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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.13 by root, Sat Sep 16 22:24:13 2006 UTC vs.
Revision 1.99 by elmex, Tue Jan 13 13:29:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <spells.h> 28#include <spells.h>
31#include <sounds.h> 29#include <sounds.h>
32 30
33/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
37void 35void
38cast_magic_storm (object *op, object *tmp, int lvl) 36cast_magic_storm (object *op, object *tmp, int lvl)
39{ 37{
40 if (!tmp) 38 if (!tmp)
41 return; /* error */ 39 return; /* error */
40
42 tmp->level = op->level; 41 tmp->level = op->level;
43 tmp->x = op->x;
44 tmp->y = op->y;
45 tmp->range += lvl / 5; /* increase the area of destruction */ 42 tmp->range += lvl / 5; /* increase the area of destruction */
46 tmp->duration += lvl / 5; 43 tmp->duration += lvl / 5;
47 44
48 /* Put a cap on duration for this - if the player fails in their 45 /* Put a cap on duration for this - if the player fails in their
49 * apartment, don't want it to go on so long that it kills them 46 * apartment, don't want it to go on so long that it kills them
50 * multiple times. Also, damge already increases with level, 47 * multiple times. Also, damge already increases with level,
51 * so don't really need to increase the duration as much either. 48 * so don't really need to increase the duration as much either.
52 */ 49 */
53 if (tmp->duration >= 40) 50 if (tmp->duration >= 40)
54 tmp->duration = 40; 51 tmp->duration = 40;
52
55 tmp->stats.dam = lvl; /* nasty recoils! */ 53 tmp->stats.dam = lvl; /* nasty recoils! */
56 tmp->stats.maxhp = tmp->count; /* tract single parent */ 54 tmp->stats.maxhp = tmp->count; /* tract single parent */
57 insert_ob_in_map (tmp, op->map, op, 0);
58 55
56 tmp->insert_at (op, op);
59} 57}
60
61 58
62int 59int
63recharge (object *op, object *caster, object *spell_ob) 60recharge (object *op, object *caster, object *spell_ob)
64{ 61{
65 object *wand, *tmp; 62 object *wand, *tmp;
66 int ncharges; 63 int ncharges;
67 64
68 wand = find_marked_object (op); 65 wand = find_marked_object (op);
69 if (wand == NULL || wand->type != WAND) 66 if (!wand || wand->type != WAND)
70 { 67 {
71 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge."); 68 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark the wand you want to recharge.");
72 return 0; 69 return 0;
73 } 70 }
74 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
75 { 72 {
76 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
77 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
78 esrv_del_item (op->contr, wand->count); 75 wand->destroy ();
79 remove_ob (wand);
80 free_object (wand);
81 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
82 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
78
83 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
84 tmp->stats.dam = 1; 80 tmp->stats.dam = 1;
81
85 tmp->stats.hp = tmp->stats.dam / 2; 82 tmp->stats.hp = tmp->stats.dam / 2;
83
86 if (tmp->stats.hp < 2) 84 if (tmp->stats.hp < 2)
87 tmp->stats.hp = 2; 85 tmp->stats.hp = 2;
88 tmp->x = op->x; 86
89 tmp->y = op->y; 87 tmp->insert_at (op);
90 insert_ob_in_map (tmp, op->map, NULL, 0);
91 return 1; 88 return 1;
92 } 89 }
93 90
94 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)); 91 ncharges = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob));
92
95 if (wand->inv && wand->inv->level) 93 if (wand->inv && wand->inv->level)
96 ncharges /= wand->inv->level; 94 ncharges /= wand->inv->level;
97 else 95 else
98 { 96 {
99 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand)); 97 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", query_name (wand));
100 return 0; 98 return 0;
101 } 99 }
100
102 if (!ncharges) 101 if (!ncharges)
103 ncharges = 1; 102 ncharges = 1;
104 103
105 wand->stats.food += ncharges; 104 wand->stats.food += ncharges;
106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 105 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
106
107 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 107 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
108 { 108 {
109 SET_FLAG (wand, FLAG_ANIMATE); 109 SET_FLAG (wand, FLAG_ANIMATE);
110 wand->speed = wand->arch->clone.speed; 110 wand->set_speed (wand->arch->speed);
111 update_ob_speed (wand);
112 } 111 }
112
113 return 1; 113 return 1;
114} 114}
115 115
116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows 116/* Create a missile (nonmagic - magic +4). Will either create bolts or arrows
117 * based on whether a crossbow or bow is equiped. If neither, it defaults to 117 * based on whether a crossbow or bow is equiped. If neither, it defaults to
121 * great a plus, the default is used. 121 * great a plus, the default is used.
122 * The # of arrows created also goes up with level, so if a 30th level mage 122 * 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 123 * wants LOTS of arrows, and doesn't care what the plus is he could
124 * create nonnmagic arrows, or even -1, etc... 124 * create nonnmagic arrows, or even -1, etc...
125 */ 125 */
126
127int 126int
128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 127cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
129{ 128{
130 int missile_plus = 0, bonus_plus = 0; 129 int bonus_plus = 0;
131 const char *missile_name; 130 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 131
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 132 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 133 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 134 missile_name = tmp->race;
139 135
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 136 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 137
142 if (archetype::find (missile_name) == NULL) 138 archetype *missile_arch = archetype::find (missile_name);
139
140 if (!missile_arch)
143 { 141 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 142 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 143 return 0;
146 } 144 }
147 145
148 missile = get_archetype (missile_name); 146 object *missile = missile_arch->instance ();
149 147
150 if (stringarg) 148 if (stringarg)
151 { 149 {
152 /* If it starts with a letter, presume it is a description */ 150 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 151 if (isalpha (*stringarg))
154 { 152 {
155 artifact *al = find_artifactlist (missile->type)->items; 153 artifact *al = find_artifactlist (missile->type)->items;
156 154
157 for (; al != NULL; al = al->next) 155 for (; al; al = al->next)
158 if (!strcasecmp (al->item->name, stringarg)) 156 if (!strcasecmp (al->item->name, stringarg))
159 break; 157 break;
160 158
161 if (!al) 159 if (!al)
162 { 160 {
163 free_object (missile); 161 missile->destroy ();
164 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg); 162 new_draw_info_format (NDI_UNIQUE, 0, op, "No such object %ss of %s", missile_name, stringarg);
165 return 0; 163 return 0;
166 } 164 }
167 165
168 if (al->item->slaying) 166 if (al->item->slaying)
169 { 167 {
170 free_object (missile); 168 missile->destroy ();
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 169 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 170 return 0;
173 } 171 }
174 172
175 give_artifact_abilities (missile, al->item); 173 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 174 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 175 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 176 * the parsing of having to do both plus and type.
179 */ 177 */
180 bonus_plus = 1 + (al->item->value / 5); 178 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 179 missile_plus = 0;
182 } 180 }
183 else if (atoi (stringarg) < missile_plus) 181 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 182 missile_plus = atoi (stringarg);
185 } 183 }
186 184
187 if (missile_plus > 4) 185 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 186
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 187 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 188 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 189
195 if (missile->nrof < 1) 190 if (missile->nrof < 1)
215{ 210{
216 int food_value; 211 int food_value;
217 archetype *at = NULL; 212 archetype *at = NULL;
218 object *new_op; 213 object *new_op;
219 214
220 food_value = spell_ob->stats.food + +50 * SP_level_duration_adjust (caster, spell_ob); 215 food_value = spell_ob->stats.food + 50 * SP_level_duration_adjust (caster, spell_ob);
221 216
222 if (stringarg) 217 if (stringarg)
223 { 218 {
224 at = find_archetype_by_object_type_name (FOOD, stringarg); 219 at = find_archetype_by_object_type_name (FOOD, stringarg);
225 if (at == NULL) 220 if (at == NULL)
226 at = find_archetype_by_object_type_name (DRINK, stringarg); 221 at = find_archetype_by_object_type_name (DRINK, stringarg);
227 if (at == NULL || at->clone.stats.food > food_value) 222 if (at == NULL || at->stats.food > food_value)
228 stringarg = NULL; 223 stringarg = NULL;
229 } 224 }
230 225
231 if (!stringarg) 226 if (!stringarg)
232 { 227 {
238 * We don't use flesh types because the weight values of those need 233 * We don't use flesh types because the weight values of those need
239 * to be altered from the donor. 234 * to be altered from the donor.
240 */ 235 */
241 236
242 /* We assume the food items don't have multiple parts */ 237 /* We assume the food items don't have multiple parts */
243 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 238 for_all_archetypes (at_tmp)
244 { 239 {
245 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 240 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
246 { 241 {
247 /* Basically, if the food value is something that is creatable 242 /* Basically, if the food value is something that is creatable
248 * under the limits of the spell and it is higher than 243 * under the limits of the spell and it is higher than
249 * the item we have now, take it instead. 244 * the item we have now, take it instead.
250 */ 245 */
251 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 246 if (at_tmp->stats.food <= food_value
247 && (!at
248 || at_tmp->stats.food > at->stats.food
249 || (at_tmp->stats.food == at->stats.food
250 && at_tmp->weight < at->weight)))
252 at = at_tmp; 251 at = at_tmp;
253 } 252 }
254 } 253 }
255 } 254 }
255
256 /* Pretty unlikely (there are some very low food items), but you never 256 /* Pretty unlikely (there are some very low food items), but you never
257 * know 257 * know
258 */ 258 */
259 if (!at) 259 if (!at)
260 { 260 {
261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 261 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
262 return 0; 262 return 0;
263 } 263 }
264 264
265 food_value /= at->clone.stats.food; 265 food_value /= at->stats.food;
266 new_op = arch_to_object (at); 266 new_op = arch_to_object (at);
267 new_op->nrof = food_value; 267 new_op->nrof = food_value;
268 268
269 new_op->value = 0; 269 new_op->value = 0;
270 if (new_op->nrof < 1) 270 if (new_op->nrof < 1)
279{ 279{
280 int r, mflags, maxrange; 280 int r, mflags, maxrange;
281 object *tmp; 281 object *tmp;
282 maptile *m; 282 maptile *m;
283 283
284
285 if (!dir) 284 if (!dir)
286 { 285 {
287 examine_monster (op, op); 286 examine_monster (op, op);
288 return 1; 287 return 1;
289 } 288 }
289
290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 290 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
291 for (r = 1; r < maxrange; r++) 291 for (r = 1; r < maxrange; r++)
292 { 292 {
293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 293 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
294 294
301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC)) 301 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (mflags & P_NO_MAGIC))
302 { 302 {
303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 303 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
304 return 0; 304 return 0;
305 } 305 }
306
306 if (mflags & P_IS_ALIVE) 307 if (mflags & P_IS_ALIVE)
307 { 308 {
308 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 309 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))) 310 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
310 { 311 {
311 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 312 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
312 if (tmp->head != NULL) 313 if (tmp->head != NULL)
313 tmp = tmp->head; 314 tmp = tmp->head;
314 examine_monster (op, tmp); 315 examine_monster (op, tmp);
315 return 1; 316 return 1;
316 } 317 }
317 } 318 }
318 } 319 }
320
319 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
320 return 1; 322 return 1;
321} 323}
322
323 324
324/* This checks to see if 'pl' is invisible to 'mon'. 325/* This checks to see if 'pl' is invisible to 'mon'.
325 * does race check, undead check, etc 326 * does race check, undead check, etc
326 * Returns TRUE if mon can't see pl, false 327 * Returns TRUE if mon can't see pl, false
327 * otherwise. This doesn't check range, walls, etc. It 328 * otherwise. This doesn't check range, walls, etc. It
329 * pl is invisible. 330 * pl is invisible.
330 */ 331 */
331int 332int
332makes_invisible_to (object *pl, object *mon) 333makes_invisible_to (object *pl, object *mon)
333{ 334{
334
335 if (!pl->invisible) 335 if (!pl->invisible)
336 return 0; 336 return 0;
337
337 if (pl->type == PLAYER) 338 if (pl->type == PLAYER)
338 { 339 {
339 /* If race isn't set, then invisible unless it is undead */ 340 /* If race isn't set, then invisible unless it is undead */
340 if (!pl->contr->invis_race) 341 if (!pl->contr->invis_race)
341 { 342 {
342 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 343 if (QUERY_FLAG (mon, FLAG_UNDEAD))
343 return 0; 344 return 0;
345
344 return 1; 346 return 1;
345 } 347 }
348
346 /* invis_race is set if we get here */ 349 /* invis_race is set if we get here */
347 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 350 if (pl->contr->invis_race == shstr_undead && is_true_undead (mon))
348 return 1; 351 return 1;
352
349 /* No race, can't be invisible to it */ 353 /* No race, can't be invisible to it */
350 if (!mon->race) 354 if (!mon->race)
351 return 0; 355 return 0;
356
352 if (strstr (mon->race, pl->contr->invis_race)) 357 if (mon->race.contains (pl->contr->invis_race))
353 return 1; 358 return 1;
359
354 /* Nothing matched above, return 0 */ 360 /* Nothing matched above, return 0 */
355 return 0; 361 return 0;
356 } 362 }
357 else 363 else
358 { 364 {
371 * normal applies. 377 * normal applies.
372 */ 378 */
373int 379int
374cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
375{ 381{
376 object *tmp;
377
378 if (op->invisible > 1000) 382 if (op->invisible > 1000)
379 { 383 {
380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
381 return 0; 385 return 0;
382 } 386 }
398 else 402 else
399 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
400 404
401 op->contr->hidden = 0; 405 op->contr->hidden = 0;
402 } 406 }
407
403 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 410 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 412
408 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
409 414
410 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
411 * harm to the player. 416 * harm to the player.
412 */ 417 */
413 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
414 if (tmp->enemy == op) 419 if (tmp->enemy == op)
415 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
416 return 1; 422 return 1;
417} 423}
418 424
419/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
420 */ 426 */
441 447
442 if (mflags & P_OUT_OF_MAP) 448 if (mflags & P_OUT_OF_MAP)
443 continue; 449 continue;
444 450
445 // earth to dust tears down everything that can be teared down 451 // earth to dust tears down everything that can be teared down
446 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 452 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
447 { 453 {
448 next = tmp->above; 454 next = tmp->above;
449 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
450 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
451 } 457 }
452 } 458 }
459
453 return 1; 460 return 1;
454} 461}
455
456 462
457void 463void
458execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
459{ 465{
460 object *wor = op; 466 if (object *pl = op->in_player ())
461
462 while (op != NULL && op->type != PLAYER)
463 op = op->env;
464
465 if (op != NULL && op->map)
466 { 467 {
467 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST))) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
468 new_draw_info (NDI_UNIQUE, 0, op, "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 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
471 } 472 }
472 remove_ob (wor); 473
473 free_object (wor); 474 op->destroy ();
474} 475}
475 476
476/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
477 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
478 * time delay effect. 479 * time delay effect.
491 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 492 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
492 return 1; 493 return 1;
493 } 494 }
494 495
495 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
496 if (dummy == NULL) 497
498 if (!dummy)
497 { 499 {
498 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
499 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
500 return 0; 502 return 0;
501 } 503 }
504
502 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
503 if (time < 1) 506 if (time < 1)
504 time = 1; 507 time = 1;
505 508
506 /* value of speed really doesn't make much difference, as long as it is 509 /* value of speed really doesn't make much difference, as long as it is
507 * positive. Lower value may be useful so that the problem doesn't 510 * positive. Lower value may be useful so that the problem doesn't
508 * do anything really odd if it say a -1000 or something. 511 * do anything really odd if it say a -1000 or something.
509 */ 512 */
510 dummy->speed = 0.002; 513 dummy->set_speed (0.002);
511 update_ob_speed (dummy);
512 dummy->speed_left = -dummy->speed * time; 514 dummy->speed_left = -dummy->speed * time;
513 dummy->type = SPELL_EFFECT; 515 dummy->type = SPELL_EFFECT;
514 dummy->subtype = SP_WORD_OF_RECALL; 516 dummy->subtype = SP_WORD_OF_RECALL;
515 517
516 /* If we could take advantage of enter_player_savebed() here, it would be 518 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
518 */ 520 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 521 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
522 524
523 (void) insert_ob_in_ob (dummy, op); 525 op->insert (dummy);
526
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 527 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
528
525 return 1; 529 return 1;
526} 530}
527 531
528/* cast_wonder 532/* cast_wonder
529 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
559 return cast_spell (op, caster, dir, newspell, NULL); 563 return cast_spell (op, caster, dir, newspell, NULL);
560 } 564 }
561 return 1; 565 return 1;
562} 566}
563 567
564
565int 568int
566perceive_self (object *op) 569perceive_self (object *op)
567{ 570{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
570 object *tmp;
571 int i;
572 573
574 dynbuf_text buf;
575
576 if (player *pl = op->contr)
577 if (object *race = archetype::find (op->race))
578 buf << " - You are a G<male|female> " << &race->name << ".\n";
579
573 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
574 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 582 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
578 584
579 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
580 586
581 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
583 else 589 else
584 { 590 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
587 if (tmp != NULL) 593 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
590 { 595 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 597 }
598 598
599 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 602 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
605 { 604 {
606 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
609 }
610 else 607 else
611 {
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 608 buf << " - Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 } 609
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 610 break;
616 } 611 }
617 } 612 }
618 } 613
614 buf << '\0'; // zero-terminate
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617
619 return 1; 618 return 1;
620} 619}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 sint16 exitx, exity;
646 maptile *exitmap;
647 int op_level;
648
649
650 /* Check to see if the map the player is currently on is a per player unique
651 * map. This can be determined in that per player unique maps have the
652 * full pathname listed.
653 */
654 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
655 {
656 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
657 return 0;
658 }
659
660 /* The first thing to do is to check if we have a marked destination
661 * dummy is used to make a check inventory for the force
662 */
663 dummy = arch_to_object (spell->other_arch);
664 if (dummy == NULL)
665 {
666 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
667 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
668 return 0;
669 }
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
684 return 1;
685 }
686 free_object (dummy);
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitx = EXIT_X (old_force);
724 exity = EXIT_Y (old_force);
725 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
726
727 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
728 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
729 else
730 exitmap = ready_map_name (old_force->race, 0);
731
732 if (exitmap)
733 {
734 tmp = present_arch (perm_portal, exitmap, exitx, exity);
735 while (tmp)
736 {
737 if (tmp->name == old_force->name)
738 {
739 remove_ob (tmp);
740 free_object (tmp);
741 break;
742 }
743 else
744 {
745 tmp = tmp->above;
746 }
747 }
748 }
749 remove_ob (old_force);
750 free_object (old_force);
751 LOG (llevDebug, "\n");
752 }
753 free_object (dummy);
754
755 /* Creating the portals.
756 * The very first thing to do is to ensure
757 * access to the destination map.
758 * If we can't, don't fizzle. Simply warn player.
759 * This ensure player pays his mana for the spell
760 * because HE is responsible of forgotting.
761 * 'force' is the destination of the town portal, which we got
762 * from the players inventory above.
763 */
764
765 /* Ensure exit map is loaded */
766 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
767 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
768 else
769 exitmap = ready_map_name (force->name, 0);
770
771 /* If we were unable to load (ex. random map deleted), warn player */
772 if (exitmap == NULL)
773 {
774 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
775 remove_ob (force);
776 free_object (force);
777 return 1;
778 }
779
780 op_level = caster_level (caster, spell);
781 if (op_level < 15)
782 snprintf (portal_message, 1024,
783 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
784 &op->name);
785 else if (op_level < 30)
786 snprintf (portal_message, 1024,
787 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
788 else if (op_level < 60)
789 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
790 else
791 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
792 &op->name);
793
794 /* Create a portal in front of player
795 * dummy contain the portal and
796 * force contain the track to kill it later
797 */
798
799 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
800 dummy = get_archetype (spell->slaying); /*The portal */
801 if (dummy == NULL)
802 {
803 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
804 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
805 return 0;
806 }
807 EXIT_PATH (dummy) = force->name;
808 EXIT_X (dummy) = EXIT_X (force);
809 EXIT_Y (dummy) = EXIT_Y (force);
810 dummy->name = dummy->name_pl = portal_name;
811 dummy->msg = portal_message;
812 dummy->race = op->name; /*Save the owner of the portal */
813 cast_create_obj (op, caster, dummy, 0);
814
815 /* Now we need to to create a town portal marker inside the player
816 * object, so on future castings, we can know that he has an active
817 * town portal.
818 */
819 tmp = get_archetype (spell->race);
820 if (tmp == NULL)
821 {
822 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
823 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
824 return 0;
825 }
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 insert_ob_in_ob (tmp, op);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846 EXIT_PATH (dummy) = op->map->path;
847 EXIT_X (dummy) = op->x;
848 EXIT_Y (dummy) = op->y;
849 dummy->name = dummy->name_pl = portal_name;
850 dummy->msg = portal_message;
851 dummy->x = EXIT_X (force);
852 dummy->y = EXIT_Y (force);
853 dummy->race = op->name; /*Save the owner of the portal */
854 insert_ob_in_map (dummy, exitmap, op, 0);
855
856 /* Now we create another town portal marker that
857 * points back to the one we just made
858 */
859 tmp = get_archetype (spell->race);
860 if (tmp == NULL)
861 {
862 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
863 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
864 return 0;
865 }
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 remove_ob (force); /* Delete the force inside the player */
876 free_object (force);
877 return 1;
878}
879
880 620
881/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
882 * within some reason. 622 * within some reason.
883 */ 623 */
884
885int 624int
886magic_wall (object *op, object *caster, int dir, object *spell_ob) 625magic_wall (object *op, object *caster, int dir, object *spell_ob)
887{ 626{
888 object *tmp, *tmp2; 627 object *tmp;
889 int i, posblocked, negblocked, maxrange; 628 int i, posblocked, negblocked, maxrange;
890 sint16 x, y; 629 sint16 x, y;
891 maptile *m; 630 maptile *m;
892 const char *name; 631 const char *name;
893 archetype *at; 632 archetype *at;
901 else 640 else
902 { 641 {
903 x = op->x + freearr_x[dir]; 642 x = op->x + freearr_x[dir];
904 y = op->y + freearr_y[dir]; 643 y = op->y + freearr_y[dir];
905 } 644 }
645
906 m = op->map; 646 m = op->map;
907 647
908 if ((spell_ob->move_block || x != op->x || y != op->y) && 648 if ((spell_ob->move_block || x != op->x || y != op->y) &&
909 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 649 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
910 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 650 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
911 { 651 {
912 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
913 return 0; 653 return 0;
914 } 654 }
655
915 if (spell_ob->other_arch) 656 if (spell_ob->other_arch)
916 {
917 tmp = arch_to_object (spell_ob->other_arch); 657 tmp = arch_to_object (spell_ob->other_arch);
918 }
919 else if (spell_ob->race) 658 else if (spell_ob->race)
920 { 659 {
921 char buf1[MAX_BUF]; 660 char buf1[MAX_BUF];
922 661
923 sprintf (buf1, spell_ob->race, dir); 662 sprintf (buf1, spell_ob->race, dir);
926 { 665 {
927 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
928 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
929 return 0; 668 return 0;
930 } 669 }
670
931 tmp = arch_to_object (at); 671 tmp = arch_to_object (at);
932 } 672 }
933 else 673 else
934 { 674 {
935 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name); 675 LOG (llevError, "magic_wall: spell %s lacks other_arch\n", &spell_ob->name);
945 } 685 }
946 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 686 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
947 { 687 {
948 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 688 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
949 tmp->stats.maxhp = tmp->stats.hp; 689 tmp->stats.maxhp = tmp->stats.hp;
950 set_owner (tmp, op);
951 set_spell_skill (op, caster, spell_ob, tmp);
952 } 690 }
691
953 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 692 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
954 { 693 {
955 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 694 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
956 SET_FLAG (tmp, FLAG_IS_USED_UP); 695 SET_FLAG (tmp, FLAG_IS_USED_UP);
957 } 696 }
697
958 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
959 { 699 {
960 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 700 tmp->stats.hp = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
961 tmp->stats.maxhp = tmp->stats.hp; 701 tmp->stats.maxhp = tmp->stats.hp;
962 SET_FLAG (tmp, FLAG_TEAR_DOWN); 702 SET_FLAG (tmp, FLAG_TEAR_DOWN);
963 SET_FLAG (tmp, FLAG_ALIVE); 703 SET_FLAG (tmp, FLAG_ALIVE);
964 } 704 }
965 705
966 /* This can't really hurt - if the object doesn't kill anything, 706 /* This can't really hurt - if the object doesn't kill anything,
967 * these fields just won't be used. 707 * these fields just won't be used. Do not set the owner for
708 * earthwalls, though, so they survive restarts.
968 */ 709 */
969 set_owner (tmp, op); 710 if (tmp->type != EARTHWALL) //TODO
711 tmp->set_owner (op);
712
970 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
971 tmp->x = x;
972 tmp->y = y;
973 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
974 715
975 name = tmp->name; 716 name = tmp->name;
976 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 717 if (!(tmp = m->insert (tmp, x, y, op)))
977 { 718 {
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 719 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 720 return 0;
980 } 721 }
722
981 /* If this is a spellcasting wall, need to insert the spell object */ 723 /* If this is a spellcasting wall, need to insert the spell object */
982 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
983 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
984 726
985 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
986 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
987 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
1003 m = tmp->map; 745 m = tmp->map;
1004 746
1005 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 747 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1006 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 748 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
1007 { 749 {
1008 tmp2 = get_object (); 750 object *tmp2 = tmp->clone ();
1009 copy_object (tmp, tmp2); 751 m->insert (tmp2, x, y, op);
1010 tmp2->x = x; 752
1011 tmp2->y = y;
1012 insert_ob_in_map (tmp2, m, op, 0);
1013 /* If this is a spellcasting wall, need to insert the spell object */ 753 /* If this is a spellcasting wall, need to insert the spell object */
1014 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1015 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
1016 756
1017 } 757 }
1018 else 758 else
1019 posblocked = 1; 759 posblocked = 1;
1020 760
1023 m = tmp->map; 763 m = tmp->map;
1024 764
1025 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 765 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
1026 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 766 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1027 { 767 {
1028 tmp2 = get_object (); 768 object *tmp2 = tmp->clone ();
1029 copy_object (tmp, tmp2); 769 m->insert (tmp2, x, y, op);
1030 tmp2->x = x; 770
1031 tmp2->y = y;
1032 insert_ob_in_map (tmp2, m, op, 0);
1033 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1034 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
1035 } 773 }
1036 else 774 else
1037 negblocked = 1; 775 negblocked = 1;
1038 } 776 }
1039 777
1088 { 826 {
1089 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the spell.\n");
1090 op->contr->count = 0; 828 op->contr->count = 0;
1091 return 0; 829 return 0;
1092 } 830 }
831
1093 op->contr->count = 0; 832 op->contr->count = 0;
1094 833
1095 /* Remove code that puts player on random space on maps. IMO, 834 /* Remove code that puts player on random space on maps. IMO,
1096 * a lot of maps probably have areas the player should not get to, 835 * a lot of maps probably have areas the player should not get to,
1097 * but may not be marked as NO_MAGIC (as they may be bounded 836 * but may not be marked as NO_MAGIC (as they may be bounded
1146 return 0; 885 return 0;
1147 } 886 }
1148 } 887 }
1149 888
1150 /* Actually move the player now */ 889 /* Actually move the player now */
1151 remove_ob (op); 890 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1152 op->x += freearr_x[dir] * dist;
1153 op->y += freearr_y[dir] * dist;
1154 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1155 return 1; 891 return 1;
1156 892
1157 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 893 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
1158 return 1; 894 return 1;
1159} 895}
1160
1161 896
1162/* cast_heal: Heals something. 897/* cast_heal: Heals something.
1163 * op is the caster. 898 * op is the caster.
1164 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
1165 * spell is the spell object. 900 * spell is the spell object.
1172 object *poison; 907 object *poison;
1173 int heal = 0, success = 0; 908 int heal = 0, success = 0;
1174 909
1175 tmp = find_target_for_friendly_spell (op, dir); 910 tmp = find_target_for_friendly_spell (op, dir);
1176 911
1177 if (tmp == NULL) 912 if (!tmp)
1178 return 0; 913 return 0;
1179 914
1180 /* Figure out how many hp this spell might cure. 915 /* Figure out how many hp this spell might cure.
1181 * could be zero if this spell heals effects, not damage. 916 * could be zero if this spell heals effects, not damage.
1182 */ 917 */
1185 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 920 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1186 921
1187 if (heal) 922 if (heal)
1188 { 923 {
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 924 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 925 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1192 }
1193 else 926 else
1194 { 927 {
1195 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
1196 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
1197 * on amount of damage healed. 930 * on amount of damage healed.
1198 */ 931 */
1199 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1200 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
1201 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
1202 936
1203 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1206 }
1207 else if (heal > 50) 939 else if (heal > 50)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1210 }
1211 else if (heal > 25) 941 else if (heal > 25)
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1214 }
1215 else if (heal > 10) 943 else if (heal > 10)
1216 {
1217 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1218 }
1219 else 945 else
1220 {
1221 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1222 } 947
1223 success = 1; 948 success = 1;
1224 } 949 }
1225 } 950 }
951
1226 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
1227 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
1228 success = 1; 954 success = 1;
1229 955
1230 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
1231 { 957 {
1232 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1236 success = 1; 962 success = 1;
1237 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1238 poison->stats.food = 1; 964 poison->stats.food = 1;
1239 } 965 }
1240 } 966 }
967
1241 if (spell->attacktype & AT_CONFUSION) 968 if (spell->attacktype & AT_CONFUSION)
1242 { 969 {
1243 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 970 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1244 if (poison) 971 if (poison)
1245 { 972 {
1246 success = 1; 973 success = 1;
1247 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1248 poison->duration = 1; 975 poison->duration = 1;
1249 } 976 }
1250 } 977 }
978
1251 if (spell->attacktype & AT_BLIND) 979 if (spell->attacktype & AT_BLIND)
1252 { 980 {
1253 at = archetype::find ("blindness"); 981 at = archetype::find ("blindness");
1254 poison = present_arch_in_ob (at, tmp); 982 poison = present_arch_in_ob (at, tmp);
1255 if (poison) 983 if (poison)
1257 success = 1; 985 success = 1;
1258 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1259 poison->stats.food = 1; 987 poison->stats.food = 1;
1260 } 988 }
1261 } 989 }
990
1262 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 991 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1263 { 992 {
1264 tmp->stats.sp += spell->last_sp; 993 tmp->stats.sp += spell->last_sp;
1265 if (tmp->stats.sp > tmp->stats.maxsp) 994 if (tmp->stats.sp > tmp->stats.maxsp)
1266 tmp->stats.sp = tmp->stats.maxsp; 995 tmp->stats.sp = tmp->stats.maxsp;
1267 success = 1; 996 success = 1;
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 997 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1269 } 998 }
999
1270 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1000 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1271 { 1001 {
1272 tmp->stats.grace += spell->last_grace; 1002 tmp->stats.grace += spell->last_grace;
1273 if (tmp->stats.grace > tmp->stats.maxgrace) 1003 if (tmp->stats.grace > tmp->stats.maxgrace)
1274 tmp->stats.grace = tmp->stats.maxgrace; 1004 tmp->stats.grace = tmp->stats.maxgrace;
1275 success = 1; 1005 success = 1;
1276 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1006 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1277 } 1007 }
1008
1278 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1279 { 1010 {
1280 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1281 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1282 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1283 success = 1; 1016 success = 1;
1284 /* We could do something a bit better like the messages for healing above */ 1017 /* We could do something a bit better like the messages for healing above */
1285 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1286 } 1019 }
1020
1287 return success; 1021 return success;
1288} 1022}
1289
1290 1023
1291/* This is used for the spells that gain stats. There are no spells 1024/* This is used for the spells that gain stats. There are no spells
1292 * right now that icnrease wis/int/pow on a temp basis, so no 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1293 * good comments for those. 1026 * good comments for those.
1294 */ 1027 */
1295static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1296 "You grow no stronger.", 1029 "You grow no stronger.",
1297 "You grow no more agile.", 1030 "You grow no more agile.",
1298 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1299 "no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1300 "You are no easier to look at.", 1035 "You are no easier to look at.",
1301 "no int",
1302 "no pow"
1303}; 1036};
1304 1037
1305int 1038int
1306cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1307{ 1040{
1308 object *tmp, *tmp2 = NULL;
1309 object *force = NULL; 1041 object *force = 0;
1310 int i; 1042 int i;
1311 1043
1312 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1044 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1313 if (dir != 0) 1045 object *tmp = dir
1314 {
1315 tmp = find_target_for_friendly_spell (op, dir); 1046 ? find_target_for_friendly_spell (op, dir)
1316 } 1047 : op;
1317 else
1318 {
1319 tmp = op;
1320 }
1321 1048
1322 if (tmp == NULL) 1049 if (!tmp)
1323 return 0; 1050 return 0;
1324 1051
1325 /* If we've already got a force of this type, don't add a new one. */ 1052 /* If we've already got a force of this type, don't add a new one. */
1326 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1053 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1327 { 1054 {
1328 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1055 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1329 { 1056 {
1330 if (tmp2->name == spell_ob->name) 1057 if (tmp2->name == spell_ob->name)
1331 { 1058 {
1334 } 1061 }
1335 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1336 { 1063 {
1337 if (!silent) 1064 if (!silent)
1338 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1065 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1066
1339 return 0; 1067 return 0;
1340 } 1068 }
1341 } 1069 }
1342 } 1070 }
1343 if (force == NULL) 1071
1072 if (!force)
1344 { 1073 {
1345 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1346 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1347 if (spell_ob->race) 1077 if (spell_ob->race)
1348 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1349 else 1079 else
1350 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1351 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1352 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 1083 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
1353 1084
1354 } 1085 }
1355 else 1086 else
1361 { 1092 {
1362 force->duration = duration; 1093 force->duration = duration;
1363 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1364 } 1095 }
1365 else 1096 else
1366 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1097 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1368 } 1098
1369 return 1; 1099 return 1;
1370 } 1100 }
1101
1371 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1102 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1372 force->speed = 1.0; 1103 force->speed = 1.0;
1373 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1374 SET_FLAG (force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1375 1106
1381 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1112 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1382 if (force->resist[i] > 100) 1113 if (force->resist[i] > 100)
1383 force->resist[i] = 100; 1114 force->resist[i] = 100;
1384 } 1115 }
1385 } 1116 }
1117
1386 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1387 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1119 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1388 1120
1389 if (tmp->type == PLAYER) 1121 if (tmp->type == PLAYER)
1390 { 1122 {
1391 /* Stat adjustment spells */ 1123 /* Stat adjustment spells */
1392 for (i = 0; i < NUM_STATS; i++) 1124 for (i = 0; i < NUM_STATS; i++)
1393 { 1125 {
1394 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1126 if (sint8 stat = spell_ob->stats.stat (i))
1395
1396 if (stat)
1397 { 1127 {
1398 sm = 0; 1128 sint8 sm = 0;
1399 for (k = 0; k < stat; k++) 1129 for (sint8 k = 0; k < stat; k++)
1400 sm += rndm (1, 3); 1130 sm += rndm (1, 3);
1401 1131
1402 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1132 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1403 { 1133 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1404 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1134
1405 if (sm < 0) 1135 force->stats.stat (i) = sm;
1406 sm = 0; 1136
1407 }
1408 set_attr_value (&force->stats, i, sm);
1409 if (!sm) 1137 if (!sm)
1410 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1138 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1411 } 1139 }
1412 } 1140 }
1413 } 1141 }
1433 force->stats.ac = spell_ob->stats.ac; 1161 force->stats.ac = spell_ob->stats.ac;
1434 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1435 1163
1436 insert_ob_in_ob (force, tmp); 1164 insert_ob_in_ob (force, tmp);
1437 change_abil (tmp, force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1438 fix_player (tmp); 1166 tmp->update_stats ();
1167
1439 return 1; 1168 return 1;
1440} 1169}
1441 1170
1442/* This used to be part of cast_change_ability, but it really didn't make 1171/* This used to be part of cast_change_ability, but it really didn't make
1443 * a lot of sense, since most of the values it derives are from the god 1172 * a lot of sense, since most of the values it derives are from the god
1444 * of the caster. 1173 * of the caster.
1445 */ 1174 */
1446
1447int 1175int
1448cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1449{ 1177{
1450 int i; 1178 int i;
1451 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1452 1180
1453 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */ 1181 /* if dir = 99 op defaults to tmp, eat_special_food() requires this. */
1454 if (dir != 0) 1182 if (dir != 0)
1455 { 1183 {
1456 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1457 } 1188 }
1458 else 1189 else
1459 {
1460 tmp = op; 1190 tmp = op;
1461 }
1462 1191
1463 /* If we've already got a force of this type, don't add a new one. */ 1192 /* If we've already got a force of this type, don't add a new one. */
1464 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1465 { 1194 {
1466 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1467 { 1196 {
1468 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1469 { 1198 {
1475 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl); 1204 new_draw_info_format (NDI_UNIQUE, 0, op, "You can not cast %s while %s is in effect", &spell_ob->name, &tmp2->name_pl);
1476 return 0; 1205 return 0;
1477 } 1206 }
1478 } 1207 }
1479 } 1208 }
1209
1480 if (force == NULL) 1210 if (force == NULL)
1481 { 1211 {
1482 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1484 if (spell_ob->race) 1214 if (spell_ob->race)
1542 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1543 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1544 1274
1545 change_abil (tmp, force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1546 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1547 fix_player (tmp); 1277 tmp->update_stats ();
1548 return 1; 1278 return 1;
1549} 1279}
1550
1551
1552 1280
1553/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1554 * 1282 *
1555 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1556 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1557 * about 90% of that of the item itself. It uses the value of the
1558 * object before charisma adjustments, because the nuggets themselves
1559 * will be will be adjusted by charisma when sold.
1560 * 1285 *
1561 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1562 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1563 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1564 * to the max amount of small nuggets as you could get. 1289 * when sold.
1565 *
1566 * For example, if an item is worth 110 gold, you will get
1567 * 4 large nuggets, and from 0-10 small nuggets.
1568 * 1290 *
1569 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1570 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1571 * alchemied. 1293 * alchemised.
1572 */ 1294 */
1573
1574/* I didn't feel like passing these as arguements to the
1575 * two functions that need them. Real values are put in them
1576 * when the spell is cast, and these are freed when the spell
1577 * is finished.
1578 */
1579static object *small, *large;
1580
1581static void 1295static void
1582alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1583{ 1297{
1584 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1585 1299
1586 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1587 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1588 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1589 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1590 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1591 * the stuff back to town. 1305 * the stuff back to town.
1592 */ 1306 */
1593
1594 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1595 value = 0; 1308 value = 0;
1596 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1597 value /= 3; 1310 value /= 3;
1598 else 1311 else
1599 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1600 1313
1601 value /= 4; // fix by GHJ, don't understand, pcg
1602
1603 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1604 { 1315 total_value += value;
1605 int count;
1606 1316
1607 count = value / large->value;
1608 *large_nuggets += count;
1609 value -= (uint64) count *(uint64) large->value;
1610
1611 count = value / small->value;
1612 *small_nuggets += count;
1613 }
1614
1615 /* Turn 25 small nuggets into 1 large nugget. If the value
1616 * of large nuggets is not evenly divisable by the small nugget
1617 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1618 */
1619 if (*small_nuggets * small->value >= large->value)
1620 {
1621 (*large_nuggets)++;
1622 *small_nuggets -= large->value / small->value;
1623 if (*small_nuggets && large->value % small->value)
1624 (*small_nuggets)--;
1625 }
1626 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1627 remove_ob (obj);
1628 free_object (obj);
1629}
1630 1318
1631static void 1319 obj->destroy ();
1632update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1633{
1634 object *tmp;
1635 int flag = 0;
1636
1637 /* Put any nuggets below the player, but we can only pass this
1638 * flag if we are on the same space as the player
1639 */
1640 if (x == op->x && y == op->y && op->map == m)
1641 flag = INS_BELOW_ORIGINATOR;
1642
1643 if (small_nuggets)
1644 {
1645 tmp = get_object ();
1646 copy_object (small, tmp);
1647 tmp->nrof = small_nuggets;
1648 tmp->x = x;
1649 tmp->y = y;
1650 insert_ob_in_map (tmp, m, op, flag);
1651 }
1652 if (large_nuggets)
1653 {
1654 tmp = get_object ();
1655 copy_object (large, tmp);
1656 tmp->nrof = large_nuggets;
1657 tmp->x = x;
1658 tmp->y = y;
1659 insert_ob_in_map (tmp, m, op, flag);
1660 }
1661} 1320}
1662 1321
1663int 1322int
1664alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1665{ 1324{
1666 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1667 sint16 nx, ny;
1668 object *next, *tmp;
1669 maptile *mp;
1670
1671 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1672 return 0; 1326 return 0;
1673 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1333
1674 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1675 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1676 * in sight 1336 * in sight
1677 */ 1337 */
1678 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1679 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1680 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1681 1341
1342 int weight = 0;
1343
1682 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1683 { 1345 {
1684 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1685 { 1347 {
1348 uint64 value = 0;
1349
1686 nx = x; 1350 sint16 nx = x;
1687 ny = y; 1351 sint16 ny = y;
1688 1352
1689 mp = op->map; 1353 maptile *mp = op->map;
1690 1354
1691 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1692 1356
1693 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1694 continue; 1358 continue;
1695 1359
1696 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1698 * ground level effect. 1362 * ground level effect.
1699 */ 1363 */
1700 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1701 continue; 1365 continue;
1702 1366
1703 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1704 large_nuggets = 0;
1705
1706 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1707 { 1368 {
1708 next = tmp->above; 1369 next = tmp->above;
1370
1709 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1710 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1711 { 1373 {
1712
1713 if (tmp->inv) 1374 if (tmp->inv)
1714 { 1375 {
1715 object *next1, *tmp1; 1376 object *next1, *tmp1;
1716 1377
1717 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1718 { 1379 {
1719 next1 = tmp1->below; 1380 next1 = tmp1->below;
1720 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1721 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1722 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1723 } 1384 }
1724 } 1385 }
1386
1725 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1726 1388
1727 if (weight > weight_max) 1389 if (weight > weight_max)
1728 { 1390 break;
1729 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1730 free_object (large);
1731 free_object (small);
1732 return 1;
1733 } 1391 }
1734 } /* is alchemable object */
1735 } /* process all objects on this space */
1736
1737 /* Insert all the nuggets at one time. This probably saves time, but
1738 * it also prevents us from alcheming nuggets that were just created
1739 * with this spell.
1740 */ 1392 }
1741 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1742 } 1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1743 } 1411 }
1744 free_object (large); 1412
1745 free_object (small); 1413bailout:
1746 /* reset this so that if player standing on a big pile of stuff,
1747 * it is redrawn properly.
1748 */
1749 op->contr->socket.look_position = 0;
1750 return 1; 1414 return 1;
1751} 1415}
1752
1753 1416
1754/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1755 * items. 1418 * items.
1756 */ 1419 */
1757int 1420int
1763 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (tmp = op->inv; tmp; tmp = tmp->below)
1764 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1765 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1766 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1767 { 1430 {
1768
1769 was_one++; 1431 was_one++;
1432
1770 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1771 { 1434 {
1772 success++; 1435 success++;
1773 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1774 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1775 1438
1776 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1777 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1778 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1779 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1780 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1781 } 1445 }
1782 } 1446 }
1783 1447
1784 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1785 { 1449 {
1786 if (success) 1450 if (success)
1787 {
1788 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1451 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1789 }
1790 else 1452 else
1791 { 1453 {
1792 if (was_one) 1454 if (was_one)
1793 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1455 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1794 else 1456 else
1795 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1457 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1796 } 1458 }
1797 } 1459 }
1460
1798 return success; 1461 return success;
1799} 1462}
1800 1463
1801/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1802
1803int 1465int
1804cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1805{ 1467{
1468 dynbuf_text buf;
1806 object *tmp; 1469 object *tmp;
1807 int success = 0, num_ident;
1808 1470
1809 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1810 1472
1811 if (num_ident < 1) 1473 if (num_ident < 1)
1812 num_ident = 1; 1474 num_ident = 1;
1813 1475
1814
1815 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1816 { 1477 {
1817 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1818 { 1479 {
1819 identify (tmp); 1480 identify (tmp);
1481
1820 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1821 { 1483 {
1822 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1484 buf.printf ("You identified: %s.\r", long_desc (tmp, op));
1485
1823 if (tmp->msg) 1486 if (tmp->msg)
1824 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1825 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1826 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1827 }
1828 } 1488 }
1489
1829 num_ident--; 1490 num_ident--;
1830 success = 1;
1831 if (!num_ident) 1491 if (!num_ident)
1832 break; 1492 break;
1833 } 1493 }
1834 } 1494 }
1495
1835 /* If all the power of the spell has been used up, don't go and identify 1496 /* If all the power of the spell has been used up, don't go and identify
1836 * stuff on the floor. Only identify stuff on the floor if the spell 1497 * stuff on the floor. Only identify stuff on the floor if the spell
1837 * was not fully used. 1498 * was not fully used.
1838 */ 1499 */
1839 if (num_ident) 1500 if (num_ident)
1840 { 1501 {
1841 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1502 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1842 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1843 { 1504 {
1844
1845 identify (tmp); 1505 identify (tmp);
1846 if (op->type == PLAYER) 1506
1507 if (object *pl = tmp->visible_to ())
1847 { 1508 {
1848 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1509 buf.printf ("On the ground you identified: %s.\r", long_desc (tmp, op));
1510
1849 if (tmp->msg) 1511 if (tmp->msg)
1850 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1851 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1852 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1853 }
1854 esrv_send_item (op, tmp);
1855 } 1513 }
1514
1856 num_ident--; 1515 num_ident--;
1857 success = 1;
1858 if (!num_ident) 1516 if (!num_ident)
1859 break; 1517 break;
1860 } 1518 }
1861 } 1519 }
1862 if (!success) 1520
1863 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1521 if (buf.empty ())
1522 {
1523 op->failmsg ("You can't reach anything unidentified.");
1524 return 0;
1525 }
1864 else 1526 else
1865 { 1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1866 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1532 return 1;
1867 } 1533 }
1868 return success;
1869} 1534}
1870
1871 1535
1872int 1536int
1873cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1874{ 1538{
1875 object *tmp, *last, *god, *detect; 1539 object *tmp, *last, *god, *detect;
1879 1543
1880 /* We precompute some values here so that we don't have to keep 1544 /* We precompute some values here so that we don't have to keep
1881 * doing it over and over again. 1545 * doing it over and over again.
1882 */ 1546 */
1883 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1884 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1885 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1886 1550
1887 if (!skill) 1551 if (!skill)
1888 skill = caster; 1552 skill = caster;
1889 1553
1890 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1891 for (y = op->y - range; y <= op->y + range; y++)
1892 { 1555 {
1893
1894 m = op->map;
1895 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1896 if (mflags & P_OUT_OF_MAP)
1897 continue;
1898
1899 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1900 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1901 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1902 * down - that is easier than working up. 1559 * down - that is easier than working up.
1903 */ 1560 */
1904 1561
1905 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1562 for (last = NULL, tmp = m->at (nx, ny).bot; tmp; tmp = tmp->above)
1906 last = tmp; 1563 last = tmp;
1564
1907 /* Shouldn't happen, but if there are no objects on a space, this 1565 /* Shouldn't happen, but if there are no objects on a space, this
1908 * would happen. 1566 * would happen.
1909 */ 1567 */
1910 if (!last) 1568 if (!last)
1911 continue; 1569 continue;
1912 1570
1913 done_one = 0; 1571 done_one = 0;
1914 floor = 0; 1572 floor = 0;
1915 detect = NULL; 1573 detect = NULL;
1916 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1917 { 1575 {
1918
1919 /* show invisible */ 1576 /* show invisible */
1920 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1921 /* Might there be other objects that we can make visibile? */ 1578 /* Might there be other objects that we can make visible? */
1922 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1923 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1924 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1925 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1926 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1927 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1928 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1929 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1930 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1931 { 1588 {
1932 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4) 1589 if (random_roll (0, skill->level - 1, op, PREFER_HIGH) > level / 4)
1933 { 1590 {
1934 tmp->invisible = 0; 1591 tmp->invisible = 0;
1935 done_one = 1; 1592 done_one = 1;
1936 } 1593 }
1937 } 1594 }
1595
1938 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1939 floor = 1; 1597 floor = 1;
1940 1598
1941 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1942 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
1943 * detection to completely break out if we don't care about objects beneath 1601 * detection to completely break out if we don't care about objects beneath
1944 * the floor, but once we get to the floor, not likely a very big issue anyways. 1602 * the floor, but once we get to the floor, not likely a very big issue anyways.
1945 */ 1603 */
1946 if (floor) 1604 if (floor)
1947 continue; 1605 continue;
1948 1606
1949 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1950 * show the flash the magic item like it does for detect monster. 1608 * show the flash the magic item like it does for detect monster.
1951 * however, if the object is within sight, this would then make it 1609 * however, if the object is within sight, this would then make it
1952 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1953 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1954 */ 1612 */
1955 1613
1956 /* detect magic */ 1614 /* detect magic */
1957 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1958 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp)) 1616 !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && is_magical (tmp))
1959 { 1617 {
1960 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1961 /* make runes more visibile */ 1619 /* make runes more visibile */
1962 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1963 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1964 done_one = 1; 1623 done_one = 1;
1965 } 1624 }
1625
1966 /* detect monster */ 1626 /* detect monster */
1967 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER)) 1627 if (QUERY_FLAG (spell, FLAG_MONSTER) && (QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER))
1968 { 1628 {
1969 done_one = 2; 1629 done_one = 2;
1630
1970 if (!detect) 1631 if (!detect)
1971 detect = tmp; 1632 detect = tmp;
1972 } 1633 }
1634
1973 /* Basically, if race is set in the spell, then the creatures race must 1635 /* Basically, if race is set in the spell, then the creatures race must
1974 * match that. if the spell race is set to GOD, then the gods opposing 1636 * match that. if the spell race is set to GOD, then the gods opposing
1975 * race must match. 1637 * race must match.
1976 */ 1638 */
1977 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1978 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1979 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1980 { 1642 {
1981 done_one = 2; 1643 done_one = 2;
1644
1982 if (!detect) 1645 if (!detect)
1983 detect = tmp; 1646 detect = tmp;
1984 } 1647 }
1648
1985 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1649 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1986 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1987 { 1651 {
1988 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1989 done_one = 1; 1653 done_one = 1;
1990 } 1654 }
1991 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1992 1656
1993 /* Code here puts an effect of the spell on the space, so you can see 1657 /* Code here puts an effect of the spell on the space, so you can see
1994 * where the magic is. 1658 * where the magic is.
1995 */ 1659 */
1996 if (done_one) 1660 if (done_one)
1997 { 1661 {
1998 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1999 1663
2000 detect_ob->x = nx;
2001 detect_ob->y = ny;
2002 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
2003 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
2004 { 1666 {
2005 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
2006 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
2007 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
2008 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
2009 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
2010 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2011 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2012 } 1674 }
2013 insert_ob_in_map (detect_ob, m, op, 0); 1675
1676 m->insert (detect_ob, nx, ny, op);
2014 } 1677 }
2015 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2016 1679
2017 1680
2018 /* Now process objects in the players inventory if detect curse or magic */ 1681 /* Now process objects in the players inventory if detect curse or magic */
2019 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1682 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
2020 { 1683 {
2021 done_one = 0; 1684 done_one = 0;
1685
2022 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
2023 { 1687 {
2024 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2025 { 1689 {
2026 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
2027 { 1691 {
2028 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2029 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
2030 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
2031 } 1696 }
1697
2032 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1698 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
2033 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2034 { 1700 {
2035 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2036 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2037 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2038 } 1705 }
2039 } /* if item is not identified */ 1706 } /* if item is not identified */
2040 } /* for the players inventory */ 1707 } /* for the players inventory */
2041 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
2042 return 1; 1710 return 1;
2043} 1711}
2044 1712
2045 1713
2046/** 1714/**
2059 1727
2060 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you."); 1728 new_draw_info (NDI_UNIQUE, 0, victim, "You feel energy course through you.");
2061 1729
2062 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
2063 { 1731 {
2064 object *tmp;
2065
2066 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2067
2068 /* Explodes a fireball centered at player */
2069 tmp = get_archetype (EXPLODING_FIREBALL);
2070 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2071 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2072 tmp->x = victim->x;
2073 tmp->y = victim->y;
2074 insert_ob_in_map (tmp, victim->map, NULL, 0);
2075 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
2076 } 1735 }
2077 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2078 {
2079 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1737 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2080 }
2081 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2082 {
2083 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!"); 1739 new_draw_info (NDI_UNIQUE, 0, victim, "You get a splitting headache!");
2084 }
2085 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2086 { 1741 {
2087 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2088 confuse_player (victim, victim, 99); 1743 confuse_player (victim, victim, 99);
2089 } 1744 }
2090 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2091 {
2092 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2093 }
2094} 1747}
2095 1748
2096/* cast_transfer 1749/* cast_transfer
2097 * This spell transfers sp from the player to another person. 1750 * This spell transfers sp from the player to another person.
2098 * We let the target go above their normal maximum SP. 1751 * We let the target go above their normal maximum SP.
2112 1765
2113 mflags = get_map_flags (m, &m, x, y, &x, &y); 1766 mflags = get_map_flags (m, &m, x, y, &x, &y);
2114 1767
2115 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1768 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2116 { 1769 {
2117 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 1770 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2118 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1771 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2119 break; 1772 break;
2120 } 1773 }
2121 1774
2122 1775
2123 /* If we did not find a player in the specified direction, transfer 1776 /* If we did not find a player in the specified direction, transfer
2124 * to anyone on top of us. This is used for the rune of transference mostly. 1777 * to anyone on top of us. This is used for the rune of transference mostly.
2125 */ 1778 */
2126 if (plyr == NULL) 1779 if (plyr == NULL)
2127 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 1780 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2128 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2129 break; 1782 break;
2130 1783
2131 if (!plyr) 1784 if (!plyr)
2132 { 1785 {
2135 } 1788 }
2136 /* give sp */ 1789 /* give sp */
2137 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
2138 { 1791 {
2139 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell); 1792 plyr->stats.sp += spell->stats.dam + SP_level_dam_adjust (caster, spell);
2140 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
2141 return 1; 1794 return 1;
2142 } 1795 }
2143 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
2144 else if (op != plyr) 1797 else if (op != plyr)
2145 { 1798 {
2157 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
2158 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
2159 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
2160 if (sucked > 0) 1813 if (sucked > 0)
2161 { 1814 {
2162 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
2163 } 1816 }
2164 } 1817 }
2165 return 1; 1818 return 1;
2166 } 1819 }
2167 return 0; 1820 return 0;
2187 m = op->map; 1840 m = op->map;
2188 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1841 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2189 if (mflags & P_OUT_OF_MAP) 1842 if (mflags & P_OUT_OF_MAP)
2190 return; 1843 return;
2191 1844
2192 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 1845 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2193 { 1846 {
2194 next = tmp->above; 1847 next = tmp->above;
2195 1848
2196 /* Need to look at the head object - otherwise, if tmp 1849 /* Need to look at the head object - otherwise, if tmp
2197 * points to a monster, we don't have all the necessary 1850 * points to a monster, we don't have all the necessary
2209 /* Basically, if the object is magical and not counterspell, 1862 /* Basically, if the object is magical and not counterspell,
2210 * we will more or less remove the object. Don't counterspell 1863 * we will more or less remove the object. Don't counterspell
2211 * monsters either. 1864 * monsters either.
2212 */ 1865 */
2213 1866
2214 if (head->attacktype & AT_MAGIC && 1867 if (head->attacktype & AT_MAGIC
2215 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1868 && !(head->attacktype & AT_COUNTERSPELL)
2216 { 1869 && !QUERY_FLAG (head, FLAG_MONSTER)
2217 remove_ob (head); 1870 && (op->level > head->level))
2218 free_object (head); 1871 head->destroy ();
2219 }
2220 else 1872 else
2221 switch (head->type) 1873 switch (head->type)
2222 { 1874 {
2223 case SPELL_EFFECT: 1875 case SPELL_EFFECT:
1876 // XXX: Don't affect floor spelleffects. See also XXX comment
1877 // about sanctuary in spell_util.C
1878 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1879 continue;
1880
2224 if (op->level > head->level) 1881 if (op->level > head->level)
2225 { 1882 head->destroy ();
2226 remove_ob (head); 1883
2227 free_object (head);
2228 }
2229 break; 1884 break;
2230 1885
2231 /* I really don't get this rune code that much - that 1886 /* I really don't get this rune code that much - that
2232 * random chance seems really low. 1887 * random chance seems really low.
2233 */ 1888 */
2234 case RUNE: 1889 case RUNE:
2235 if (rndm (0, 149) == 0) 1890 if (rndm (0, 149) == 0)
2236 { 1891 {
2237 head->stats.hp--; /* weaken the rune */ 1892 head->stats.hp--; /* weaken the rune */
2238 if (!head->stats.hp) 1893 if (!head->stats.hp)
2239 { 1894 head->destroy ();
2240 remove_ob (head);
2241 free_object (head);
2242 }
2243 } 1895 }
2244 break; 1896 break;
2245 } 1897 }
2246 } 1898 }
2247} 1899}
2248 1900
2249
2250
2251/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
2252int 1902int
2253cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
2254{ 1904{
2255 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
2267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2268 break; 1918 break;
2269 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
2270 { 1920 {
2271 1921
2272 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
2273 { 1923 {
2274 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name); 1924 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not powerful enough to reconsecrate the %s", &tmp->name);
2275 return 0; 1925 return 0;
2276 } 1926 }
2277 else 1927 else
2278 { 1928 {
2279 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
2280 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
2281 tmp->name = buf; 1931 tmp->name = buf;
2282 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
2283 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
2284 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
2285 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
2286 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1938 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
2287 return 1; 1939 return 1;
2288 } 1940 }
2289 } 1941 }
2290 } 1942 }
2300 * This code was very odd - code early on would only let players use the spell, 1952 * This code was very odd - code early on would only let players use the spell,
2301 * yet the code wass full of player checks. I've presumed that the code 1953 * yet the code wass full of player checks. I've presumed that the code
2302 * that only let players use it was correct, and removed all the other 1954 * that only let players use it was correct, and removed all the other
2303 * player checks. MSW 2003-01-06 1955 * player checks. MSW 2003-01-06
2304 */ 1956 */
2305
2306int 1957int
2307animate_weapon (object *op, object *caster, object *spell, int dir) 1958animate_weapon (object *op, object *caster, object *spell, int dir)
2308{ 1959{
2309 object *weapon, *tmp; 1960 object *weapon, *tmp;
2310 char buf[MAX_BUF]; 1961 char buf[MAX_BUF];
2311 int a, i; 1962 int a, i;
2312 sint16 x, y; 1963 sint16 x, y;
2313 maptile *m; 1964 maptile *m;
2314 materialtype_t *mt;
2315 1965
2316 if (!spell->other_arch) 1966 if (!spell->other_arch)
2317 { 1967 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2319 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1969 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2322 /* exit if it's not a player using this spell. */ 1972 /* exit if it's not a player using this spell. */
2323 if (op->type != PLAYER) 1973 if (op->type != PLAYER)
2324 return 0; 1974 return 0;
2325 1975
2326 /* if player already has a golem, abort */ 1976 /* if player already has a golem, abort */
2327 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1977 if (object *golem = op->contr->golem)
2328 { 1978 {
2329 control_golem (op->contr->ranges[range_golem], dir); 1979 control_golem (golem, dir);
2330 return 0; 1980 return 0;
2331 } 1981 }
2332 1982
2333 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2334 if (!dir) 1984 if (!dir)
2335 dir = find_free_spot (NULL, op->map, op->x, op->y, 1, 9); 1985 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
2336 1986
2337 m = op->map; 1987 m = op->map;
2338 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2339 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2340 1990
2341 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
2342 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1992 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2343 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2344 { 1994 {
2345 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1995 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2346 return 0; 1996 return 0;
2347 } 1997 }
2348 1998
2352 if (!weapon) 2002 if (!weapon)
2353 { 2003 {
2354 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2004 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2355 return 0; 2005 return 0;
2356 } 2006 }
2007
2357 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2358 { 2009 {
2359 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2010 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2360 return 0; 2011 return 0;
2361 } 2012 }
2013
2362 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2363 { 2015 {
2364 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it."); 2016 new_draw_info (NDI_UNIQUE, 0, op, "You need to wield a weapon to animate it.");
2365 return 0; 2017 return 0;
2366 } 2018 }
2019
2367 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2368 { 2021 {
2369 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2022 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2370 return 0; 2023 return 0;
2371 } 2024 }
2372 2025
2373 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2374 {
2375 tmp = get_split_ob (weapon, 1);
2376 esrv_send_item (op, weapon);
2377 weapon = tmp;
2378 }
2379 2027
2380 /* create the golem object */ 2028 /* create the golem object */
2381 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2382 2030
2383 /* if animated by a player, give the player control of the golem */ 2031 /* if animated by a player, give the player control of the golem */
2384 CLEAR_FLAG (tmp, FLAG_MONSTER); 2032 CLEAR_FLAG (tmp, FLAG_MONSTER);
2385 SET_FLAG (tmp, FLAG_FRIENDLY);
2386 tmp->stats.exp = 0; 2033 tmp->stats.exp = 0;
2387 add_friendly_object (tmp); 2034 add_friendly_object (tmp);
2388 tmp->type = GOLEM; 2035 tmp->type = GOLEM;
2389 set_owner (tmp, op); 2036 tmp->set_owner (op);
2037 op->contr->golem = tmp;
2390 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2391 op->contr->ranges[range_golem] = tmp;
2392 op->contr->shoottype = range_golem;
2393 op->contr->golem_count = tmp->count;
2394 2039
2395 /* Give the weapon to the golem now. A bit of a hack to check the 2040 /* Give the weapon to the golem now. A bit of a hack to check the
2396 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2397 * used above. 2042 * used above.
2398 */ 2043 */
2399 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2400 remove_ob (weapon); 2045 weapon->remove ();
2401 insert_ob_in_ob (weapon, tmp); 2046
2402 esrv_send_item (op, weapon); 2047 tmp->insert (weapon);
2048
2403 /* To do everything necessary to let a golem use the weapon is a pain, 2049 /* To do everything necessary to let a golem use the weapon is a pain,
2404 * so instead, just set it as equipped (otherwise, we need to update 2050 * so instead, just set it as equipped (otherwise, we need to update
2405 * body_info, skills, etc) 2051 * body_info, skills, etc)
2406 */ 2052 */
2407 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2408 SET_FLAG (weapon, FLAG_APPLIED); 2054 SET_FLAG (weapon, FLAG_APPLIED);
2409 fix_player (tmp); 2055 tmp->update_stats ();
2410 2056
2411 /* There used to be 'odd' code that basically seemed to take the absolute 2057 /* There used to be 'odd' code that basically seemed to take the absolute
2412 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2058 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2413 * if you're using a crappy weapon, it shouldn't be as good. 2059 * if you're using a crappy weapon, it shouldn't be as good.
2414 */ 2060 */
2433 2079
2434 /* attacktype */ 2080 /* attacktype */
2435 if (!tmp->attacktype) 2081 if (!tmp->attacktype)
2436 tmp->attacktype = AT_PHYSICAL; 2082 tmp->attacktype = AT_PHYSICAL;
2437 2083
2438 mt = NULL;
2439 if (op->materialname != NULL)
2440 mt = name_to_material (op->materialname); 2084 if (materialtype_t *mt = name_to_material (op->materialname))
2441 if (mt != NULL)
2442 { 2085 {
2443 for (i = 0; i < NROFATTACKS; i++) 2086 for (i = 0; i < NROFATTACKS; i++)
2444 tmp->resist[i] = 50 - (mt->save[i] * 5); 2087 tmp->resist[i] = 50 - (mt->save[i] * 5);
2445 a = mt->save[0]; 2088 a = mt->save[0];
2446 } 2089 }
2448 { 2091 {
2449 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2450 tmp->resist[i] = 5; 2093 tmp->resist[i] = 5;
2451 a = 10; 2094 a = 10;
2452 } 2095 }
2096
2453 /* Set weapon's immunity */ 2097 /* Set weapon's immunity */
2454 tmp->resist[ATNR_CONFUSION] = 100; 2098 tmp->resist[ATNR_CONFUSION] = 100;
2455 tmp->resist[ATNR_POISON] = 100; 2099 tmp->resist[ATNR_POISON] = 100;
2456 tmp->resist[ATNR_SLOW] = 100; 2100 tmp->resist[ATNR_SLOW] = 100;
2457 tmp->resist[ATNR_PARALYZE] = 100; 2101 tmp->resist[ATNR_PARALYZE] = 100;
2463 2107
2464 /* Improve weapon's armour value according to best save vs. physical of its material */ 2108 /* Improve weapon's armour value according to best save vs. physical of its material */
2465 2109
2466 if (a > 14) 2110 if (a > 14)
2467 a = 14; 2111 a = 14;
2112
2468 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2113 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2469 2114
2470 /* Determine golem's speed */ 2115 /* Determine golem's speed */
2471 tmp->speed = 0.4 + 0.1 * SP_level_range_adjust (caster, spell); 2116 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2472
2473 if (tmp->speed > 3.33)
2474 tmp->speed = 3.33;
2475 2117
2476 if (!spell->race) 2118 if (!spell->race)
2477 { 2119 {
2478 sprintf (buf, "animated %s", &weapon->name); 2120 sprintf (buf, "animated %s", &weapon->name);
2479 tmp->name = buf; 2121 tmp->name = buf;
2481 tmp->face = weapon->face; 2123 tmp->face = weapon->face;
2482 tmp->animation_id = weapon->animation_id; 2124 tmp->animation_id = weapon->animation_id;
2483 tmp->anim_speed = weapon->anim_speed; 2125 tmp->anim_speed = weapon->anim_speed;
2484 tmp->last_anim = weapon->last_anim; 2126 tmp->last_anim = weapon->last_anim;
2485 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2486 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2487 {
2488 SET_FLAG (tmp, FLAG_ANIMATE);
2489 }
2490 else
2491 {
2492 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2493 }
2494 update_ob_speed (tmp);
2495 } 2129 }
2496 2130
2497 /* make experience increase in proportion to the strength of the summoned creature. */ 2131 /* make experience increase in proportion to the strength of the summoned creature. */
2498 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / caster_level (caster, spell)); 2132 tmp->stats.exp *= 1 + (MAX (spell->stats.maxgrace, spell->stats.sp) / casting_level (caster, spell));
2499 2133
2500 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2501 tmp->x = x;
2502 tmp->y = y;
2503 tmp->direction = dir; 2135 tmp->direction = dir;
2504 insert_ob_in_map (tmp, m, op, 0); 2136
2137 m->insert (tmp, x, y, op);
2505 return 1; 2138 return 1;
2506} 2139}
2507 2140
2508/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2509 2142
2510/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2511 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2512 */ 2145 */
2513
2514int 2146int
2515cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2516{ 2148{
2517 int success; 2149 int success;
2518 2150
2519 if (!op->map) 2151 if (!op->map)
2520 return 0; /* shouldnt happen */ 2152 return 0; /* shouldnt happen */
2521 2153
2522 success = change_map_light (op->map, spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2523 if (!success) 2156 if (!success)
2524 { 2157 {
2525 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2526 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2159 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2527 else 2160 else
2528 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2161 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2529 } 2162 }
2163
2530 return success; 2164 return success;
2531} 2165}
2532
2533
2534
2535
2536 2166
2537/* create an aura spell object and put it in the player's inventory. 2167/* create an aura spell object and put it in the player's inventory.
2538 * as usual, op is player, caster is the object casting the spell, 2168 * as usual, op is player, caster is the object casting the spell,
2539 * spell is the spell object itself. 2169 * spell is the spell object itself.
2540 */ 2170 */
2552 2182
2553 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2183 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2554 2184
2555 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2185 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2556 2186
2557 set_owner (new_aura, op);
2558 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2559 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2560 2189
2561 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2562 if (refresh) 2192 if (refresh)
2563 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2193 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2564 else 2194 else
2565 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2195 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2196
2566 insert_ob_in_ob (new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2567 return 1; 2200 return 1;
2568} 2201}
2569
2570 2202
2571/* move aura function. An aura is a part of someone's inventory, 2203/* move aura function. An aura is a part of someone's inventory,
2572 * which he carries with him, but which acts on the map immediately 2204 * which he carries with him, but which acts on the map immediately
2573 * around him. 2205 * around him.
2574 * Aura parameters: 2206 * Aura parameters:
2575 * duration: duration counter. 2207 * duration: duration counter.
2576 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2577 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2578 */ 2210 */
2579
2580void 2211void
2581move_aura (object *aura) 2212move_aura (object *aura)
2582{ 2213{
2583 int i, mflags;
2584 object *env;
2585 maptile *m;
2586
2587 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2588 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2589 2217
2590 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2591 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2592 */ 2220 */
2593 remove_ob (aura); 2221 aura->remove ();
2594 2222
2595 /* exit if we're out of gas */ 2223 /* exit if we're out of gas */
2596 if (aura->duration-- < 0) 2224 if (aura->duration-- < 0)
2597 { 2225 {
2598 free_object (aura); 2226 aura->destroy ();
2599 return; 2227 return;
2600 } 2228 }
2601 2229
2602 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2603 if (env == NULL || env->map == NULL) 2231 if (!env || !env->map)
2604 { 2232 {
2605 free_object (aura); 2233 aura->destroy ();
2606 return; 2234 return;
2607 } 2235 }
2608 aura->x = env->x;
2609 aura->y = env->y;
2610 2236
2611 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2612 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2613 */ 2239 */
2614 insert_ob_in_map (aura, env->map, aura, 0); 2240 aura->insert_at (env, aura);
2615 2241
2616 for (i = 1; i < 9; i++) 2242 for (int i = 1; i < 9; i++)
2617 { 2243 {
2618 sint16 nx, ny; 2244 mapxy pos (env);
2245 pos.move (i);
2619 2246
2620 nx = aura->x + freearr_x[i];
2621 ny = aura->y + freearr_y[i];
2622 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2623
2624 /* Consider the movement tyep of the person with the aura as 2247 /* Consider the movement type of the person with the aura as
2625 * movement type of the aura. Eg, if the player is flying, the aura 2248 * movement type of the aura. Eg, if the player is flying, the aura
2626 * is flying also, if player is walking, it is on the ground, etc. 2249 * is flying also, if player is walking, it is on the ground, etc.
2627 */ 2250 */
2628 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2251 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2629 { 2252 {
2630 hit_map (aura, i, aura->attacktype, 0); 2253 hit_map (aura, i, aura->attacktype, 0);
2631 2254
2632 if (aura->other_arch) 2255 if (aura->other_arch)
2633 {
2634 object *new_ob;
2635
2636 new_ob = arch_to_object (aura->other_arch); 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2637 new_ob->x = nx;
2638 new_ob->y = ny;
2639 insert_ob_in_map (new_ob, m, aura, 0);
2640 } 2257 }
2641 }
2642 } 2258 }
2259
2643 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2644 remove_ob (aura); 2261 env->insert (aura);
2645 insert_ob_in_ob (aura, env); 2262 aura->set_owner (owner);
2646} 2263}
2647 2264
2648/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2649 * op is the piece object. 2266 * op is the piece object.
2650 */ 2267 */
2651
2652void 2268void
2653move_peacemaker (object *op) 2269move_peacemaker (object *op)
2654{ 2270{
2655 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2656
2657 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2658 { 2272 {
2659 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2660 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2661 2275
2662 if (tmp->head)
2663 victim = tmp->head;
2664 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2665 continue; 2277 continue;
2278
2666 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2667 continue; 2280 continue;
2281
2668 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2669 continue; 2283 continue;
2670 2284
2671 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2672 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2673 2287
2674 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2675 { 2289 {
2676 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2677 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2678 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2679 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2680#if 0 2295#if 0
2681 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2682 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2683 */ 2298 */
2689 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2690 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2691 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2692 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2693 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2694 if (victim->name) 2310 if (victim->name)
2695 {
2696 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2311 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2697 } 2312 }
2698 }
2699 } 2313 }
2700} 2314}
2701
2702 2315
2703/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2704 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2705 */ 2318 */
2706
2707int 2319int
2708write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2709{ 2321{
2710 char rune[HUGE_BUF];
2711 object *tmp;
2712
2713 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2714 { 2323 {
2715 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2716 return 0; 2325 return 0;
2717 } 2326 }
2720 { 2329 {
2721 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?"); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Trying to cheat are we?");
2722 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg); 2331 LOG (llevInfo, "write_rune: player %s tried to write bogus rune %s\n", &op->name, msg);
2723 return 0; 2332 return 0;
2724 } 2333 }
2334
2725 if (!spell->other_arch) 2335 if (!spell->other_arch)
2726 return 0; 2336 return 0;
2337
2727 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2728
2729 snprintf (rune, sizeof (rune), "%s\n", msg);
2730 2339
2731 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2732 tmp->msg = rune; 2341 tmp->msg = msg;
2733 tmp->x = op->x; 2342
2734 tmp->y = op->y; 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2735 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2344
2736 return 1; 2345 return 1;
2737} 2346}
2347

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