map;
744 729
745 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 730 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
746 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
747 { 732 {
748 object *tmp2 = tmp->clone (); 733 object *tmp2 = tmp->clone ();
749 m->insert (tmp2, x, y, op); 734 m->insert (tmp2, x, y, op);
750 735
751 /* If this is a spellcasting wall, need to insert the spell object */ 736 /* If this is a spellcasting wall, need to insert the spell object */
752 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 737 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
753 tmp2->insert (arch_to_object (tmp2->other_arch)); 738 tmp2->insert (tmp2->other_arch->instance ());
754 739
755 } 740 }
756 else 741 else
757 posblocked = 1; 742 posblocked = 1;
758 743
759 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
760 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
761 m = tmp->map; 746 m = tmp->map;
762 747
763 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
764 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
765 { 750 {
766 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
767 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
768 753
769 if (tmp2->other_arch && tmp2->other_arch->type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
770 tmp2->insert (arch_to_object (tmp2->other_arch)); 755 tmp2->insert (tmp2->other_arch->instance ());
771 } 756 }
772 else 757 else
773 negblocked = 1; 758 negblocked = 1;
774 } 759 }
775 760
776 if (QUERY_FLAG (tmp, FLAG_BLOCKSVIEW)) 761 if (tmp->flag [FLAG_BLOCKSVIEW])
777 update_all_los (op->map, op->x, op->y); 762 update_all_los (op->map, op->x, op->y);
778 763
779 return 1; 764 return 1;
780} 765}
781 766
782int 767int
783dimension_door (object *op, object *caster, object *spob, int dir) 768dimension_door (object *op, object *caster, object *spob, int dir, const char *spellparam)
784{ 769{
785 uint32 dist, maxdist; 770 uint32 dist, maxdist;
786 int mflags; 771 int mflags;
787 maptile *m; 772 maptile *m;
788 sint16 sx, sy; 773 sint16 sx, sy;
790 if (op->type != PLAYER) 775 if (op->type != PLAYER)
791 return 0; 776 return 0;
792 777
793 if (!dir) 778 if (!dir)
794 { 779 {
795 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); 780 op->failmsg ("In what direction?");
796 return 0; 781 return 0;
797 } 782 }
798 783
799 /* Given the new outdoor maps, can't let players dimension door for 784 /* Given the new outdoor maps, can't let players dimension door for
800 * ever, so put limits in. 785 * ever, so put limits in.
801 */ 786 */
802 maxdist = spob->range + SP_level_range_adjust (caster, spob); 787 maxdist = spob->range + SP_level_range_adjust (caster, spob);
803 788
804 if (op->contr->count) 789 if (spellparam)
805 { 790 {
791 int count = atoi (spellparam);
792
806 if (op->contr->count > maxdist) 793 if (count > maxdist)
807 { 794 {
808 new_draw_info (NDI_UNIQUE, 0, op, "You can't dimension door that far!"); 795 op->failmsg ("You can't dimension door that far!");
809 return 0; 796 return 0;
810 } 797 }
811 798
812 for (dist = 0; dist < op->contr->count; dist++) 799 for (dist = 0; dist < count; dist++)
813 { 800 {
814 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
815 802
816 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
817 break; 804 break;
818 805
819 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
820 break; 807 break;
821 } 808 }
822 809
823 if (dist < op->contr->count) 810 if (dist < count)
824 { 811 {
825 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 812 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
826 op->contr->count = 0;
827 return 0; 813 return 0;
828 } 814 }
829
830 op->contr->count = 0;
831 815
832 /* Remove code that puts player on random space on maps. IMO, 816 /* Remove code that puts player on random space on maps. IMO,
833 * a lot of maps probably have areas the player should not get to, 817 * a lot of maps probably have areas the player should not get to,
834 * but may not be marked as NO_MAGIC (as they may be bounded 818 * but may not be marked as NO_MAGIC (as they may be bounded
835 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
836 * lots of other maps that protect areas with no magic, but the 820 * lots of other maps that protect areas with no magic, but the
837 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
838 */ 822 */
839 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
840 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
841 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
842 { 826 {
843 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
844 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
845 } 829 }
851 * spaces that blocked the players view. 835 * spaces that blocked the players view.
852 */ 836 */
853 837
854 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
855 { 839 {
856 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
857 841
858 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
859 break; 843 break;
860 844
861 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
866 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
867 * find a place for the player. 851 * find a place for the player.
868 */ 852 */
869 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
870 { 854 {
871 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
872 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
873 continue; 857 continue;
874 858
875 859
876 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
877 break; 861 break;
878 862
879 } 863 }
880 if (!dist) 864 if (!dist)
881 { 865 {
882 new_draw_info (NDI_UNIQUE, 0, op, "Your spell failed!\n"); 866 op->failmsg ("Your spell failed!\n");
883 return 0; 867 return 0;
884 } 868 }
885 } 869 }
886 870
887 /* Actually move the player now */ 871 /* Actually move the player now */
888 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
889 return 1; 873 return 1;
890 874
891 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
876
892 return 1; 877 return 1;
893} 878}
894 879
895/* cast_heal: Heals something. 880/* cast_heal: Heals something.
896 * op is the caster. 881 * op is the caster.
951 if (cure_disease (tmp, op, spell)) 936 if (cure_disease (tmp, op, spell))
952 success = 1; 937 success = 1;
953 938
954 if (spell->attacktype & AT_POISON) 939 if (spell->attacktype & AT_POISON)
955 { 940 {
956 at = archetype::find ("poisoning"); 941 at = archetype::find (shstr_poisoning);
957 poison = present_arch_in_ob (at, tmp); 942 poison = present_arch_in_ob (at, tmp);
958 if (poison) 943 if (poison)
959 { 944 {
960 success = 1; 945 success = 1;
961 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
963 } 948 }
964 } 949 }
965 950
966 if (spell->attacktype & AT_CONFUSION) 951 if (spell->attacktype & AT_CONFUSION)
967 { 952 {
968 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 953 poison = present_in_ob_by_name (FORCE, shstr_confusion, tmp);
969 if (poison) 954 if (poison)
970 { 955 {
971 success = 1; 956 success = 1;
972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
973 poison->duration = 1; 958 poison->duration = 1;
974 } 959 }
975 } 960 }
976 961
977 if (spell->attacktype & AT_BLIND) 962 if (spell->attacktype & AT_BLIND)
978 { 963 {
979 at = archetype::find ("blindness"); 964 at = archetype::find (shstr_blindness);
980 poison = present_arch_in_ob (at, tmp); 965 poison = present_arch_in_ob (at, tmp);
981 if (poison) 966 if (poison)
982 { 967 {
983 success = 1; 968 success = 1;
984 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 969 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1002 tmp->stats.grace = tmp->stats.maxgrace; 987 tmp->stats.grace = tmp->stats.maxgrace;
1003 success = 1; 988 success = 1;
1004 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 989 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1005 } 990 }
1006 991
1007 if (spell->stats.food && tmp->stats.food < 999) 992 if (spell->stats.food && tmp->stats.food < MAX_FOOD)
1008 { 993 {
1009 tmp->stats.food += spell->stats.food; 994 tmp->stats.food += spell->stats.food;
1010 995 min_it (tmp->stats.food, MAX_FOOD);
1011 if (tmp->stats.food > 999)
1012 tmp->stats.food = 999;
1013 996
1014 success = 1; 997 success = 1;
1015 /* We could do something a bit better like the messages for healing above */ 998 /* We could do something a bit better like the messages for healing above */
1016 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1017 } 1000 }
1032 "You don't feel any more powerful." 1015 "You don't feel any more powerful."
1033 "You are no easier to look at.", 1016 "You are no easier to look at.",
1034}; 1017};
1035 1018
1036int 1019int
1020change_ability_duration (object *spell, object *caster)
1021{
1022 return spell->duration + SP_level_duration_adjust (caster, spell) * 50;
1023}
1024
1025int
1037cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1026cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1038{ 1027{
1039 object *force = NULL; 1028 object *force = 0;
1040 int i; 1029 int i;
1041 1030
1042 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1031 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1043 object *tmp = dir 1032 object *tmp = dir
1044 ? find_target_for_friendly_spell (op, dir) 1033 ? find_target_for_friendly_spell (op, dir)
1045 : op; 1034 : op;
1046 1035
1047 if (!tmp) 1036 if (!tmp)
1048 return 0; 1037 return 0;
1049 1038
1050 /* If we've already got a force of this type, don't add a new one. */ 1039 /* If we've already got a force of this type, don't add a new one. */
1058 break; 1047 break;
1059 } 1048 }
1060 else if (spell_ob->race && spell_ob->race == tmp2->name) 1049 else if (spell_ob->race && spell_ob->race == tmp2->name)
1061 { 1050 {
1062 if (!silent) 1051 if (!silent)
1063 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1052 op->failmsgf ("You can not cast %s while %s is in effect",
1053 &spell_ob->name, &tmp2->name_pl);
1054
1064 return 0; 1055 return 0;
1065 } 1056 }
1066 } 1057 }
1067 } 1058 }
1059
1060 int duration = change_ability_duration (spell_ob, caster);
1061
1068 if (force == NULL) 1062 if (force)
1069 {
1070 force = get_archetype (FORCE_NAME);
1071 force->subtype = FORCE_CHANGE_ABILITY;
1072 if (spell_ob->race)
1073 force->name = spell_ob->race;
1074 else
1075 force->name = spell_ob->name;
1076 force->name_pl = spell_ob->name;
1077 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1078
1079 } 1063 {
1080 else
1081 {
1082 int duration;
1083
1084 duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1085 if (duration > force->duration) 1064 if (duration > force->duration)
1086 { 1065 {
1087 force->duration = duration; 1066 force->duration = duration;
1088 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1067 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1089 } 1068 }
1090 else 1069 else
1091 {
1092 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1070 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1093 }
1094 1071
1095 return 1; 1072 return 1;
1096 } 1073 }
1097 1074
1098 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1075 new_draw_info_format (NDI_UNIQUE, 0, op,
1076 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1077 TICK2TIME (duration));
1078
1079 force = archetype::get (FORCE_NAME);
1080 force->subtype = FORCE_CHANGE_ABILITY;
1081 force->duration = duration;
1082
1083 if (spell_ob->race)
1084 force->name = spell_ob->race;
1085 else
1086 force->name = spell_ob->name;
1087
1088 force->name_pl = spell_ob->name;
1089
1099 force->speed = 1.0; 1090 force->speed = 1.0;
1100 force->speed_left = -1.0; 1091 force->speed_left = -1.0;
1101 SET_FLAG (force, FLAG_APPLIED); 1092 force->set_flag (FLAG_APPLIED);
1102 1093
1103 /* Now start processing the effects. First, protections */ 1094 /* Now start processing the effects. First, protections */
1104 for (i = 0; i < NROFATTACKS; i++) 1095 for (i = 0; i < NROFATTACKS; i++)
1105 {
1106 if (spell_ob->resist[i]) 1096 if (spell_ob->resist[i])
1107 {
1108 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1097 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1109 if (force->resist[i] > 100)
1110 force->resist[i] = 100;
1111 }
1112 }
1113 1098
1114 if (spell_ob->stats.hp) 1099 if (spell_ob->stats.hp)
1115 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1100 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1116 1101
1117 if (tmp->type == PLAYER) 1102 if (tmp->type == PLAYER)
1136 } 1121 }
1137 } 1122 }
1138 1123
1139 force->move_type = spell_ob->move_type; 1124 force->move_type = spell_ob->move_type;
1140 1125
1141 if (QUERY_FLAG (spell_ob, FLAG_SEE_IN_DARK)) 1126 if (spell_ob->flag [FLAG_SEE_IN_DARK])
1142 SET_FLAG (force, FLAG_SEE_IN_DARK); 1127 force->set_flag (FLAG_SEE_IN_DARK);
1143 1128
1144 if (QUERY_FLAG (spell_ob, FLAG_XRAYS)) 1129 if (spell_ob->flag [FLAG_XRAYS])
1145 SET_FLAG (force, FLAG_XRAYS); 1130 force->set_flag (FLAG_XRAYS);
1146 1131
1147 /* Haste/bonus speed */ 1132 /* Haste/bonus speed */
1148 if (spell_ob->stats.exp) 1133 if (spell_ob->stats.exp)
1149 { 1134 {
1150 if (op->speed > 0.5f) 1135 if (op->speed > 0.5f)
1170 */ 1155 */
1171int 1156int
1172cast_bless (object *op, object *caster, object *spell_ob, int dir) 1157cast_bless (object *op, object *caster, object *spell_ob, int dir)
1173{ 1158{
1174 int i; 1159 int i;
1175 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1160 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1176 1161
1177 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1162 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1178 if (dir != 0) 1163 if (dir != 0)
1179 { 1164 {
1180 tmp = find_target_for_friendly_spell (op, dir); 1165 tmp = find_target_for_friendly_spell (op, dir);
1166
1167 if (!tmp)
1168 return 0;
1181 } 1169 }
1182 else 1170 else
1183 {
1184 tmp = op; 1171 tmp = op;
1185 }
1186 1172
1187 /* If we've already got a force of this type, don't add a new one. */ 1173 /* If we've already got a force of this type, don't add a new one. */
1188 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1174 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1189 { 1175 {
1190 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1176 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1191 { 1177 {
1192 if (tmp2->name == spell_ob->name) 1178 if (tmp2->name == spell_ob->name)
1193 { 1179 {
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1185 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1200 return 0; 1186 return 0;
1201 } 1187 }
1202 } 1188 }
1203 } 1189 }
1190
1204 if (force == NULL) 1191 if (force == NULL)
1205 { 1192 {
1206 force = get_archetype (FORCE_NAME); 1193 force = archetype::get (FORCE_NAME);
1207 force->subtype = FORCE_CHANGE_ABILITY; 1194 force->subtype = FORCE_CHANGE_ABILITY;
1208 if (spell_ob->race) 1195 if (spell_ob->race)
1209 force->name = spell_ob->race; 1196 force->name = spell_ob->race;
1210 else 1197 else
1211 force->name = spell_ob->name; 1198 force->name = spell_ob->name;
1226 { 1213 {
1227 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1214 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1228 } 1215 }
1229 return 0; 1216 return 0;
1230 } 1217 }
1218
1231 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1219 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1232 force->speed = 1.0; 1220 force->speed = 1.0;
1233 force->speed_left = -1.0; 1221 force->speed_left = -1.0;
1234 SET_FLAG (force, FLAG_APPLIED); 1222 force->set_flag (FLAG_APPLIED);
1235 1223
1236 if (!god) 1224 if (!god)
1237 { 1225 {
1238 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty."); 1226 new_draw_info (NDI_UNIQUE, 0, op, "Your blessing seems empty.");
1239 } 1227 }
1240 else 1228 else
1241 { 1229 {
1242 /* Only give out good benefits, and put a max on it */ 1230 /* Only give out good benefits, and put a max on it */
1243 for (i = 0; i < NROFATTACKS; i++) 1231 for (i = 0; i < NROFATTACKS; i++)
1244 {
1245 if (god->resist[i] > 0) 1232 if (god->resist[i] > 0)
1246 {
1247 force->resist[i] = MIN (god->resist[i], spell_ob->resist[ATNR_GODPOWER]); 1233 force->resist[i] = min (god->resist[i], spell_ob->resist[ATNR_GODPOWER]);
1248 } 1234
1249 }
1250 force->path_attuned |= god->path_attuned; 1235 force->path_attuned |= god->path_attuned;
1251 1236
1252 if (spell_ob->attacktype) 1237 if (spell_ob->attacktype)
1253 force->slaying = god->slaying; 1238 force->slaying = god->slaying;
1254 1239
1274 1259
1275/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1276 * 1261 *
1277 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1278 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1279 * 1264 *
1280 * The value of the gold nuggets being about 90% of that of the item 1265 * The value of the gold nuggets being about 90% of that of the item
1281 * itself. It uses the value of the object before charisma adjustments, 1266 * itself. It uses the value of the object before charisma adjustments,
1282 * because the nuggets themselves will be will be adjusted by charisma 1267 * because the nuggets themselves will be will be adjusted by charisma
1283 * when sold. 1268 * when sold.
1284 * 1269 *
1296 * the nuggets, alchemy the gold from that, etc. 1281 * the nuggets, alchemy the gold from that, etc.
1297 * Otherwise, give 9 silver on the gold for other objects, 1282 * Otherwise, give 9 silver on the gold for other objects,
1298 * so that it would still be more affordable to haul 1283 * so that it would still be more affordable to haul
1299 * the stuff back to town. 1284 * the stuff back to town.
1300 */ 1285 */
1301 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1286 if (obj->flag [FLAG_UNPAID])
1302 value = 0; 1287 value = 0;
1303 else if (obj->type == MONEY || obj->type == GEM) 1288 else if (obj->type == MONEY || obj->type == GEM)
1304 value /= 3; 1289 value /= 3;
1305 else 1290 else
1306 value = value * 9 / 10; 1291 value = value * 9 / 10;
1319 if (op->type != PLAYER) 1304 if (op->type != PLAYER)
1320 return 0; 1305 return 0;
1321 1306
1322 archetype *nugget[3]; 1307 archetype *nugget[3];
1323 1308
1324 nugget[0] = archetype::find ("pyrite3"); 1309 nugget[0] = archetype::find (shstr_pyrite3);
1325 nugget[1] = archetype::find ("pyrite2"); 1310 nugget[1] = archetype::find (shstr_pyrite2);
1326 nugget[2] = archetype::find ("pyrite"); 1311 nugget[2] = archetype::find (shstr_pyrite);
1327 1312
1328 /* Put a maximum weight of items that can be alchemised. Limits the power 1313 /* Put a maximum weight of items that can be alchemised. Limits the power
1329 * some, and also prevents people from alchemising every table/chair/clock 1314 * some, and also prevents people from alchemising every table/chair/clock
1330 * in sight 1315 * in sight
1331 */ 1316 */
1360 1345
1361 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1346 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1362 { 1347 {
1363 next = tmp->above; 1348 next = tmp->above;
1364 1349
1365 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1350 if (tmp->weight > 0 && !tmp->flag [FLAG_NO_PICK] &&
1366 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1351 !tmp->flag [FLAG_ALIVE] && !tmp->flag [FLAG_IS_CAULDRON])
1367 { 1352 {
1368 if (tmp->inv) 1353 if (tmp->inv)
1369 { 1354 {
1370 object *next1, *tmp1; 1355 object *next1, *tmp1;
1371 1356
1372 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1357 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1373 { 1358 {
1374 next1 = tmp1->below; 1359 next1 = tmp1->below;
1375 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1360 if (tmp1->weight > 0 && !tmp1->flag [FLAG_NO_PICK] &&
1376 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1361 !tmp1->flag [FLAG_ALIVE] && !tmp1->flag [FLAG_IS_CAULDRON])
1377 alchemy_object (tmp1, value, weight); 1362 alchemy_object (tmp1, value, weight);
1378 } 1363 }
1379 } 1364 }
1380 1365
1381 alchemy_object (tmp, value, weight); 1366 alchemy_object (tmp, value, weight);
1386 } 1371 }
1387 1372
1388 value -= rndm (value >> 4); 1373 value -= rndm (value >> 4);
1389 value = min (value, value_max); 1374 value = min (value, value_max);
1390 1375
1391 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) 1376 for (int i = 0; i < array_length (nugget); ++i)
1392 if (int nrof = value / nugget [i]->value) 1377 if (int nrof = value / nugget [i]->value)
1393 { 1378 {
1394 value -= nrof * nugget[i]->value; 1379 value -= nrof * nugget[i]->value;
1395 1380
1396 object *tmp = arch_to_object (nugget[i]); 1381 object *tmp = nugget[i]->instance ();
1397 tmp->nrof = nrof; 1382 tmp->nrof = nrof;
1398 tmp->flag [FLAG_IDENTIFIED] = true; 1383 tmp->flag [FLAG_IDENTIFIED] = true;
1399 op->map->insert (tmp, x, y, op, 0); 1384 op->map->insert (tmp, x, y, op, 0);
1400 } 1385 }
1401 1386
1412 * items. 1397 * items.
1413 */ 1398 */
1414int 1399int
1415remove_curse (object *op, object *caster, object *spell) 1400remove_curse (object *op, object *caster, object *spell)
1416{ 1401{
1417 object *tmp;
1418 int success = 0, was_one = 0; 1402 int success = 0, was_one = 0;
1419 1403
1404 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1405
1406 op->splay_marked ();
1407
1408 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1409
1420 for (tmp = op->inv; tmp; tmp = tmp->below) 1410 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1411 if (!tmp->invisible && tmp->flag [typeflag])
1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1424 { 1412 {
1425 was_one++; 1413 ++was_one;
1426 1414
1427 if (tmp->level <= caster_level (caster, spell)) 1415 if (tmp->level <= casting_level (caster, spell))
1428 { 1416 {
1429 success++; 1417 ++success;
1430 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1418 --num_uncurse;
1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1432 1419
1433 CLEAR_FLAG (tmp, FLAG_CURSED); 1420 tmp->clr_flag (typeflag);
1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1421 tmp->clr_flag (FLAG_CURSED);
1422 tmp->clr_flag (FLAG_KNOWN_CURSED);
1435 tmp->value = 0; /* Still can't sell it */ 1423 tmp->value = 0; /* Still can't sell it */
1436 1424
1437 if (object *pl = tmp->visible_to ()) 1425 if (object *pl = tmp->visible_to ())
1438 esrv_update_item (UPD_FLAGS, pl, tmp); 1426 esrv_update_item (UPD_FLAGS, pl, tmp);
1439 } 1427 }
1440 } 1428 }
1441 1429
1442 if (op->type == PLAYER) 1430 if (op->type == PLAYER)
1443 { 1431 {
1444 if (success) 1432 if (success)
1445 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1433 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1446 else 1434 else
1447 { 1435 {
1448 if (was_one) 1436 if (was_one)
1449 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1450 else 1438 else
1451 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1439 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1452 } 1440 }
1453 } 1441 }
1454 1442
1455 return success; 1443 return success;
1456} 1444}
1457 1445
1458/* Identifies objects in the players inventory/on the ground */ 1446/* Identifies objects in the players inventory/on the ground */
1459int 1447int
1460cast_identify (object *op, object *caster, object *spell) 1448cast_identify (object *op, object *caster, object *spell)
1461{ 1449{
1462 dynbuf_text buf; 1450 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1463 object *tmp;
1464 1451
1465 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1466 1453
1467 if (num_ident < 1) 1454 op->splay_marked ();
1468 num_ident = 1;
1469 1455
1470 for (tmp = op->inv; tmp; tmp = tmp->below) 1456 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1471 { 1457 {
1472 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1458 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1473 { 1459 {
1474 identify (tmp); 1460 identify (tmp);
1475 1461
1476 if (op->type == PLAYER) 1462 if (op->type == PLAYER)
1477 { 1463 {
1478 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op)); 1464 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1479 1465
1480 if (tmp->msg) 1466 if (tmp->msg)
1481 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1467 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1482 } 1468 }
1483 1469
1484 num_ident--;
1485 if (!num_ident) 1470 if (!--num_ident)
1486 break; 1471 break;
1487 } 1472 }
1488 } 1473 }
1489 1474
1490 /* If all the power of the spell has been used up, don't go and identify 1475 /* If all the power of the spell has been used up, don't go and identify
1491 * stuff on the floor. Only identify stuff on the floor if the spell 1476 * stuff on the floor. Only identify stuff on the floor if the spell
1492 * was not fully used. 1477 * was not fully used.
1493 */ 1478 */
1494 if (num_ident) 1479 if (num_ident)
1495 { 1480 {
1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1481 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1482 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1498 { 1483 {
1499 identify (tmp); 1484 identify (tmp);
1500 1485
1501 if (object *pl = tmp->visible_to ()) 1486 if (object *pl = tmp->visible_to ())
1502 { 1487 {
1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1488 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1504 1489
1505 if (tmp->msg) 1490 if (tmp->msg)
1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1491 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1507 } 1492 }
1508 1493
1509 num_ident--;
1510 if (!num_ident) 1494 if (!--num_ident)
1511 break; 1495 break;
1512 } 1496 }
1513 } 1497 }
1514 1498
1515 if (buf.empty ()) 1499 if (buf.empty ())
1529 1513
1530int 1514int
1531cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1532{ 1516{
1533 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1534 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1535 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1536 maptile *m; 1520 maptile *m;
1537 1521
1538 /* We precompute some values here so that we don't have to keep 1522 /* We precompute some values here so that we don't have to keep
1539 * doing it over and over again. 1523 * doing it over and over again.
1540 */ 1524 */
1541 god = find_god (determine_god (op)); 1525 god = find_god (determine_god (op));
1542 level = caster_level (caster, spell); 1526 level = casting_level (caster, spell);
1543 range = spell->range + SP_level_range_adjust (caster, spell); 1527 range = spell->range + SP_level_range_adjust (caster, spell);
1544 1528
1545 if (!skill) 1529 if (!skill)
1546 skill = caster; 1530 skill = caster;
1547 1531
1548 for (x = op->x - range; x <= op->x + range; x++) 1532 dynbuf buf;
1549 for (y = op->y - range; y <= op->y + range; y++) 1533 unordered_mapwalk (buf, op, -range, -range, range, range)
1550 { 1534 {
1551 m = op->map;
1552 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1553 if (mflags & P_OUT_OF_MAP)
1554 continue;
1555
1556 /* For most of the detections, we only detect objects above the 1535 /* For most of the detections, we only detect objects above the
1557 * floor. But this is not true for show invisible. 1536 * floor. But this is not true for show invisible.
1558 * Basically, we just go and find the top object and work 1537 * Basically, we just go and find the top object and work
1559 * down - that is easier than working up. 1538 * down - that is easier than working up.
1560 */ 1539 */
1561 1540
1562 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1541 for (last = 0, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1563 last = tmp; 1542 last = tmp;
1564 1543
1565 /* Shouldn't happen, but if there are no objects on a space, this 1544 /* Shouldn't happen, but if there are no objects on a space, this
1566 * would happen. 1545 * would happen.
1567 */ 1546 */
1568 if (!last) 1547 if (!last)
1569 continue; 1548 continue;
1570 1549
1571 done_one = 0; 1550 done_one = 0;
1572 floor = 0; 1551 floor = 0;
1573 detect = NULL; 1552 detect = 0;
1574 for (tmp = last; tmp; tmp = tmp->below) 1553 for (tmp = last; tmp; tmp = tmp->below)
1575 { 1554 {
1576 /* show invisible */ 1555 /* show invisible */
1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1556 if (spell->flag [FLAG_MAKE_INVIS]
1578 /* Might there be other objects that we can make visible? */ 1557 /* Might there be other objects that we can make visible? */
1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1558 && (tmp->invisible && (tmp->flag [FLAG_MONSTER]
1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1559 || (tmp->type == PLAYER && !tmp->flag [FLAG_WIZ])
1581 tmp->type == CF_HANDLE || 1560 || tmp->type == T_HANDLE
1582 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1561 || tmp->type == TRAPDOOR
1562 || tmp->type == EXIT
1563 || tmp->type == HOLE
1564 || tmp->type == BUTTON
1583 tmp->type == BUTTON || tmp->type == TELEPORTER || 1565 || tmp->type == TELEPORTER
1566 || tmp->type == GATE
1584 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1567 || tmp->type == LOCKED_DOOR
1585 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1568 || tmp->type == WEAPON
1569 || tmp->type == ALTAR
1570 || (tmp->type == SIGN && tmp->face != magicmouth_face)
1586 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1571 || tmp->type == TRIGGER_PEDESTAL
1587 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1572 || tmp->type == SPECIAL_KEY
1573 || tmp->type == TREASURE
1574 || tmp->type == BOOK
1575 || tmp->type == HOLY_ALTAR
1576 || tmp->type == CONTAINER)))
1588 { 1577 {
1578 printf ("show inv %s\n", tmp->debug_desc());//D
1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1579 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1590 { 1580 {
1591 tmp->invisible = 0; 1581 tmp->invisible = 0;
1582 done_one = 1;
1583 }
1584 }
1585
1586 if (tmp->flag [FLAG_IS_FLOOR])
1587 floor = 1;
1588
1589 /* All detections below this point don't descend beneath the floor,
1590 * so just continue on. We could be clever and look at the type of
1591 * detection to completely break out if we don't care about objects beneath
1592 * the floor, but once we get to the floor, not likely a very big issue anyways.
1593 */
1594 if (floor)
1595 continue;
1596
1597 /* I had thought about making detect magic and detect curse
1598 * show the flash the magic item like it does for detect monster.
1599 * however, if the object is within sight, this would then make it
1600 * difficult to see what object is magical/cursed, so the
1601 * effect wouldn't be as apparent.
1602 */
1603
1604 /* detect magic */
1605 if (spell->flag [FLAG_KNOWN_MAGICAL]
1606 && !tmp->flag [FLAG_KNOWN_MAGICAL]
1607 && !tmp->flag [FLAG_IDENTIFIED]
1608 && tmp->need_identify ()
1609 && is_magical (tmp))
1610 {
1611 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1612 /* make runes more visible */
1613 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1614 tmp->stats.Cha /= 4;
1615
1616 done_one = 1;
1617 }
1618
1619 /* detect monster */
1620 if (spell->flag [FLAG_MONSTER] && (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER))
1621 {
1622 done_one = 2;
1623
1624 if (!detect)
1625 detect = tmp;
1626 }
1627
1628 /* Basically, if race is set in the spell, then the creatures race must
1629 * match that. if the spell race is set to GOD, then the gods opposing
1630 * race must match.
1631 */
1632 if (spell->race && tmp->flag [FLAG_MONSTER] && tmp->race &&
1633 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1634 spell->race.contains (tmp->race)))
1635 {
1636 done_one = 2;
1637
1638 if (!detect)
1639 detect = tmp;
1640 }
1641
1642 if (spell->flag [FLAG_KNOWN_CURSED]
1643 && !tmp->flag [FLAG_KNOWN_CURSED]
1644 && tmp->need_identify ()
1645 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1646 {
1647 tmp->set_flag (FLAG_KNOWN_CURSED);
1648 done_one = 1;
1649 }
1650
1651 // Do mining detection spell:
1652 if (spell->last_sp == 1) // 1 - detect any vein
1653 {
1654 if (tmp->type == VEIN)
1655 {
1656 if (tmp->other_arch)
1657 {
1658 if (!detect)
1659 detect = tmp->other_arch;
1660 done_one = 2;
1661 }
1662 else
1592 done_one = 1; 1663 done_one = 1;
1593 } 1664 }
1594 } 1665 }
1595
1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1597 floor = 1;
1598
1599 /* All detections below this point don't descend beneath the floor,
1600 * so just continue on. We could be clever and look at the type of
1601 * detection to completely break out if we don't care about objects beneath
1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1603 */
1604 if (floor)
1605 continue;
1606
1607 /* I had thought about making detect magic and detect curse
1608 * show the flash the magic item like it does for detect monster.
1609 * however, if the object is within sight, this would then make it
1610 * difficult to see what object is magical/cursed, so the
1611 * effect wouldn't be as apparant.
1612 */
1613
1614 /* detect magic */
1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1617 {
1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1619 /* make runes more visibile */
1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1621 tmp->stats.Cha /= 4;
1622 done_one = 1;
1623 }
1624 /* detect monster */
1625 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1626 {
1627 done_one = 2;
1628 if (!detect)
1629 detect = tmp;
1630 }
1631 /* Basically, if race is set in the spell, then the creatures race must
1632 * match that. if the spell race is set to GOD, then the gods opposing
1633 * race must match.
1634 */
1635 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1636 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) ||
1637 (strstr (spell->race, tmp->race))))
1638 {
1639 done_one = 2;
1640 if (!detect)
1641 detect = tmp;
1642 }
1643 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1644 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1645 {
1646 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1647 done_one = 1;
1648 }
1649 } /* for stack of objects on this space */ 1666 } /* for stack of objects on this space */
1650 1667
1651 /* Code here puts an effect of the spell on the space, so you can see 1668 /* Code here puts an effect of the spell on the space, so you can see
1652 * where the magic is. 1669 * where the magic is.
1653 */ 1670 */
1654 if (done_one) 1671 if (done_one)
1655 { 1672 {
1656 object *detect_ob = arch_to_object (spell->other_arch); 1673 object *detect_ob = spell->other_arch->instance ();
1657 1674
1658 /* if this is set, we want to copy the face */ 1675 /* if this is set, we want to copy the face */
1659 if (done_one == 2 && detect) 1676 if (done_one == 2 && detect)
1660 { 1677 {
1661 detect_ob->face = detect->face; 1678 detect_ob->face = detect->face;
1662 detect_ob->animation_id = detect->animation_id; 1679 detect_ob->animation_id = detect->animation_id;
1663 detect_ob->anim_speed = detect->anim_speed; 1680 detect_ob->anim_speed = detect->anim_speed;
1664 detect_ob->last_anim = 0; 1681 detect_ob->last_anim = 0;
1665 /* by default, the detect_ob is already animated */ 1682 /* by default, the detect_ob is already animated */
1666 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1683 if (!detect->flag [FLAG_ANIMATE])
1667 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1684 detect_ob->clr_flag (FLAG_ANIMATE);
1668 } 1685 }
1669 1686
1670 m->insert (detect_ob, nx, ny, op); 1687 m->insert (detect_ob, nx, ny, op, INS_ON_TOP);
1671 } 1688 }
1672 } /* for processing the surrounding spaces */ 1689 } /* for processing the surrounding spaces */
1673 1690
1674 1691
1675 /* Now process objects in the players inventory if detect curse or magic */ 1692 /* Now process objects in the players inventory if detect curse or magic */
1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1693 if (spell->flag [FLAG_KNOWN_CURSED] || spell->flag [FLAG_KNOWN_MAGICAL])
1677 { 1694 {
1678 done_one = 0; 1695 done_one = 0;
1679 1696
1680 for (tmp = op->inv; tmp; tmp = tmp->below) 1697 for (tmp = op->inv; tmp; tmp = tmp->below)
1681 { 1698 {
1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1699 if (!tmp->invisible && !tmp->flag [FLAG_IDENTIFIED])
1683 { 1700 {
1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1701 if (spell->flag [FLAG_KNOWN_MAGICAL] && is_magical (tmp) && !tmp->flag [FLAG_KNOWN_MAGICAL])
1685 { 1702 {
1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1703 tmp->set_flag (FLAG_KNOWN_MAGICAL);
1687 1704
1688 if (object *pl = tmp->visible_to ()) 1705 if (object *pl = tmp->visible_to ())
1689 esrv_update_item (UPD_FLAGS, pl, tmp); 1706 esrv_update_item (UPD_FLAGS, pl, tmp);
1690 } 1707 }
1691 1708
1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1709 if (spell->flag [FLAG_KNOWN_CURSED] && !tmp->flag [FLAG_KNOWN_CURSED] &&
1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1710 (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]))
1694 { 1711 {
1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1712 tmp->set_flag (FLAG_KNOWN_CURSED);
1696 1713
1697 if (object *pl = tmp->visible_to ()) 1714 if (object *pl = tmp->visible_to ())
1698 esrv_update_item (UPD_FLAGS, pl, tmp); 1715 esrv_update_item (UPD_FLAGS, pl, tmp);
1699 } 1716 }
1700 } /* if item is not identified */ 1717 } /* if item is not identified */
1721 1738
1722 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
1723 1740
1724 if (victim->stats.sp >= victim->stats.maxsp * 2) 1741 if (victim->stats.sp >= victim->stats.maxsp * 2)
1725 { 1742 {
1726 object *tmp;
1727
1728 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1743 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
1729
1730 /* Explodes a fireball centered at player */
1731 tmp = get_archetype (EXPLODING_FIREBALL);
1732 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
1733 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
1734
1735 tmp->insert_at (victim);
1736 victim->stats.sp = 2 * victim->stats.maxsp; 1744 victim->stats.sp = 2 * victim->stats.maxsp;
1745 create_exploding_ball_at (victim, caster_level);
1737 } 1746 }
1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1747 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
1739 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1748 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1749 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
1741 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1750 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
1742 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1751 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
1743 { 1752 {
1744 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1753 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
1760 sint16 x, y; 1769 sint16 x, y;
1761 maptile *m; 1770 maptile *m;
1762 int mflags; 1771 int mflags;
1763 1772
1764 m = op->map; 1773 m = op->map;
1765 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1766 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1767 1776
1768 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1769 1778
1770 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1771 { 1780 {
1772 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above) 1781 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
1773 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1782 if (plyr != op && plyr->flag [FLAG_ALIVE])
1774 break; 1783 break;
1775 } 1784 }
1776 1785
1777 1786
1778 /* If we did not find a player in the specified direction, transfer 1787 /* If we did not find a player in the specified direction, transfer
1779 * to anyone on top of us. This is used for the rune of transference mostly. 1788 * to anyone on top of us. This is used for the rune of transference mostly.
1780 */ 1789 */
1781 if (plyr == NULL) 1790 if (plyr == NULL)
1782 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1791 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
1783 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1792 if (plyr != op && plyr->flag [FLAG_ALIVE])
1784 break; 1793 break;
1785 1794
1786 if (!plyr) 1795 if (!plyr)
1787 { 1796 {
1788 new_draw_info (NDI_BLACK, 0, op, "There is no one there."); 1797 op->failmsg ("There is no one there.");
1789 return 0; 1798 return 0;
1790 } 1799 }
1791 /* give sp */ 1800 /* give sp */
1792 if (spell->stats.dam > 0) 1801 if (spell->stats.dam > 0)
1793 { 1802 {
1794 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1803 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
1795 charge_mana_effect (plyr, caster_level (caster, spell)); 1804 charge_mana_effect (plyr, casting_level (caster, spell));
1796 return 1; 1805 return 1;
1797 } 1806 }
1798 /* suck sp away. Can't suck sp from yourself */ 1807 /* suck sp away. Can't suck sp from yourself */
1799 else if (op != plyr) 1808 else if (op != plyr)
1800 { 1809 {
1805 if (rate > 95) 1814 if (rate > 95)
1806 rate = 95; 1815 rate = 95;
1807 1816
1808 sucked = (plyr->stats.sp * rate) / 100; 1817 sucked = (plyr->stats.sp * rate) / 100;
1809 plyr->stats.sp -= sucked; 1818 plyr->stats.sp -= sucked;
1810 if (QUERY_FLAG (op, FLAG_ALIVE)) 1819 if (op->flag [FLAG_ALIVE])
1811 { 1820 {
1812 /* Player doesn't get full credit */ 1821 /* Player doesn't get full credit */
1813 sucked = (sucked * rate) / 100; 1822 sucked = (sucked * rate) / 100;
1814 op->stats.sp += sucked; 1823 op->stats.sp += sucked;
1815 if (sucked > 0) 1824 if (sucked > 0)
1816 { 1825 {
1817 charge_mana_effect (op, caster_level (caster, spell)); 1826 charge_mana_effect (op, casting_level (caster, spell));
1818 } 1827 }
1819 } 1828 }
1820 return 1; 1829 return 1;
1821 } 1830 }
1822 return 0; 1831 return 0;
1835 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1836 int mflags; 1845 int mflags;
1837 maptile *m; 1846 maptile *m;
1838 sint16 sx, sy; 1847 sint16 sx, sy;
1839 1848
1840 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1841 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1842 m = op->map; 1851 m = op->map;
1843 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1844 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1845 return; 1854 return;
1846 1855
1859 1868
1860 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1861 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1862 continue; 1871 continue;
1863 1872
1864 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1865 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1866 * monsters either. 1875 * monsters either.
1867 */ 1876 */
1868 1877
1869 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1870 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1871 && !QUERY_FLAG (head, FLAG_MONSTER) 1880 && !head->flag [FLAG_MONSTER]
1872 && (op->level > head->level)) 1881 && (op->level > head->level))
1873 head->destroy (); 1882 head->destroy ();
1874 else 1883 else
1875 switch (head->type) 1884 switch (head->type)
1876 { 1885 {
1877 case SPELL_EFFECT: 1886 case SPELL_EFFECT:
1878 // XXX: Don't affect floor spelleffects. See also XXX comment 1887 // XXX: Don't affect floor spelleffects. See also XXX comment
1879 // about sanctuary in spell_util.C 1888 // about sanctuary in spell_util.C
1880 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1889 if (tmp->flag [FLAG_IS_FLOOR])
1881 continue; 1890 continue;
1882 1891
1883 if (op->level > head->level) 1892 if (op->level > head->level)
1884 head->destroy (); 1893 head->destroy ();
1885 1894
1908 1917
1909 object *tmp, *god = find_god (determine_god (op)); 1918 object *tmp, *god = find_god (determine_god (op));
1910 1919
1911 if (!god) 1920 if (!god)
1912 { 1921 {
1913 new_draw_info (NDI_UNIQUE, 0, op, "You can't consecrate anything if you don't worship a god!"); 1922 op->failmsg ("You can't consecrate anything if you don't worship a god!");
1914 return 0; 1923 return 0;
1915 } 1924 }
1916 1925
1917 for (tmp = op->below; tmp; tmp = tmp->below) 1926 for (tmp = op->below; tmp; tmp = tmp->below)
1918 { 1927 {
1919 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1928 if (tmp->flag [FLAG_IS_FLOOR])
1920 break; 1929 break;
1921 if (tmp->type == HOLY_ALTAR) 1930 if (tmp->type == HOLY_ALTAR)
1922 { 1931 {
1923 1932
1924 if (tmp->level > caster_level (caster, spell)) 1933 if (tmp->level > casting_level (caster, spell))
1925 { 1934 {
1926 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1935 op->failmsgf ("You are not powerful enough to reconsecrate the %s", &tmp->name);
1927 return 0; 1936 return 0;
1928 } 1937 }
1929 else 1938 else
1930 { 1939 {
1931 /* If we got here, we are consecrating an altar */ 1940 /* If we got here, we are consecrating an altar */
1932 sprintf (buf, "Altar of %s", &god->name); 1941 sprintf (buf, "Altar of %s", &god->name);
1933 tmp->name = buf; 1942 tmp->name = buf;
1934 tmp->level = caster_level (caster, spell); 1943 tmp->level = casting_level (caster, spell);
1935 tmp->other_arch = god->arch; 1944 tmp->other_arch = god->arch;
1936 1945
1937 if (op->type == PLAYER) 1946 if (op->type == PLAYER)
1938 esrv_update_item (UPD_NAME, op, tmp); 1947 esrv_update_item (UPD_NAME, op, tmp);
1939 1948
1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1949 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1941 return 1; 1950 return 1;
1942 } 1951 }
1943 } 1952 }
1944 } 1953 }
1945 new_draw_info (NDI_UNIQUE, 0, op, "You are not standing over an altar!"); 1954
1955 op->failmsg ("You are not standing over an altar!");
1946 return 0; 1956 return 0;
1947} 1957}
1948 1958
1949/* animate_weapon - 1959/* animate_weapon -
1950 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1951 * The golem is based on the archetype specified, modified by the caster's level 1961 * The golem is based on the archetype specified, modified by the caster's level
1952 * and the attributes of the weapon. The weapon is inserted in the golem's 1962 * and the attributes of the weapon. The weapon is inserted in the golem's
1953 * inventory so that it falls to the ground when the golem dies. 1963 * inventory so that it falls to the ground when the golem dies.
1954 * This code was very odd - code early on would only let players use the spell, 1964 * This code was very odd - code early on would only let players use the spell,
1955 * yet the code wass full of player checks. I've presumed that the code 1965 * yet the code wass full of player checks. I've presumed that the code
1956 * that only let players use it was correct, and removed all the other 1966 * that only let players use it was correct, and removed all the other
1957 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1958 */ 1968 */
1959int 1969int
1960animate_weapon (object *op, object *caster, object *spell, int dir) 1970animate_weapon (object *op, object *caster, object *spell, int dir)
1961{ 1971{
1962 object *weapon, *tmp;
1963 char buf[MAX_BUF]; 1972 char buf[MAX_BUF];
1964 int a, i; 1973 int a, i;
1965 sint16 x, y; 1974 sint16 x, y;
1966 maptile *m; 1975 maptile *m;
1967 1976
1982 return 0; 1991 return 0;
1983 } 1992 }
1984 1993
1985 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
1986 if (!dir) 1995 if (!dir)
1987 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1988 1997
1989 m = op->map; 1998 m = op->map;
1990 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
1991 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
1992 2001
1993 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
1994 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
1995 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
1996 { 2005 {
1997 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2006 op->failmsg ("There is something in the way.");
1998 return 0; 2007 return 0;
1999 } 2008 }
2000 2009
2001 /* Use the weapon marked by the player. */ 2010 /* Use the weapon marked by the player. */
2002 weapon = find_marked_object (op); 2011 object *weapon = op->mark ();
2003 2012
2004 if (!weapon) 2013 if (!weapon)
2005 { 2014 {
2006 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2015 op->failmsg ("You must mark a weapon to use with this spell!");
2007 return 0; 2016 return 0;
2008 } 2017 }
2018
2009 if (spell->race && strcmp (weapon->arch->archname, spell->race)) 2019 if (spell->race && weapon->arch->archname != spell->race)
2010 { 2020 {
2011 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2021 op->failmsg ("The spell fails to transform your weapon.");
2012 return 0; 2022 return 0;
2013 } 2023 }
2024
2014 if (weapon->type != WEAPON) 2025 if (weapon->type != WEAPON)
2015 { 2026 {
2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2027 op->failmsg ("You need to wield a weapon to animate it.");
2017 return 0; 2028 return 0;
2018 } 2029 }
2019 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2030
2031 if (weapon->flag [FLAG_APPLIED])
2020 { 2032 {
2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2033 op->failmsgf ("You need to unequip %s before using it in this spell", query_name (weapon));
2022 return 0; 2034 return 0;
2023 } 2035 }
2024 2036
2025 weapon = weapon->split (); 2037 weapon = weapon->split ();
2026 2038
2027 /* create the golem object */ 2039 /* create the golem object */
2028 tmp = arch_to_object (spell->other_arch); 2040 object *tmp = spell->other_arch->instance ();
2029 2041
2030 /* if animated by a player, give the player control of the golem */ 2042 /* if animated by a player, give the player control of the golem */
2031 CLEAR_FLAG (tmp, FLAG_MONSTER); 2043 tmp->clr_flag (FLAG_MONSTER);
2032 tmp->stats.exp = 0; 2044 tmp->stats.exp = 0;
2033 add_friendly_object (tmp); 2045 add_friendly_object (tmp);
2034 tmp->type = GOLEM; 2046 tmp->type = GOLEM;
2035 tmp->set_owner (op); 2047 tmp->set_owner (op);
2036 op->contr->golem = tmp; 2048 op->contr->golem = tmp;
2038 2050
2039 /* Give the weapon to the golem now. A bit of a hack to check the 2051 /* Give the weapon to the golem now. A bit of a hack to check the
2040 * removed flag - it should only be set if weapon->split was 2052 * removed flag - it should only be set if weapon->split was
2041 * used above. 2053 * used above.
2042 */ 2054 */
2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2055 if (!weapon->flag [FLAG_REMOVED])
2044 weapon->remove (); 2056 weapon->remove ();
2045 2057
2046 tmp->insert (weapon); 2058 tmp->insert (weapon);
2047 2059
2048 /* To do everything necessary to let a golem use the weapon is a pain, 2060 /* To do everything necessary to let a golem use the weapon is a pain,
2049 * so instead, just set it as equipped (otherwise, we need to update 2061 * so instead, just set it as equipped (otherwise, we need to update
2050 * body_info, skills, etc) 2062 * body_info, skills, etc)
2051 */ 2063 */
2052 SET_FLAG (tmp, FLAG_USE_WEAPON); 2064 tmp->set_flag (FLAG_USE_WEAPON);
2053 SET_FLAG (weapon, FLAG_APPLIED); 2065 weapon->set_flag (FLAG_APPLIED);
2054 tmp->update_stats (); 2066 tmp->update_stats ();
2055 2067
2056 /* There used to be 'odd' code that basically seemed to take the absolute 2068 /* There used to be 'odd' code that basically seemed to take the absolute
2057 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2069 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2058 * if you're using a crappy weapon, it shouldn't be as good. 2070 * if you're using a crappy weapon, it shouldn't be as good.
2078 2090
2079 /* attacktype */ 2091 /* attacktype */
2080 if (!tmp->attacktype) 2092 if (!tmp->attacktype)
2081 tmp->attacktype = AT_PHYSICAL; 2093 tmp->attacktype = AT_PHYSICAL;
2082 2094
2083 if (materialtype_t *mt = name_to_material (op->materialname))
2084 {
2085 for (i = 0; i < NROFATTACKS; i++) 2095 for (i = 0; i < NROFATTACKS; i++)
2086 tmp->resist[i] = 50 - (mt->save[i] * 5); 2096 tmp->resist[i] = 50 - (op->material->save[i] * 5);
2087 a = mt->save[0]; 2097
2088 } 2098 a = op->material->save[0];
2089 else
2090 {
2091 for (i = 0; i < NROFATTACKS; i++)
2092 tmp->resist[i] = 5;
2093 a = 10;
2094 }
2095 2099
2096 /* Set weapon's immunity */ 2100 /* Set weapon's immunity */
2097 tmp->resist[ATNR_CONFUSION] = 100; 2101 tmp->resist[ATNR_CONFUSION] = 100;
2098 tmp->resist[ATNR_POISON] = 100; 2102 tmp->resist[ATNR_POISON] = 100;
2099 tmp->resist[ATNR_SLOW] = 100; 2103 tmp->resist[ATNR_SLOW] = 100;
2107 /* Improve weapon's armour value according to best save vs. physical of its material */ 2111 /* Improve weapon's armour value according to best save vs. physical of its material */
2108 2112
2109 if (a > 14) 2113 if (a > 14)
2110 a = 14; 2114 a = 14;
2111 2115
2112 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2116 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2113 2117
2114 /* Determine golem's speed */ 2118 /* Determine golem's speed */
2115 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2119 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2116 2120
2117 if (!spell->race) 2121 if (!spell->race)
2118 { 2122 {
2119 sprintf (buf, "animated %s", &weapon->name); 2123 sprintf (buf, "animated %s", &weapon->name);
2120 tmp->name = buf; 2124 tmp->name = buf;
2126 tmp->state = weapon->state; 2130 tmp->state = weapon->state;
2127 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE]; 2131 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2128 } 2132 }
2129 2133
2130 /* make experience increase in proportion to the strength of the summoned creature. */ 2134 /* make experience increase in proportion to the strength of the summoned creature. */
2131 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2135 tmp->stats.exp *= 1 + (max (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2132 2136
2133 tmp->speed_left = -1; 2137 tmp->speed_left = -1;
2134 tmp->direction = dir; 2138 tmp->direction = dir;
2135 2139
2136 m->insert (tmp, x, y, op); 2140 m->insert (tmp, x, y, op);
2140/* cast_daylight() - changes the map darkness level *lower* */ 2144/* cast_daylight() - changes the map darkness level *lower* */
2141 2145
2142/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2146/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2143 * This changes the light level for the entire map. 2147 * This changes the light level for the entire map.
2144 */ 2148 */
2145
2146int 2149int
2147cast_change_map_lightlevel (object *op, object *caster, object *spell) 2150cast_change_map_lightlevel (object *op, object *caster, object *spell)
2148{ 2151{
2149 int success; 2152 int success;
2150 2153
2154 success = op->map->change_map_light (spell->stats.dam); 2157 success = op->map->change_map_light (spell->stats.dam);
2155 2158
2156 if (!success) 2159 if (!success)
2157 { 2160 {
2158 if (spell->stats.dam < 0) 2161 if (spell->stats.dam < 0)
2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2162 op->failmsg ("It can be no brighter here.");
2160 else 2163 else
2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2164 op->failmsg ("It can be no darker here.");
2162 } 2165 }
2166
2163 return success; 2167 return success;
2164} 2168}
2165 2169
2166/* create an aura spell object and put it in the player's inventory. 2170/* create an aura spell object and put it in the player's inventory.
2167 * as usual, op is player, caster is the object casting the spell, 2171 * as usual, op is player, caster is the object casting the spell,
2175 2179
2176 new_aura = present_arch_in_ob (spell->other_arch, op); 2180 new_aura = present_arch_in_ob (spell->other_arch, op);
2177 if (new_aura) 2181 if (new_aura)
2178 refresh = 1; 2182 refresh = 1;
2179 else 2183 else
2180 new_aura = arch_to_object (spell->other_arch); 2184 new_aura = spell->other_arch->instance ();
2181 2185
2182 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2186 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2183 2187
2184 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2188 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2185 2189
2186 set_spell_skill (op, caster, spell, new_aura); 2190 set_spell_skill (op, caster, spell, new_aura);
2187 new_aura->attacktype = spell->attacktype; 2191 new_aura->attacktype = spell->attacktype;
2188 2192
2189 new_aura->level = caster_level (caster, spell); 2193 new_aura->level = casting_level (caster, spell);
2190 2194
2191 if (refresh) 2195 if (refresh)
2192 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2193 else 2197 else
2194 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2198 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2201 2205
2202/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2203 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2204 * around him. 2208 * around him.
2205 * Aura parameters: 2209 * Aura parameters:
2206 * duration: duration counter. 2210 * duration: duration counter.
2207 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2208 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2209 */ 2213 */
2210void 2214void
2211move_aura (object *aura) 2215move_aura (object *aura)
2212{ 2216{
2213 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2214 object *env = aura->env; 2218 object *env = aura->env;
2215 object *owner = aura->owner; 2219 object *owner = aura->owner;
2216 2220
2217 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2218 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2219 */ 2223 */
2220 aura->remove (); 2224 aura->remove ();
2221 2225
2222 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2223 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2232 aura->destroy (); 2236 aura->destroy ();
2233 return; 2237 return;
2234 } 2238 }
2235 2239
2236 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2237 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2238 */ 2242 */
2239 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2240 2244
2241 for (int i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2242 { 2246 {
2250 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block))) 2254 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2251 { 2255 {
2252 hit_map (aura, i, aura->attacktype, 0); 2256 hit_map (aura, i, aura->attacktype, 0);
2253 2257
2254 if (aura->other_arch) 2258 if (aura->other_arch)
2255 pos.insert (arch_to_object (aura->other_arch), aura); 2259 pos.insert (aura->other_arch->instance (), aura);
2256 } 2260 }
2257 } 2261 }
2258 2262
2259 /* put the aura back in the player's inventory */ 2263 /* put the aura back in the player's inventory */
2260 env->insert (aura); 2264 env->insert (aura);
2265 * op is the piece object. 2269 * op is the piece object.
2266 */ 2270 */
2267void 2271void
2268move_peacemaker (object *op) 2272move_peacemaker (object *op)
2269{ 2273{
2270 object *tmp; 2274 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2271
2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2273 { 2275 {
2274 int atk_lev, def_lev; 2276 int atk_lev, def_lev;
2275 object *victim = tmp->head_ (); 2277 object *victim = tmp->head_ ();
2276 2278
2277 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2279 if (!victim->flag [FLAG_MONSTER])
2278 continue; 2280 continue;
2279 2281
2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2282 if (victim->flag [FLAG_UNAGGRESSIVE])
2281 continue; 2283 continue;
2282 2284
2283 if (victim->stats.exp == 0) 2285 if (victim->stats.exp == 0)
2284 continue; 2286 continue;
2285 2287
2286 def_lev = MAX (1, victim->level); 2288 def_lev = max (1, victim->level);
2287 atk_lev = MAX (1, op->level); 2289 atk_lev = max (1, op->level);
2288 2290
2289 if (rndm (0, atk_lev - 1) > def_lev) 2291 if (rndm (0, atk_lev - 1) > def_lev)
2290 { 2292 {
2291 /* make this sucker peaceful. */ 2293 /* make this sucker peaceful. */
2292 2294
2301 victim->stats.sp = 0; 2303 victim->stats.sp = 0;
2302 victim->stats.grace = 0; 2304 victim->stats.grace = 0;
2303 victim->stats.Pow = 0; 2305 victim->stats.Pow = 0;
2304#endif 2306#endif
2305 victim->attack_movement = RANDO2; 2307 victim->attack_movement = RANDO2;
2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2308 victim->set_flag (FLAG_UNAGGRESSIVE);
2307 SET_FLAG (victim, FLAG_RUN_AWAY); 2309 victim->set_flag (FLAG_RUN_AWAY);
2308 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2310 victim->set_flag (FLAG_RANDOM_MOVE);
2309 CLEAR_FLAG (victim, FLAG_MONSTER); 2311 victim->clr_flag (FLAG_MONSTER);
2310 2312
2311 if (victim->name) 2313 if (victim->name)
2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2314 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2313 } 2315 }
2314 } 2316 }
2315} 2317}
2316
2317 2318
2318/* This writes a rune that contains the appropriate message. 2319/* This writes a rune that contains the appropriate message.
2319 * There really isn't any adjustments we make. 2320 * There really isn't any adjustments we make.
2320 */ 2321 */
2321
2322int 2322int
2323write_mark (object *op, object *spell, const char *msg) 2323write_mark (object *op, object *spell, const char *msg)
2324{ 2324{
2325 char rune[HUGE_BUF];
2326 object *tmp;
2327
2328 if (!msg || msg[0] == 0) 2325 if (!msg || msg[0] == 0)
2329 { 2326 {
2330 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2327 op->failmsg ("Write what?");
2331 return 0; 2328 return 0;
2332 } 2329 }
2333 2330
2334 if (strcasestr_local (msg, "endmsg")) 2331 if (!msg_is_safe (msg))
2335 { 2332 {
2336 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2333 op->failmsg ("Trying to cheat are we? H<@-signs are not allowed in marking runes.>");
2337 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2334 LOG (llevInfo, "write_mark: player %s tried to write bogus rune %s\n", &op->name, msg);
2338 return 0; 2335 return 0;
2339 } 2336 }
2337
2340 if (!spell->other_arch) 2338 if (!spell->other_arch)
2341 return 0; 2339 return 0;
2342 tmp = arch_to_object (spell->other_arch);
2343 2340
2344 snprintf (rune, sizeof (rune), "%s\n", msg); 2341 object *tmp = spell->other_arch->instance ();
2345 2342
2346 tmp->race = op->name; /*Save the owner of the rune */ 2343 tmp->race = op->name; /*Save the owner of the rune */
2347 tmp->msg = rune; 2344 tmp->msg = msg;
2348 2345
2349 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR); 2346 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2347
2350 return 1; 2348 return 1;
2351} 2349}
2350

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