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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.14 by root, Sun Sep 17 14:22:29 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 ())
461 467 {
462 while (op != NULL && op->type != PLAYER) 468 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
463 op = op->env;
464
465 if (op != NULL && op->map)
466 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
467 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
468 else 470 else
469 enter_exit (op, wor); 471 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
472 }
470 473
471 remove_ob (wor); 474 op->destroy ();
472 free_object (wor);
473} 475}
474 476
475/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
476 * 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
477 * time delay effect. 479 * time delay effect.
490 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.");
491 return 1; 493 return 1;
492 } 494 }
493 495
494 dummy = get_archetype (FORCE_NAME); 496 dummy = get_archetype (FORCE_NAME);
495 if (dummy == NULL) 497
498 if (!dummy)
496 { 499 {
497 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 500 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
498 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 501 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
499 return 0; 502 return 0;
500 } 503 }
504
501 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 505 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
502 if (time < 1) 506 if (time < 1)
503 time = 1; 507 time = 1;
504 508
505 /* 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
506 * 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
507 * do anything really odd if it say a -1000 or something. 511 * do anything really odd if it say a -1000 or something.
508 */ 512 */
509 dummy->speed = 0.002; 513 dummy->set_speed (0.002);
510 update_ob_speed (dummy);
511 dummy->speed_left = -dummy->speed * time; 514 dummy->speed_left = -dummy->speed * time;
512 dummy->type = SPELL_EFFECT; 515 dummy->type = SPELL_EFFECT;
513 dummy->subtype = SP_WORD_OF_RECALL; 516 dummy->subtype = SP_WORD_OF_RECALL;
514 517
515 /* 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
516 * nice, but until the map load fails, we can't. 519 * nice, but until the map load fails, we can't.
517 */ 520 */
518 EXIT_PATH (dummy) = op->contr->savebed_map; 521 EXIT_PATH (dummy) = op->contr->savebed_map;
519 EXIT_X (dummy) = op->contr->bed_x; 522 EXIT_X (dummy) = op->contr->bed_x;
520 EXIT_Y (dummy) = op->contr->bed_y; 523 EXIT_Y (dummy) = op->contr->bed_y;
521 524
522 (void) insert_ob_in_ob (dummy, op); 525 op->insert (dummy);
526
523 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
524 return 1; 529 return 1;
525} 530}
526 531
527/* cast_wonder 532/* cast_wonder
528 * wonder is really just a spell that will likely cast another 533 * wonder is really just a spell that will likely cast another
558 return cast_spell (op, caster, dir, newspell, NULL); 563 return cast_spell (op, caster, dir, newspell, NULL);
559 } 564 }
560 return 1; 565 return 1;
561} 566}
562 567
563
564int 568int
565perceive_self (object *op) 569perceive_self (object *op)
566{ 570{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 573
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
572 tmp = find_god (determine_god (op)); 580 if (object *god = find_god (determine_god (op)))
573 if (tmp) 581 buf << " - You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 582 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 583 buf << " - You worship no god.\n";
577 584
578 tmp = present_arch_in_ob (at, op); 585 object *tmp = present_arch_in_ob (at, op);
579 586
580 if (*cp == '\0' && tmp == NULL) 587 if (*cp == '\0' && !tmp)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 588 buf << " - You feel very mundane. ";
582 else 589 else
583 { 590 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 591 buf << " - You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 592
586 if (tmp != NULL) 593 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 594 for (int i = 0; i < NUM_STATS; i++)
589 { 595 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 596 buf.printf (" - Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
593 }
594 }
595 }
596 } 597 }
597 598
598 if (is_dragon_pl (op)) 599 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 600 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 601 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 602 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 603 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 604 {
605 if (tmp->stats.exp == 0) 605 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 606 buf << " - Your metabolism isn't focused on anything.\n";
608 }
609 else 607 else
610 {
611 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";
612 } 609
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 610 break;
615 } 611 }
616 } 612 }
617 } 613
614 buf << '\0'; // zero-terminate
615
616 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
617
618 return 1; 618 return 1;
619} 619}
620
621/* int cast_create_town_portal (object *op, object *caster, int dir)
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force, *tmp;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 sint16 exitx, exity;
645 maptile *exitmap;
646 int op_level;
647
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "get_object failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685 free_object (dummy);
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711 perm_portal = archetype::find (spell->slaying);
712
713 /* To kill a town portal, we go trough the player's inventory,
714 * for each marked portal in player's inventory,
715 * -We try load the associated map (if impossible, consider the portal destructed)
716 * -We find any portal in the specified location.
717 * If it has the good name, we destruct it.
718 * -We destruct the force indicating that portal.
719 */
720 while ((old_force = check_inv_recursive (op, dummy)))
721 {
722 exitx = EXIT_X (old_force);
723 exity = EXIT_Y (old_force);
724 LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity);
725
726 if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir)))
727 exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE);
728 else
729 exitmap = ready_map_name (old_force->race, 0);
730
731 if (exitmap)
732 {
733 tmp = present_arch (perm_portal, exitmap, exitx, exity);
734 while (tmp)
735 {
736 if (tmp->name == old_force->name)
737 {
738 remove_ob (tmp);
739 free_object (tmp);
740 break;
741 }
742 else
743 {
744 tmp = tmp->above;
745 }
746 }
747 }
748 remove_ob (old_force);
749 free_object (old_force);
750 LOG (llevDebug, "\n");
751 }
752 free_object (dummy);
753
754 /* Creating the portals.
755 * The very first thing to do is to ensure
756 * access to the destination map.
757 * If we can't, don't fizzle. Simply warn player.
758 * This ensure player pays his mana for the spell
759 * because HE is responsible of forgotting.
760 * 'force' is the destination of the town portal, which we got
761 * from the players inventory above.
762 */
763
764 /* Ensure exit map is loaded */
765 if (!strncmp (force->name, settings.localdir, strlen (settings.localdir)))
766 exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE);
767 else
768 exitmap = ready_map_name (force->name, 0);
769
770 /* If we were unable to load (ex. random map deleted), warn player */
771 if (exitmap == NULL)
772 {
773 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
774 remove_ob (force);
775 free_object (force);
776 return 1;
777 }
778
779 op_level = caster_level (caster, spell);
780 if (op_level < 15)
781 snprintf (portal_message, 1024,
782 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
783 &op->name);
784 else if (op_level < 30)
785 snprintf (portal_message, 1024,
786 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
787 else if (op_level < 60)
788 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
789 else
790 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
791 &op->name);
792
793 /* Create a portal in front of player
794 * dummy contain the portal and
795 * force contain the track to kill it later
796 */
797
798 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
799 dummy = get_archetype (spell->slaying); /*The portal */
800 if (dummy == NULL)
801 {
802 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
803 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
804 return 0;
805 }
806 EXIT_PATH (dummy) = force->name;
807 EXIT_X (dummy) = EXIT_X (force);
808 EXIT_Y (dummy) = EXIT_Y (force);
809 dummy->name = dummy->name_pl = portal_name;
810 dummy->msg = portal_message;
811 dummy->race = op->name; /*Save the owner of the portal */
812 cast_create_obj (op, caster, dummy, 0);
813
814 /* Now we need to to create a town portal marker inside the player
815 * object, so on future castings, we can know that he has an active
816 * town portal.
817 */
818 tmp = get_archetype (spell->race);
819 if (tmp == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825 tmp->race = op->map->path;
826 tmp->name = portal_name;
827 EXIT_X (tmp) = dummy->x;
828 EXIT_Y (tmp) = dummy->y;
829 insert_ob_in_ob (tmp, op);
830
831 /* Create a portal in the destination map
832 * dummy contain the portal and
833 * force the track to kill it later
834 * the 'force' variable still contains the 'reminder' of
835 * where this portal goes to.
836 */
837 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
838 dummy = get_archetype (spell->slaying); /*The portal */
839 if (dummy == NULL)
840 {
841 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
842 LOG (llevError, "get_object failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
843 return 0;
844 }
845 EXIT_PATH (dummy) = op->map->path;
846 EXIT_X (dummy) = op->x;
847 EXIT_Y (dummy) = op->y;
848 dummy->name = dummy->name_pl = portal_name;
849 dummy->msg = portal_message;
850 dummy->x = EXIT_X (force);
851 dummy->y = EXIT_Y (force);
852 dummy->race = op->name; /*Save the owner of the portal */
853 insert_ob_in_map (dummy, exitmap, op, 0);
854
855 /* Now we create another town portal marker that
856 * points back to the one we just made
857 */
858 tmp = get_archetype (spell->race);
859 if (tmp == NULL)
860 {
861 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
862 LOG (llevError, "get_object failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865 tmp->race = force->name;
866 tmp->name = portal_name;
867 EXIT_X (tmp) = dummy->x;
868 EXIT_Y (tmp) = dummy->y;
869 insert_ob_in_ob (tmp, op);
870
871 /* Describe the player what happened
872 */
873 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
874 remove_ob (force); /* Delete the force inside the player */
875 free_object (force);
876 return 1;
877}
878
879 620
880/* This creates magic walls. Really, it can create most any object, 621/* This creates magic walls. Really, it can create most any object,
881 * within some reason. 622 * within some reason.
882 */ 623 */
883
884int 624int
885magic_wall (object *op, object *caster, int dir, object *spell_ob) 625magic_wall (object *op, object *caster, int dir, object *spell_ob)
886{ 626{
887 object *tmp, *tmp2; 627 object *tmp;
888 int i, posblocked, negblocked, maxrange; 628 int i, posblocked, negblocked, maxrange;
889 sint16 x, y; 629 sint16 x, y;
890 maptile *m; 630 maptile *m;
891 const char *name; 631 const char *name;
892 archetype *at; 632 archetype *at;
900 else 640 else
901 { 641 {
902 x = op->x + freearr_x[dir]; 642 x = op->x + freearr_x[dir];
903 y = op->y + freearr_y[dir]; 643 y = op->y + freearr_y[dir];
904 } 644 }
645
905 m = op->map; 646 m = op->map;
906 647
907 if ((spell_ob->move_block || x != op->x || y != op->y) && 648 if ((spell_ob->move_block || x != op->x || y != op->y) &&
908 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) || 649 (get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE) ||
909 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block))) 650 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) == spell_ob->move_block)))
910 { 651 {
911 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.");
912 return 0; 653 return 0;
913 } 654 }
655
914 if (spell_ob->other_arch) 656 if (spell_ob->other_arch)
915 {
916 tmp = arch_to_object (spell_ob->other_arch); 657 tmp = arch_to_object (spell_ob->other_arch);
917 }
918 else if (spell_ob->race) 658 else if (spell_ob->race)
919 { 659 {
920 char buf1[MAX_BUF]; 660 char buf1[MAX_BUF];
921 661
922 sprintf (buf1, spell_ob->race, dir); 662 sprintf (buf1, spell_ob->race, dir);
925 { 665 {
926 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1); 666 LOG (llevError, "summon_wall: Unable to find archetype %s\n", buf1);
927 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken."); 667 new_draw_info (NDI_UNIQUE, 0, op, "This spell is broken.");
928 return 0; 668 return 0;
929 } 669 }
670
930 tmp = arch_to_object (at); 671 tmp = arch_to_object (at);
931 } 672 }
932 else 673 else
933 { 674 {
934 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);
944 } 685 }
945 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 686 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
946 { 687 {
947 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);
948 tmp->stats.maxhp = tmp->stats.hp; 689 tmp->stats.maxhp = tmp->stats.hp;
949 set_owner (tmp, op);
950 set_spell_skill (op, caster, spell_ob, tmp);
951 } 690 }
691
952 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))
953 { 693 {
954 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);
955 SET_FLAG (tmp, FLAG_IS_USED_UP); 695 SET_FLAG (tmp, FLAG_IS_USED_UP);
956 } 696 }
697
957 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN)) 698 if (QUERY_FLAG (spell_ob, FLAG_TEAR_DOWN))
958 { 699 {
959 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);
960 tmp->stats.maxhp = tmp->stats.hp; 701 tmp->stats.maxhp = tmp->stats.hp;
961 SET_FLAG (tmp, FLAG_TEAR_DOWN); 702 SET_FLAG (tmp, FLAG_TEAR_DOWN);
962 SET_FLAG (tmp, FLAG_ALIVE); 703 SET_FLAG (tmp, FLAG_ALIVE);
963 } 704 }
964 705
965 /* 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,
966 * 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.
967 */ 709 */
968 set_owner (tmp, op); 710 if (tmp->type != EARTHWALL) //TODO
711 tmp->set_owner (op);
712
969 set_spell_skill (op, caster, spell_ob, tmp); 713 set_spell_skill (op, caster, spell_ob, tmp);
970 tmp->x = x;
971 tmp->y = y;
972 tmp->level = caster_level (caster, spell_ob) / 2; 714 tmp->level = casting_level (caster, spell_ob) / 2;
973 715
974 name = tmp->name; 716 name = tmp->name;
975 if ((tmp = insert_ob_in_map (tmp, m, op, 0)) == NULL) 717 if (!(tmp = m->insert (tmp, x, y, op)))
976 { 718 {
977 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);
978 return 0; 720 return 0;
979 } 721 }
722
980 /* 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 */
981 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 724 if (tmp->other_arch && tmp->other_arch->type == SPELL)
982 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 725 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
983 726
984 /* This code causes the wall to extend some distance in 727 /* This code causes the wall to extend some distance in
985 * each direction, or until an obstruction is encountered. 728 * each direction, or until an obstruction is encountered.
986 * posblocked and negblocked help determine how far the 729 * posblocked and negblocked help determine how far the
1002 m = tmp->map; 745 m = tmp->map;
1003 746
1004 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)) &&
1005 ((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)
1006 { 749 {
1007 tmp2 = get_object (); 750 object *tmp2 = tmp->clone ();
1008 copy_object (tmp, tmp2); 751 m->insert (tmp2, x, y, op);
1009 tmp2->x = x; 752
1010 tmp2->y = y;
1011 insert_ob_in_map (tmp2, m, op, 0);
1012 /* If this is a spellcasting wall, need to insert the spell object */ 753 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 754 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 755 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 756
1016 } 757 }
1017 else 758 else
1018 posblocked = 1; 759 posblocked = 1;
1019 760
1022 m = tmp->map; 763 m = tmp->map;
1023 764
1024 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)) &&
1025 ((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)
1026 { 767 {
1027 tmp2 = get_object (); 768 object *tmp2 = tmp->clone ();
1028 copy_object (tmp, tmp2); 769 m->insert (tmp2, x, y, op);
1029 tmp2->x = x; 770
1030 tmp2->y = y;
1031 insert_ob_in_map (tmp2, m, op, 0);
1032 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 771 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1033 insert_ob_in_ob (arch_to_object (tmp2->other_arch), tmp2); 772 tmp2->insert (arch_to_object (tmp2->other_arch));
1034 } 773 }
1035 else 774 else
1036 negblocked = 1; 775 negblocked = 1;
1037 } 776 }
1038 777
1087 { 826 {
1088 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");
1089 op->contr->count = 0; 828 op->contr->count = 0;
1090 return 0; 829 return 0;
1091 } 830 }
831
1092 op->contr->count = 0; 832 op->contr->count = 0;
1093 833
1094 /* Remove code that puts player on random space on maps. IMO, 834 /* Remove code that puts player on random space on maps. IMO,
1095 * a lot of maps probably have areas the player should not get to, 835 * a lot of maps probably have areas the player should not get to,
1096 * but may not be marked as NO_MAGIC (as they may be bounded 836 * but may not be marked as NO_MAGIC (as they may be bounded
1145 return 0; 885 return 0;
1146 } 886 }
1147 } 887 }
1148 888
1149 /* Actually move the player now */ 889 /* Actually move the player now */
1150 remove_ob (op); 890 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op)))
1151 op->x += freearr_x[dir] * dist;
1152 op->y += freearr_y[dir] * dist;
1153 if ((op = insert_ob_in_map (op, op->map, op, 0)) == NULL)
1154 return 1; 891 return 1;
1155 892
1156 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 */
1157 return 1; 894 return 1;
1158} 895}
1159
1160 896
1161/* cast_heal: Heals something. 897/* cast_heal: Heals something.
1162 * op is the caster. 898 * op is the caster.
1163 * dir is the direction he is casting it in. 899 * dir is the direction he is casting it in.
1164 * spell is the spell object. 900 * spell is the spell object.
1171 object *poison; 907 object *poison;
1172 int heal = 0, success = 0; 908 int heal = 0, success = 0;
1173 909
1174 tmp = find_target_for_friendly_spell (op, dir); 910 tmp = find_target_for_friendly_spell (op, dir);
1175 911
1176 if (tmp == NULL) 912 if (!tmp)
1177 return 0; 913 return 0;
1178 914
1179 /* Figure out how many hp this spell might cure. 915 /* Figure out how many hp this spell might cure.
1180 * could be zero if this spell heals effects, not damage. 916 * could be zero if this spell heals effects, not damage.
1181 */ 917 */
1184 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;
1185 921
1186 if (heal) 922 if (heal)
1187 { 923 {
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 924 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 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.");
1191 }
1192 else 926 else
1193 { 927 {
1194 /* See how many points we actually heal. Instead of messages 928 /* See how many points we actually heal. Instead of messages
1195 * based on type of spell, we instead do messages based 929 * based on type of spell, we instead do messages based
1196 * on amount of damage healed. 930 * on amount of damage healed.
1197 */ 931 */
1198 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 932 if (heal > tmp->stats.maxhp - tmp->stats.hp)
1199 heal = tmp->stats.maxhp - tmp->stats.hp; 933 heal = tmp->stats.maxhp - tmp->stats.hp;
934
1200 tmp->stats.hp += heal; 935 tmp->stats.hp += heal;
1201 936
1202 if (tmp->stats.hp >= tmp->stats.maxhp) 937 if (tmp->stats.hp >= tmp->stats.maxhp)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 938 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1205 }
1206 else if (heal > 50) 939 else if (heal > 50)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1209 }
1210 else if (heal > 25) 941 else if (heal > 25)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1213 }
1214 else if (heal > 10) 943 else if (heal > 10)
1215 {
1216 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.");
1217 }
1218 else 945 else
1219 {
1220 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.");
1221 } 947
1222 success = 1; 948 success = 1;
1223 } 949 }
1224 } 950 }
951
1225 if (spell->attacktype & AT_DISEASE) 952 if (spell->attacktype & AT_DISEASE)
1226 if (cure_disease (tmp, op)) 953 if (cure_disease (tmp, op, spell))
1227 success = 1; 954 success = 1;
1228 955
1229 if (spell->attacktype & AT_POISON) 956 if (spell->attacktype & AT_POISON)
1230 { 957 {
1231 at = archetype::find ("poisoning"); 958 at = archetype::find ("poisoning");
1235 success = 1; 962 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 963 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1237 poison->stats.food = 1; 964 poison->stats.food = 1;
1238 } 965 }
1239 } 966 }
967
1240 if (spell->attacktype & AT_CONFUSION) 968 if (spell->attacktype & AT_CONFUSION)
1241 { 969 {
1242 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 970 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1243 if (poison) 971 if (poison)
1244 { 972 {
1245 success = 1; 973 success = 1;
1246 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 974 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1247 poison->duration = 1; 975 poison->duration = 1;
1248 } 976 }
1249 } 977 }
978
1250 if (spell->attacktype & AT_BLIND) 979 if (spell->attacktype & AT_BLIND)
1251 { 980 {
1252 at = archetype::find ("blindness"); 981 at = archetype::find ("blindness");
1253 poison = present_arch_in_ob (at, tmp); 982 poison = present_arch_in_ob (at, tmp);
1254 if (poison) 983 if (poison)
1256 success = 1; 985 success = 1;
1257 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.");
1258 poison->stats.food = 1; 987 poison->stats.food = 1;
1259 } 988 }
1260 } 989 }
990
1261 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 991 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1262 { 992 {
1263 tmp->stats.sp += spell->last_sp; 993 tmp->stats.sp += spell->last_sp;
1264 if (tmp->stats.sp > tmp->stats.maxsp) 994 if (tmp->stats.sp > tmp->stats.maxsp)
1265 tmp->stats.sp = tmp->stats.maxsp; 995 tmp->stats.sp = tmp->stats.maxsp;
1266 success = 1; 996 success = 1;
1267 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!");
1268 } 998 }
999
1269 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1000 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1270 { 1001 {
1271 tmp->stats.grace += spell->last_grace; 1002 tmp->stats.grace += spell->last_grace;
1272 if (tmp->stats.grace > tmp->stats.maxgrace) 1003 if (tmp->stats.grace > tmp->stats.maxgrace)
1273 tmp->stats.grace = tmp->stats.maxgrace; 1004 tmp->stats.grace = tmp->stats.maxgrace;
1274 success = 1; 1005 success = 1;
1275 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!");
1276 } 1007 }
1008
1277 if (spell->stats.food && tmp->stats.food < 999) 1009 if (spell->stats.food && tmp->stats.food < 999)
1278 { 1010 {
1279 tmp->stats.food += spell->stats.food; 1011 tmp->stats.food += spell->stats.food;
1012
1280 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1281 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1015
1282 success = 1; 1016 success = 1;
1283 /* 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 */
1284 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");
1285 } 1019 }
1020
1286 return success; 1021 return success;
1287} 1022}
1288
1289 1023
1290/* 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
1291 * 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
1292 * good comments for those. 1026 * good comments for those.
1293 */ 1027 */
1294static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1295 "You grow no stronger.", 1029 "You grow no stronger.",
1296 "You grow no more agile.", 1030 "You grow no more agile.",
1297 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1298 "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."
1299 "You are no easier to look at.", 1035 "You are no easier to look at.",
1300 "no int",
1301 "no pow"
1302}; 1036};
1303 1037
1304int 1038int
1305cast_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)
1306{ 1040{
1307 object *tmp, *tmp2 = NULL;
1308 object *force = NULL; 1041 object *force = 0;
1309 int i; 1042 int i;
1310 1043
1311 /* 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. */
1312 if (dir != 0) 1045 object *tmp = dir
1313 {
1314 tmp = find_target_for_friendly_spell (op, dir); 1046 ? find_target_for_friendly_spell (op, dir)
1315 } 1047 : op;
1316 else
1317 {
1318 tmp = op;
1319 }
1320 1048
1321 if (tmp == NULL) 1049 if (!tmp)
1322 return 0; 1050 return 0;
1323 1051
1324 /* 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. */
1325 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1053 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1326 { 1054 {
1327 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1055 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1328 { 1056 {
1329 if (tmp2->name == spell_ob->name) 1057 if (tmp2->name == spell_ob->name)
1330 { 1058 {
1333 } 1061 }
1334 else if (spell_ob->race && spell_ob->race == tmp2->name) 1062 else if (spell_ob->race && spell_ob->race == tmp2->name)
1335 { 1063 {
1336 if (!silent) 1064 if (!silent)
1337 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
1338 return 0; 1067 return 0;
1339 } 1068 }
1340 } 1069 }
1341 } 1070 }
1342 if (force == NULL) 1071
1072 if (!force)
1343 { 1073 {
1344 force = get_archetype (FORCE_NAME); 1074 force = get_archetype (FORCE_NAME);
1345 force->subtype = FORCE_CHANGE_ABILITY; 1075 force->subtype = FORCE_CHANGE_ABILITY;
1076
1346 if (spell_ob->race) 1077 if (spell_ob->race)
1347 force->name = spell_ob->race; 1078 force->name = spell_ob->race;
1348 else 1079 else
1349 force->name = spell_ob->name; 1080 force->name = spell_ob->name;
1081
1350 force->name_pl = spell_ob->name; 1082 force->name_pl = spell_ob->name;
1351 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.");
1352 1084
1353 } 1085 }
1354 else 1086 else
1360 { 1092 {
1361 force->duration = duration; 1093 force->duration = duration;
1362 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.");
1363 } 1095 }
1364 else 1096 else
1365 {
1366 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.");
1367 } 1098
1368 return 1; 1099 return 1;
1369 } 1100 }
1101
1370 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;
1371 force->speed = 1.0; 1103 force->speed = 1.0;
1372 force->speed_left = -1.0; 1104 force->speed_left = -1.0;
1373 SET_FLAG (force, FLAG_APPLIED); 1105 SET_FLAG (force, FLAG_APPLIED);
1374 1106
1380 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);
1381 if (force->resist[i] > 100) 1113 if (force->resist[i] > 100)
1382 force->resist[i] = 100; 1114 force->resist[i] = 100;
1383 } 1115 }
1384 } 1116 }
1117
1385 if (spell_ob->stats.hp) 1118 if (spell_ob->stats.hp)
1386 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);
1387 1120
1388 if (tmp->type == PLAYER) 1121 if (tmp->type == PLAYER)
1389 { 1122 {
1390 /* Stat adjustment spells */ 1123 /* Stat adjustment spells */
1391 for (i = 0; i < NUM_STATS; i++) 1124 for (i = 0; i < NUM_STATS; i++)
1392 { 1125 {
1393 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1126 if (sint8 stat = spell_ob->stats.stat (i))
1394
1395 if (stat)
1396 { 1127 {
1397 sm = 0; 1128 sint8 sm = 0;
1398 for (k = 0; k < stat; k++) 1129 for (sint8 k = 0; k < stat; k++)
1399 sm += rndm (1, 3); 1130 sm += rndm (1, 3);
1400 1131
1401 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1132 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1402 { 1133 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1403 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1134
1404 if (sm < 0) 1135 force->stats.stat (i) = sm;
1405 sm = 0; 1136
1406 }
1407 set_attr_value (&force->stats, i, sm);
1408 if (!sm) 1137 if (!sm)
1409 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1138 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1410 } 1139 }
1411 } 1140 }
1412 } 1141 }
1432 force->stats.ac = spell_ob->stats.ac; 1161 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1162 force->attacktype = spell_ob->attacktype;
1434 1163
1435 insert_ob_in_ob (force, tmp); 1164 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1165 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1166 tmp->update_stats ();
1167
1438 return 1; 1168 return 1;
1439} 1169}
1440 1170
1441/* 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
1442 * 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
1443 * of the caster. 1173 * of the caster.
1444 */ 1174 */
1445
1446int 1175int
1447cast_bless (object *op, object *caster, object *spell_ob, int dir) 1176cast_bless (object *op, object *caster, object *spell_ob, int dir)
1448{ 1177{
1449 int i; 1178 int i;
1450 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1179 object *god = find_god (determine_god (op)), *force = NULL, *tmp;
1451 1180
1452 /* 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. */
1453 if (dir != 0) 1182 if (dir != 0)
1454 { 1183 {
1455 tmp = find_target_for_friendly_spell (op, dir); 1184 tmp = find_target_for_friendly_spell (op, dir);
1185
1186 if (!tmp)
1187 return 0;
1456 } 1188 }
1457 else 1189 else
1458 {
1459 tmp = op; 1190 tmp = op;
1460 }
1461 1191
1462 /* 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. */
1463 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1193 for (object *tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1464 { 1194 {
1465 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY) 1195 if (tmp2->type == FORCE && tmp2->subtype == FORCE_CHANGE_ABILITY)
1466 { 1196 {
1467 if (tmp2->name == spell_ob->name) 1197 if (tmp2->name == spell_ob->name)
1468 { 1198 {
1474 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);
1475 return 0; 1205 return 0;
1476 } 1206 }
1477 } 1207 }
1478 } 1208 }
1209
1479 if (force == NULL) 1210 if (force == NULL)
1480 { 1211 {
1481 force = get_archetype (FORCE_NAME); 1212 force = get_archetype (FORCE_NAME);
1482 force->subtype = FORCE_CHANGE_ABILITY; 1213 force->subtype = FORCE_CHANGE_ABILITY;
1483 if (spell_ob->race) 1214 if (spell_ob->race)
1541 force->stats.wc = spell_ob->stats.wc; 1272 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1273 force->stats.ac = spell_ob->stats.ac;
1543 1274
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1275 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1276 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1277 tmp->update_stats ();
1547 return 1; 1278 return 1;
1548} 1279}
1549
1550
1551 1280
1552/* Alchemy code by Mark Wedel 1281/* Alchemy code by Mark Wedel
1553 * 1282 *
1554 * This code adds a new spell, called alchemy. Alchemy will turn 1283 * This code adds a new spell, called alchemy. Alchemy will turn
1555 * objects to gold nuggets, the value of the gold nuggets being 1284 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1556 * about 90% of that of the item itself. It uses the value of the
1557 * object before charisma adjustments, because the nuggets themselves
1558 * will be will be adjusted by charisma when sold.
1559 * 1285 *
1560 * Large nuggets are worth 25 gp each (base). You will always get 1286 * The value of the gold nuggets being about 90% of that of the item
1561 * the maximum number of large nuggets you could get. 1287 * itself. It uses the value of the object before charisma adjustments,
1562 * Small nuggets are worth 1 gp each (base). You will get from 0 1288 * because the nuggets themselves will be will be adjusted by charisma
1563 * to the max amount of small nuggets as you could get. 1289 * when sold.
1564 *
1565 * For example, if an item is worth 110 gold, you will get
1566 * 4 large nuggets, and from 0-10 small nuggets.
1567 * 1290 *
1568 * There is also a chance (1:30) that you will get nothing at all 1291 * There is also a chance (1:30) that you will get nothing at all
1569 * for the object. There is also a maximum weight that will be 1292 * for the object. There is also a maximum weight that will be
1570 * alchemied. 1293 * alchemised.
1571 */ 1294 */
1572
1573/* I didn't feel like passing these as arguements to the
1574 * two functions that need them. Real values are put in them
1575 * when the spell is cast, and these are freed when the spell
1576 * is finished.
1577 */
1578static object *small, *large;
1579
1580static void 1295static void
1581alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1582{ 1297{
1583 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1584 1299
1585 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1586 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1587 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1588 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1589 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1590 * the stuff back to town. 1305 * the stuff back to town.
1591 */ 1306 */
1592
1593 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1307 if (QUERY_FLAG (obj, FLAG_UNPAID))
1594 value = 0; 1308 value = 0;
1595 else if (obj->type == MONEY || obj->type == GEM) 1309 else if (obj->type == MONEY || obj->type == GEM)
1596 value /= 3; 1310 value /= 3;
1597 else 1311 else
1598 value = (value * 9) / 10; 1312 value = value * 9 / 10;
1599 1313
1600 value /= 4; // fix by GHJ, don't understand, pcg
1601
1602 if ((obj->value > 0) && rndm (0, 29)) 1314 if (obj->value > 0 && rndm (0, 29))
1603 { 1315 total_value += value;
1604 int count;
1605 1316
1606 count = value / large->value;
1607 *large_nuggets += count;
1608 value -= (uint64) count *(uint64) large->value;
1609
1610 count = value / small->value;
1611 *small_nuggets += count;
1612 }
1613
1614 /* Turn 25 small nuggets into 1 large nugget. If the value
1615 * of large nuggets is not evenly divisable by the small nugget
1616 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1617 */
1618 if (*small_nuggets * small->value >= large->value)
1619 {
1620 (*large_nuggets)++;
1621 *small_nuggets -= large->value / small->value;
1622 if (*small_nuggets && large->value % small->value)
1623 (*small_nuggets)--;
1624 }
1625 weight += obj->weight; 1317 total_weight += obj->total_weight ();
1626 remove_ob (obj);
1627 free_object (obj);
1628}
1629 1318
1630static void 1319 obj->destroy ();
1631update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1632{
1633 object *tmp;
1634 int flag = 0;
1635
1636 /* Put any nuggets below the player, but we can only pass this
1637 * flag if we are on the same space as the player
1638 */
1639 if (x == op->x && y == op->y && op->map == m)
1640 flag = INS_BELOW_ORIGINATOR;
1641
1642 if (small_nuggets)
1643 {
1644 tmp = get_object ();
1645 copy_object (small, tmp);
1646 tmp->nrof = small_nuggets;
1647 tmp->x = x;
1648 tmp->y = y;
1649 insert_ob_in_map (tmp, m, op, flag);
1650 }
1651 if (large_nuggets)
1652 {
1653 tmp = get_object ();
1654 copy_object (large, tmp);
1655 tmp->nrof = large_nuggets;
1656 tmp->x = x;
1657 tmp->y = y;
1658 insert_ob_in_map (tmp, m, op, flag);
1659 }
1660} 1320}
1661 1321
1662int 1322int
1663alchemy (object *op, object *caster, object *spell_ob) 1323alchemy (object *op, object *caster, object *spell_ob)
1664{ 1324{
1665 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1666 sint16 nx, ny;
1667 object *next, *tmp;
1668 maptile *mp;
1669
1670 if (op->type != PLAYER) 1325 if (op->type != PLAYER)
1671 return 0; 1326 return 0;
1672 1327
1328 archetype *nugget[3];
1329
1330 nugget[0] = archetype::find ("pyrite3");
1331 nugget[1] = archetype::find ("pyrite2");
1332 nugget[2] = archetype::find ("pyrite");
1333
1673 /* Put a maximum weight of items that can be alchemied. Limits the power 1334 /* Put a maximum weight of items that can be alchemised. Limits the power
1674 * some, and also prevents people from alcheming every table/chair/clock 1335 * some, and also prevents people from alchemising every table/chair/clock
1675 * in sight 1336 * in sight
1676 */ 1337 */
1677 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1338 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1678 weight_max *= 1000; 1339 int weight_max = duration * 1000;
1679 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1340 uint64 value_max = duration * 1000;
1680 1341
1342 int weight = 0;
1343
1681 for (y = op->y - 1; y <= op->y + 1; y++) 1344 for (int y = op->y - 1; y <= op->y + 1; y++)
1682 { 1345 {
1683 for (x = op->x - 1; x <= op->x + 1; x++) 1346 for (int x = op->x - 1; x <= op->x + 1; x++)
1684 { 1347 {
1348 uint64 value = 0;
1349
1685 nx = x; 1350 sint16 nx = x;
1686 ny = y; 1351 sint16 ny = y;
1687 1352
1688 mp = op->map; 1353 maptile *mp = op->map;
1689 1354
1690 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1355 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1691 1356
1692 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1357 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1693 continue; 1358 continue;
1694 1359
1695 /* Treat alchemy a little differently - most spell effects 1360 /* Treat alchemy a little differently - most spell effects
1697 * ground level effect. 1362 * ground level effect.
1698 */ 1363 */
1699 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1364 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1700 continue; 1365 continue;
1701 1366
1702 small_nuggets = 0; 1367 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1703 large_nuggets = 0;
1704
1705 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next)
1706 { 1368 {
1707 next = tmp->above; 1369 next = tmp->above;
1370
1708 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1371 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1709 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1372 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1710 { 1373 {
1711
1712 if (tmp->inv) 1374 if (tmp->inv)
1713 { 1375 {
1714 object *next1, *tmp1; 1376 object *next1, *tmp1;
1715 1377
1716 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1378 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1717 { 1379 {
1718 next1 = tmp1->below; 1380 next1 = tmp1->below;
1719 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1381 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1720 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1382 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1721 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1383 alchemy_object (tmp1, value, weight);
1722 } 1384 }
1723 } 1385 }
1386
1724 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1387 alchemy_object (tmp, value, weight);
1725 1388
1726 if (weight > weight_max) 1389 if (weight > weight_max)
1727 { 1390 break;
1728 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1729 free_object (large);
1730 free_object (small);
1731 return 1;
1732 } 1391 }
1733 } /* is alchemable object */
1734 } /* process all objects on this space */
1735
1736 /* Insert all the nuggets at one time. This probably saves time, but
1737 * it also prevents us from alcheming nuggets that were just created
1738 * with this spell.
1739 */ 1392 }
1740 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1393
1394 value -= rndm (value >> 4);
1395 value = min (value, value_max);
1396
1397 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1398 if (int nrof = value / nugget [i]->value)
1399 {
1400 value -= nrof * nugget[i]->value;
1401
1402 object *tmp = arch_to_object (nugget[i]);
1403 tmp->nrof = nrof;
1404 tmp->flag [FLAG_IDENTIFIED] = true;
1405 op->map->insert (tmp, x, y, op, 0);
1741 } 1406 }
1407
1408 if (weight > weight_max)
1409 goto bailout;
1410 }
1742 } 1411 }
1743 free_object (large); 1412
1744 free_object (small); 1413bailout:
1745 /* reset this so that if player standing on a big pile of stuff,
1746 * it is redrawn properly.
1747 */
1748 op->contr->socket.look_position = 0;
1749 return 1; 1414 return 1;
1750} 1415}
1751
1752 1416
1753/* This function removes the cursed/damned status on equipped 1417/* This function removes the cursed/damned status on equipped
1754 * items. 1418 * items.
1755 */ 1419 */
1756int 1420int
1762 for (tmp = op->inv; tmp; tmp = tmp->below) 1426 for (tmp = op->inv; tmp; tmp = tmp->below)
1763 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1427 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1764 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1428 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1765 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1429 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1766 { 1430 {
1767
1768 was_one++; 1431 was_one++;
1432
1769 if (tmp->level <= caster_level (caster, spell)) 1433 if (tmp->level <= casting_level (caster, spell))
1770 { 1434 {
1771 success++; 1435 success++;
1772 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1436 if (QUERY_FLAG (spell, FLAG_DAMNED))
1773 CLEAR_FLAG (tmp, FLAG_DAMNED); 1437 CLEAR_FLAG (tmp, FLAG_DAMNED);
1774 1438
1775 CLEAR_FLAG (tmp, FLAG_CURSED); 1439 CLEAR_FLAG (tmp, FLAG_CURSED);
1776 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1777 tmp->value = 0; /* Still can't sell it */ 1441 tmp->value = 0; /* Still can't sell it */
1778 if (op->type == PLAYER) 1442
1443 if (object *pl = tmp->visible_to ())
1779 esrv_send_item (op, tmp); 1444 esrv_update_item (UPD_FLAGS, pl, tmp);
1780 } 1445 }
1781 } 1446 }
1782 1447
1783 if (op->type == PLAYER) 1448 if (op->type == PLAYER)
1784 { 1449 {
1785 if (success) 1450 if (success)
1786 {
1787 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.");
1788 }
1789 else 1452 else
1790 { 1453 {
1791 if (was_one) 1454 if (was_one)
1792 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.");
1793 else 1456 else
1794 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.");
1795 } 1458 }
1796 } 1459 }
1460
1797 return success; 1461 return success;
1798} 1462}
1799 1463
1800/* Identifies objects in the players inventory/on the ground */ 1464/* Identifies objects in the players inventory/on the ground */
1801
1802int 1465int
1803cast_identify (object *op, object *caster, object *spell) 1466cast_identify (object *op, object *caster, object *spell)
1804{ 1467{
1468 dynbuf_text buf;
1805 object *tmp; 1469 object *tmp;
1806 int success = 0, num_ident;
1807 1470
1808 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1471 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1809 1472
1810 if (num_ident < 1) 1473 if (num_ident < 1)
1811 num_ident = 1; 1474 num_ident = 1;
1812 1475
1813
1814 for (tmp = op->inv; tmp; tmp = tmp->below) 1476 for (tmp = op->inv; tmp; tmp = tmp->below)
1815 { 1477 {
1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1478 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1817 { 1479 {
1818 identify (tmp); 1480 identify (tmp);
1481
1819 if (op->type == PLAYER) 1482 if (op->type == PLAYER)
1820 { 1483 {
1821 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
1822 if (tmp->msg) 1486 if (tmp->msg)
1823 { 1487 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1826 }
1827 } 1488 }
1489
1828 num_ident--; 1490 num_ident--;
1829 success = 1;
1830 if (!num_ident) 1491 if (!num_ident)
1831 break; 1492 break;
1832 } 1493 }
1833 } 1494 }
1495
1834 /* 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
1835 * 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
1836 * was not fully used. 1498 * was not fully used.
1837 */ 1499 */
1838 if (num_ident) 1500 if (num_ident)
1839 { 1501 {
1840 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)
1841 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1503 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1842 { 1504 {
1843
1844 identify (tmp); 1505 identify (tmp);
1845 if (op->type == PLAYER) 1506
1507 if (object *pl = tmp->visible_to ())
1846 { 1508 {
1847 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
1848 if (tmp->msg) 1511 if (tmp->msg)
1849 { 1512 buf << "The item has a story:\r" << tmp->msg << "\n\n";
1850 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1851 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1852 }
1853 esrv_send_item (op, tmp);
1854 } 1513 }
1514
1855 num_ident--; 1515 num_ident--;
1856 success = 1;
1857 if (!num_ident) 1516 if (!num_ident)
1858 break; 1517 break;
1859 } 1518 }
1860 } 1519 }
1861 if (!success) 1520
1862 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 }
1863 else 1526 else
1864 { 1527 {
1528 if (op->contr)
1529 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1530
1865 spell_effect (spell, op->x, op->y, op->map, op); 1531 spell_effect (spell, op->x, op->y, op->map, op);
1532 return 1;
1866 } 1533 }
1867 return success;
1868} 1534}
1869
1870 1535
1871int 1536int
1872cast_detection (object *op, object *caster, object *spell, object *skill) 1537cast_detection (object *op, object *caster, object *spell, object *skill)
1873{ 1538{
1874 object *tmp, *last, *god, *detect; 1539 object *tmp, *last, *god, *detect;
1878 1543
1879 /* 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
1880 * doing it over and over again. 1545 * doing it over and over again.
1881 */ 1546 */
1882 god = find_god (determine_god (op)); 1547 god = find_god (determine_god (op));
1883 level = caster_level (caster, spell); 1548 level = casting_level (caster, spell);
1884 range = spell->range + SP_level_range_adjust (caster, spell); 1549 range = spell->range + SP_level_range_adjust (caster, spell);
1885 1550
1886 if (!skill) 1551 if (!skill)
1887 skill = caster; 1552 skill = caster;
1888 1553
1889 for (x = op->x - range; x <= op->x + range; x++) 1554 unordered_mapwalk (op, -range, -range, range, range)
1890 for (y = op->y - range; y <= op->y + range; y++)
1891 { 1555 {
1892
1893 m = op->map;
1894 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1895 if (mflags & P_OUT_OF_MAP)
1896 continue;
1897
1898 /* For most of the detections, we only detect objects above the 1556 /* For most of the detections, we only detect objects above the
1899 * floor. But this is not true for show invisible. 1557 * floor. But this is not true for show invisible.
1900 * Basically, we just go and find the top object and work 1558 * Basically, we just go and find the top object and work
1901 * down - that is easier than working up. 1559 * down - that is easier than working up.
1902 */ 1560 */
1903 1561
1904 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)
1905 last = tmp; 1563 last = tmp;
1564
1906 /* 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
1907 * would happen. 1566 * would happen.
1908 */ 1567 */
1909 if (!last) 1568 if (!last)
1910 continue; 1569 continue;
1911 1570
1912 done_one = 0; 1571 done_one = 0;
1913 floor = 0; 1572 floor = 0;
1914 detect = NULL; 1573 detect = NULL;
1915 for (tmp = last; tmp; tmp = tmp->below) 1574 for (tmp = last; tmp; tmp = tmp->below)
1916 { 1575 {
1917
1918 /* show invisible */ 1576 /* show invisible */
1919 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1577 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1920 /* Might there be other objects that we can make visibile? */ 1578 /* Might there be other objects that we can make visible? */
1921 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1579 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1922 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1580 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ))
1923 tmp->type == CF_HANDLE || 1581 || tmp->type == CF_HANDLE
1924 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1582 || tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE
1925 tmp->type == BUTTON || tmp->type == TELEPORTER || 1583 || tmp->type == BUTTON || tmp->type == TELEPORTER
1926 tmp->type == GATE || tmp->type == LOCKED_DOOR || 1584 || tmp->type == GATE || tmp->type == LOCKED_DOOR
1927 tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN || 1585 || tmp->type == WEAPON || tmp->type == ALTAR || tmp->type == SIGN
1928 tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY || 1586 || tmp->type == TRIGGER_PEDESTAL || tmp->type == SPECIAL_KEY
1929 tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR))) 1587 || tmp->type == TREASURE || tmp->type == BOOK || tmp->type == HOLY_ALTAR)))
1930 { 1588 {
1931 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)
1932 { 1590 {
1933 tmp->invisible = 0; 1591 tmp->invisible = 0;
1934 done_one = 1; 1592 done_one = 1;
1935 } 1593 }
1936 } 1594 }
1595
1937 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1596 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1938 floor = 1; 1597 floor = 1;
1939 1598
1940 /* All detections below this point don't descend beneath the floor, 1599 /* All detections below this point don't descend beneath the floor,
1941 * so just continue on. We could be clever and look at the type of 1600 * so just continue on. We could be clever and look at the type of
1942 * 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
1943 * 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.
1944 */ 1603 */
1945 if (floor) 1604 if (floor)
1946 continue; 1605 continue;
1947 1606
1948 /* I had thought about making detect magic and detect curse 1607 /* I had thought about making detect magic and detect curse
1949 * 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.
1950 * 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
1951 * difficult to see what object is magical/cursed, so the 1610 * difficult to see what object is magical/cursed, so the
1952 * effect wouldn't be as apparant. 1611 * effect wouldn't be as apparent.
1953 */ 1612 */
1954 1613
1955 /* detect magic */ 1614 /* detect magic */
1956 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && 1615 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) &&
1957 !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))
1958 { 1617 {
1959 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1618 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1960 /* make runes more visibile */ 1619 /* make runes more visibile */
1961 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC) 1620 if (tmp->type == RUNE && tmp->attacktype & AT_MAGIC)
1962 tmp->stats.Cha /= 4; 1621 tmp->stats.Cha /= 4;
1622
1963 done_one = 1; 1623 done_one = 1;
1964 } 1624 }
1625
1965 /* detect monster */ 1626 /* detect monster */
1966 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))
1967 { 1628 {
1968 done_one = 2; 1629 done_one = 2;
1630
1969 if (!detect) 1631 if (!detect)
1970 detect = tmp; 1632 detect = tmp;
1971 } 1633 }
1634
1972 /* 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
1973 * 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
1974 * race must match. 1637 * race must match.
1975 */ 1638 */
1976 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race && 1639 if (spell->race && QUERY_FLAG (tmp, FLAG_MONSTER) && tmp->race &&
1977 ((!strcmp (spell->race, "GOD") && god && god->slaying && strstr (god->slaying, tmp->race)) || 1640 ((spell->race == shstr_GOD && god && god->slaying.contains (tmp->race)) ||
1978 (strstr (spell->race, tmp->race)))) 1641 spell->race.contains (tmp->race)))
1979 { 1642 {
1980 done_one = 2; 1643 done_one = 2;
1644
1981 if (!detect) 1645 if (!detect)
1982 detect = tmp; 1646 detect = tmp;
1983 } 1647 }
1648
1984 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) &&
1985 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1650 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1986 { 1651 {
1987 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1988 done_one = 1; 1653 done_one = 1;
1989 } 1654 }
1990 } /* for stack of objects on this space */ 1655 } /* for stack of objects on this space */
1991 1656
1992 /* 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
1993 * where the magic is. 1658 * where the magic is.
1994 */ 1659 */
1995 if (done_one) 1660 if (done_one)
1996 { 1661 {
1997 object *detect_ob = arch_to_object (spell->other_arch); 1662 object *detect_ob = arch_to_object (spell->other_arch);
1998 1663
1999 detect_ob->x = nx;
2000 detect_ob->y = ny;
2001 /* if this is set, we want to copy the face */ 1664 /* if this is set, we want to copy the face */
2002 if (done_one == 2 && detect) 1665 if (done_one == 2 && detect)
2003 { 1666 {
2004 detect_ob->face = detect->face; 1667 detect_ob->face = detect->face;
2005 detect_ob->animation_id = detect->animation_id; 1668 detect_ob->animation_id = detect->animation_id;
2006 detect_ob->anim_speed = detect->anim_speed; 1669 detect_ob->anim_speed = detect->anim_speed;
2007 detect_ob->last_anim = 0; 1670 detect_ob->last_anim = 0;
2008 /* by default, the detect_ob is already animated */ 1671 /* by default, the detect_ob is already animated */
2009 if (!QUERY_FLAG (detect, FLAG_ANIMATE)) 1672 if (!QUERY_FLAG (detect, FLAG_ANIMATE))
2010 CLEAR_FLAG (detect_ob, FLAG_ANIMATE); 1673 CLEAR_FLAG (detect_ob, FLAG_ANIMATE);
2011 } 1674 }
2012 insert_ob_in_map (detect_ob, m, op, 0); 1675
1676 m->insert (detect_ob, nx, ny, op);
2013 } 1677 }
2014 } /* for processing the surrounding spaces */ 1678 } /* for processing the surrounding spaces */
2015 1679
2016 1680
2017 /* 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 */
2018 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))
2019 { 1683 {
2020 done_one = 0; 1684 done_one = 0;
1685
2021 for (tmp = op->inv; tmp; tmp = tmp->below) 1686 for (tmp = op->inv; tmp; tmp = tmp->below)
2022 { 1687 {
2023 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2024 { 1689 {
2025 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))
2026 { 1691 {
2027 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
2028 if (op->type == PLAYER) 1693
1694 if (object *pl = tmp->visible_to ())
2029 esrv_send_item (op, tmp); 1695 esrv_update_item (UPD_FLAGS, pl, tmp);
2030 } 1696 }
1697
2031 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) &&
2032 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1699 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
2033 { 1700 {
2034 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1701 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
2035 if (op->type == PLAYER) 1702
1703 if (object *pl = tmp->visible_to ())
2036 esrv_send_item (op, tmp); 1704 esrv_update_item (UPD_FLAGS, pl, tmp);
2037 } 1705 }
2038 } /* if item is not identified */ 1706 } /* if item is not identified */
2039 } /* for the players inventory */ 1707 } /* for the players inventory */
2040 } /* if detect magic/curse and object is a player */ 1708 } /* if detect magic/curse and object is a player */
1709
2041 return 1; 1710 return 1;
2042} 1711}
2043 1712
2044 1713
2045/** 1714/**
2058 1727
2059 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.");
2060 1729
2061 if (victim->stats.sp >= victim->stats.maxsp * 2) 1730 if (victim->stats.sp >= victim->stats.maxsp * 2)
2062 { 1731 {
2063 object *tmp;
2064
2065 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!"); 1732 new_draw_info (NDI_UNIQUE, 0, victim, "Your head explodes!");
2066
2067 /* Explodes a fireball centered at player */
2068 tmp = get_archetype (EXPLODING_FIREBALL);
2069 tmp->dam_modifier = random_roll (1, caster_level, victim, PREFER_LOW) / 5 + 1;
2070 tmp->stats.maxhp = random_roll (1, caster_level, victim, PREFER_LOW) / 10 + 2;
2071 tmp->x = victim->x;
2072 tmp->y = victim->y;
2073 insert_ob_in_map (tmp, victim->map, NULL, 0);
2074 victim->stats.sp = 2 * victim->stats.maxsp; 1733 victim->stats.sp = 2 * victim->stats.maxsp;
1734 create_exploding_ball_at (victim, caster_level);
2075 } 1735 }
2076 else if (victim->stats.sp >= victim->stats.maxsp * 1.88) 1736 else if (victim->stats.sp >= victim->stats.maxsp * 1.88)
2077 {
2078 new_draw_info (NDI_UNIQUE, NDI_ORANGE, victim, "You feel like your head is going to explode."); 1737 new_draw_info (NDI_UNIQUE | NDI_ORANGE, 0, victim, "You feel like your head is going to explode.");
2079 }
2080 else if (victim->stats.sp >= victim->stats.maxsp * 1.66) 1738 else if (victim->stats.sp >= victim->stats.maxsp * 1.66)
2081 {
2082 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!");
2083 }
2084 else if (victim->stats.sp >= victim->stats.maxsp * 1.5) 1740 else if (victim->stats.sp >= victim->stats.maxsp * 1.5)
2085 { 1741 {
2086 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world."); 1742 new_draw_info (NDI_UNIQUE, 0, victim, "Chaos fills your world.");
2087 confuse_player (victim, victim, 99); 1743 confuse_player (victim, victim, 99);
2088 } 1744 }
2089 else if (victim->stats.sp >= victim->stats.maxsp * 1.25) 1745 else if (victim->stats.sp >= victim->stats.maxsp * 1.25)
2090 {
2091 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices."); 1746 new_draw_info (NDI_UNIQUE, 0, victim, "You start hearing voices.");
2092 }
2093} 1747}
2094 1748
2095/* cast_transfer 1749/* cast_transfer
2096 * This spell transfers sp from the player to another person. 1750 * This spell transfers sp from the player to another person.
2097 * We let the target go above their normal maximum SP. 1751 * We let the target go above their normal maximum SP.
2111 1765
2112 mflags = get_map_flags (m, &m, x, y, &x, &y); 1766 mflags = get_map_flags (m, &m, x, y, &x, &y);
2113 1767
2114 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1768 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2115 { 1769 {
2116 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)
2117 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1771 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2118 break; 1772 break;
2119 } 1773 }
2120 1774
2121 1775
2122 /* 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
2123 * 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.
2124 */ 1778 */
2125 if (plyr == NULL) 1779 if (plyr == NULL)
2126 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)
2127 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 1781 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2128 break; 1782 break;
2129 1783
2130 if (!plyr) 1784 if (!plyr)
2131 { 1785 {
2134 } 1788 }
2135 /* give sp */ 1789 /* give sp */
2136 if (spell->stats.dam > 0) 1790 if (spell->stats.dam > 0)
2137 { 1791 {
2138 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);
2139 charge_mana_effect (plyr, caster_level (caster, spell)); 1793 charge_mana_effect (plyr, casting_level (caster, spell));
2140 return 1; 1794 return 1;
2141 } 1795 }
2142 /* suck sp away. Can't suck sp from yourself */ 1796 /* suck sp away. Can't suck sp from yourself */
2143 else if (op != plyr) 1797 else if (op != plyr)
2144 { 1798 {
2156 /* Player doesn't get full credit */ 1810 /* Player doesn't get full credit */
2157 sucked = (sucked * rate) / 100; 1811 sucked = (sucked * rate) / 100;
2158 op->stats.sp += sucked; 1812 op->stats.sp += sucked;
2159 if (sucked > 0) 1813 if (sucked > 0)
2160 { 1814 {
2161 charge_mana_effect (op, caster_level (caster, spell)); 1815 charge_mana_effect (op, casting_level (caster, spell));
2162 } 1816 }
2163 } 1817 }
2164 return 1; 1818 return 1;
2165 } 1819 }
2166 return 0; 1820 return 0;
2186 m = op->map; 1840 m = op->map;
2187 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1841 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2188 if (mflags & P_OUT_OF_MAP) 1842 if (mflags & P_OUT_OF_MAP)
2189 return; 1843 return;
2190 1844
2191 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)
2192 { 1846 {
2193 next = tmp->above; 1847 next = tmp->above;
2194 1848
2195 /* Need to look at the head object - otherwise, if tmp 1849 /* Need to look at the head object - otherwise, if tmp
2196 * points to a monster, we don't have all the necessary 1850 * points to a monster, we don't have all the necessary
2208 /* Basically, if the object is magical and not counterspell, 1862 /* Basically, if the object is magical and not counterspell,
2209 * we will more or less remove the object. Don't counterspell 1863 * we will more or less remove the object. Don't counterspell
2210 * monsters either. 1864 * monsters either.
2211 */ 1865 */
2212 1866
2213 if (head->attacktype & AT_MAGIC && 1867 if (head->attacktype & AT_MAGIC
2214 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1868 && !(head->attacktype & AT_COUNTERSPELL)
2215 { 1869 && !QUERY_FLAG (head, FLAG_MONSTER)
2216 remove_ob (head); 1870 && (op->level > head->level))
2217 free_object (head); 1871 head->destroy ();
2218 }
2219 else 1872 else
2220 switch (head->type) 1873 switch (head->type)
2221 { 1874 {
2222 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
2223 if (op->level > head->level) 1881 if (op->level > head->level)
2224 { 1882 head->destroy ();
2225 remove_ob (head); 1883
2226 free_object (head);
2227 }
2228 break; 1884 break;
2229 1885
2230 /* I really don't get this rune code that much - that 1886 /* I really don't get this rune code that much - that
2231 * random chance seems really low. 1887 * random chance seems really low.
2232 */ 1888 */
2233 case RUNE: 1889 case RUNE:
2234 if (rndm (0, 149) == 0) 1890 if (rndm (0, 149) == 0)
2235 { 1891 {
2236 head->stats.hp--; /* weaken the rune */ 1892 head->stats.hp--; /* weaken the rune */
2237 if (!head->stats.hp) 1893 if (!head->stats.hp)
2238 { 1894 head->destroy ();
2239 remove_ob (head);
2240 free_object (head);
2241 }
2242 } 1895 }
2243 break; 1896 break;
2244 } 1897 }
2245 } 1898 }
2246} 1899}
2247 1900
2248
2249
2250/* cast_consecrate() - a spell to make an altar your god's */ 1901/* cast_consecrate() - a spell to make an altar your god's */
2251int 1902int
2252cast_consecrate (object *op, object *caster, object *spell) 1903cast_consecrate (object *op, object *caster, object *spell)
2253{ 1904{
2254 char buf[MAX_BUF]; 1905 char buf[MAX_BUF];
2266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1917 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2267 break; 1918 break;
2268 if (tmp->type == HOLY_ALTAR) 1919 if (tmp->type == HOLY_ALTAR)
2269 { 1920 {
2270 1921
2271 if (tmp->level > caster_level (caster, spell)) 1922 if (tmp->level > casting_level (caster, spell))
2272 { 1923 {
2273 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);
2274 return 0; 1925 return 0;
2275 } 1926 }
2276 else 1927 else
2277 { 1928 {
2278 /* If we got here, we are consecrating an altar */ 1929 /* If we got here, we are consecrating an altar */
2279 sprintf (buf, "Altar of %s", &god->name); 1930 sprintf (buf, "Altar of %s", &god->name);
2280 tmp->name = buf; 1931 tmp->name = buf;
2281 tmp->level = caster_level (caster, spell); 1932 tmp->level = casting_level (caster, spell);
2282 tmp->other_arch = god->arch; 1933 tmp->other_arch = god->arch;
1934
2283 if (op->type == PLAYER) 1935 if (op->type == PLAYER)
2284 esrv_update_item (UPD_NAME, op, tmp); 1936 esrv_update_item (UPD_NAME, op, tmp);
1937
2285 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);
2286 return 1; 1939 return 1;
2287 } 1940 }
2288 } 1941 }
2289 } 1942 }
2299 * 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,
2300 * 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
2301 * 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
2302 * player checks. MSW 2003-01-06 1955 * player checks. MSW 2003-01-06
2303 */ 1956 */
2304
2305int 1957int
2306animate_weapon (object *op, object *caster, object *spell, int dir) 1958animate_weapon (object *op, object *caster, object *spell, int dir)
2307{ 1959{
2308 object *weapon, *tmp; 1960 object *weapon, *tmp;
2309 char buf[MAX_BUF]; 1961 char buf[MAX_BUF];
2310 int a, i; 1962 int a, i;
2311 sint16 x, y; 1963 sint16 x, y;
2312 maptile *m; 1964 maptile *m;
2313 materialtype_t *mt;
2314 1965
2315 if (!spell->other_arch) 1966 if (!spell->other_arch)
2316 { 1967 {
2317 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1968 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2318 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);
2321 /* exit if it's not a player using this spell. */ 1972 /* exit if it's not a player using this spell. */
2322 if (op->type != PLAYER) 1973 if (op->type != PLAYER)
2323 return 0; 1974 return 0;
2324 1975
2325 /* if player already has a golem, abort */ 1976 /* if player already has a golem, abort */
2326 if (op->contr->ranges[range_golem] != NULL && op->contr->golem_count == op->contr->ranges[range_golem]->count) 1977 if (object *golem = op->contr->golem)
2327 { 1978 {
2328 control_golem (op->contr->ranges[range_golem], dir); 1979 control_golem (golem, dir);
2329 return 0; 1980 return 0;
2330 } 1981 }
2331 1982
2332 /* if no direction specified, pick one */ 1983 /* if no direction specified, pick one */
2333 if (!dir) 1984 if (!dir)
2334 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);
2335 1986
2336 m = op->map; 1987 m = op->map;
2337 x = op->x + freearr_x[dir]; 1988 x = op->x + freearr_x[dir];
2338 y = op->y + freearr_y[dir]; 1989 y = op->y + freearr_y[dir];
2339 1990
2340 /* if there's no place to put the golem, abort */ 1991 /* if there's no place to put the golem, abort */
2341 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 1992 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2342 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 1993 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2343 { 1994 {
2344 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.");
2345 return 0; 1996 return 0;
2346 } 1997 }
2347 1998
2351 if (!weapon) 2002 if (!weapon)
2352 { 2003 {
2353 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!");
2354 return 0; 2005 return 0;
2355 } 2006 }
2007
2356 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2008 if (spell->race && weapon->arch->archname != spell->race)
2357 { 2009 {
2358 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.");
2359 return 0; 2011 return 0;
2360 } 2012 }
2013
2361 if (weapon->type != WEAPON) 2014 if (weapon->type != WEAPON)
2362 { 2015 {
2363 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.");
2364 return 0; 2017 return 0;
2365 } 2018 }
2019
2366 if (QUERY_FLAG (weapon, FLAG_APPLIED)) 2020 if (QUERY_FLAG (weapon, FLAG_APPLIED))
2367 { 2021 {
2368 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));
2369 return 0; 2023 return 0;
2370 } 2024 }
2371 2025
2372 if (weapon->nrof > 1) 2026 weapon = weapon->split ();
2373 {
2374 tmp = get_split_ob (weapon, 1);
2375 esrv_send_item (op, weapon);
2376 weapon = tmp;
2377 }
2378 2027
2379 /* create the golem object */ 2028 /* create the golem object */
2380 tmp = arch_to_object (spell->other_arch); 2029 tmp = arch_to_object (spell->other_arch);
2381 2030
2382 /* 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 */
2383 CLEAR_FLAG (tmp, FLAG_MONSTER); 2032 CLEAR_FLAG (tmp, FLAG_MONSTER);
2384 SET_FLAG (tmp, FLAG_FRIENDLY);
2385 tmp->stats.exp = 0; 2033 tmp->stats.exp = 0;
2386 add_friendly_object (tmp); 2034 add_friendly_object (tmp);
2387 tmp->type = GOLEM; 2035 tmp->type = GOLEM;
2388 set_owner (tmp, op); 2036 tmp->set_owner (op);
2037 op->contr->golem = tmp;
2389 set_spell_skill (op, caster, spell, tmp); 2038 set_spell_skill (op, caster, spell, tmp);
2390 op->contr->ranges[range_golem] = tmp;
2391 op->contr->shoottype = range_golem;
2392 op->contr->golem_count = tmp->count;
2393 2039
2394 /* 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
2395 * removed flag - it should only be set if get_split_object was 2041 * removed flag - it should only be set if weapon->split was
2396 * used above. 2042 * used above.
2397 */ 2043 */
2398 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2044 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2399 remove_ob (weapon); 2045 weapon->remove ();
2400 insert_ob_in_ob (weapon, tmp); 2046
2401 esrv_send_item (op, weapon); 2047 tmp->insert (weapon);
2048
2402 /* 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,
2403 * 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
2404 * body_info, skills, etc) 2051 * body_info, skills, etc)
2405 */ 2052 */
2406 SET_FLAG (tmp, FLAG_USE_WEAPON); 2053 SET_FLAG (tmp, FLAG_USE_WEAPON);
2407 SET_FLAG (weapon, FLAG_APPLIED); 2054 SET_FLAG (weapon, FLAG_APPLIED);
2408 fix_player (tmp); 2055 tmp->update_stats ();
2409 2056
2410 /* 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
2411 * 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 -
2412 * 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.
2413 */ 2060 */
2432 2079
2433 /* attacktype */ 2080 /* attacktype */
2434 if (!tmp->attacktype) 2081 if (!tmp->attacktype)
2435 tmp->attacktype = AT_PHYSICAL; 2082 tmp->attacktype = AT_PHYSICAL;
2436 2083
2437 mt = NULL;
2438 if (op->materialname != NULL)
2439 mt = name_to_material (op->materialname); 2084 if (materialtype_t *mt = name_to_material (op->materialname))
2440 if (mt != NULL)
2441 { 2085 {
2442 for (i = 0; i < NROFATTACKS; i++) 2086 for (i = 0; i < NROFATTACKS; i++)
2443 tmp->resist[i] = 50 - (mt->save[i] * 5); 2087 tmp->resist[i] = 50 - (mt->save[i] * 5);
2444 a = mt->save[0]; 2088 a = mt->save[0];
2445 } 2089 }
2447 { 2091 {
2448 for (i = 0; i < NROFATTACKS; i++) 2092 for (i = 0; i < NROFATTACKS; i++)
2449 tmp->resist[i] = 5; 2093 tmp->resist[i] = 5;
2450 a = 10; 2094 a = 10;
2451 } 2095 }
2096
2452 /* Set weapon's immunity */ 2097 /* Set weapon's immunity */
2453 tmp->resist[ATNR_CONFUSION] = 100; 2098 tmp->resist[ATNR_CONFUSION] = 100;
2454 tmp->resist[ATNR_POISON] = 100; 2099 tmp->resist[ATNR_POISON] = 100;
2455 tmp->resist[ATNR_SLOW] = 100; 2100 tmp->resist[ATNR_SLOW] = 100;
2456 tmp->resist[ATNR_PARALYZE] = 100; 2101 tmp->resist[ATNR_PARALYZE] = 100;
2462 2107
2463 /* 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 */
2464 2109
2465 if (a > 14) 2110 if (a > 14)
2466 a = 14; 2111 a = 14;
2112
2467 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));
2468 2114
2469 /* Determine golem's speed */ 2115 /* Determine golem's speed */
2470 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)));
2471
2472 if (tmp->speed > 3.33)
2473 tmp->speed = 3.33;
2474 2117
2475 if (!spell->race) 2118 if (!spell->race)
2476 { 2119 {
2477 sprintf (buf, "animated %s", &weapon->name); 2120 sprintf (buf, "animated %s", &weapon->name);
2478 tmp->name = buf; 2121 tmp->name = buf;
2480 tmp->face = weapon->face; 2123 tmp->face = weapon->face;
2481 tmp->animation_id = weapon->animation_id; 2124 tmp->animation_id = weapon->animation_id;
2482 tmp->anim_speed = weapon->anim_speed; 2125 tmp->anim_speed = weapon->anim_speed;
2483 tmp->last_anim = weapon->last_anim; 2126 tmp->last_anim = weapon->last_anim;
2484 tmp->state = weapon->state; 2127 tmp->state = weapon->state;
2485 if (QUERY_FLAG (weapon, FLAG_ANIMATE)) 2128 tmp->flag [FLAG_ANIMATE] = weapon->flag [FLAG_ANIMATE];
2486 {
2487 SET_FLAG (tmp, FLAG_ANIMATE);
2488 }
2489 else
2490 {
2491 CLEAR_FLAG (tmp, FLAG_ANIMATE);
2492 }
2493 update_ob_speed (tmp);
2494 } 2129 }
2495 2130
2496 /* 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. */
2497 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));
2498 2133
2499 tmp->speed_left = -1; 2134 tmp->speed_left = -1;
2500 tmp->x = x;
2501 tmp->y = y;
2502 tmp->direction = dir; 2135 tmp->direction = dir;
2503 insert_ob_in_map (tmp, m, op, 0); 2136
2137 m->insert (tmp, x, y, op);
2504 return 1; 2138 return 1;
2505} 2139}
2506 2140
2507/* cast_daylight() - changes the map darkness level *lower* */ 2141/* cast_daylight() - changes the map darkness level *lower* */
2508 2142
2509/* cast_change_map_lightlevel: Was cast_daylight/nightfall. 2143/* cast_change_map_lightlevel: Was cast_daylight/nightfall.
2510 * This changes the light level for the entire map. 2144 * This changes the light level for the entire map.
2511 */ 2145 */
2512
2513int 2146int
2514cast_change_map_lightlevel (object *op, object *caster, object *spell) 2147cast_change_map_lightlevel (object *op, object *caster, object *spell)
2515{ 2148{
2516 int success; 2149 int success;
2517 2150
2518 if (!op->map) 2151 if (!op->map)
2519 return 0; /* shouldnt happen */ 2152 return 0; /* shouldnt happen */
2520 2153
2521 success = change_map_light (op->map, spell->stats.dam); 2154 success = op->map->change_map_light (spell->stats.dam);
2155
2522 if (!success) 2156 if (!success)
2523 { 2157 {
2524 if (spell->stats.dam < 0) 2158 if (spell->stats.dam < 0)
2525 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.");
2526 else 2160 else
2527 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.");
2528 } 2162 }
2163
2529 return success; 2164 return success;
2530} 2165}
2531
2532
2533
2534
2535 2166
2536/* 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.
2537 * 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,
2538 * spell is the spell object itself. 2169 * spell is the spell object itself.
2539 */ 2170 */
2551 2182
2552 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);
2553 2184
2554 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);
2555 2186
2556 set_owner (new_aura, op);
2557 set_spell_skill (op, caster, spell, new_aura); 2187 set_spell_skill (op, caster, spell, new_aura);
2558 new_aura->attacktype = spell->attacktype; 2188 new_aura->attacktype = spell->attacktype;
2559 2189
2560 new_aura->level = caster_level (caster, spell); 2190 new_aura->level = casting_level (caster, spell);
2191
2561 if (refresh) 2192 if (refresh)
2562 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.");
2563 else 2194 else
2564 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
2565 insert_ob_in_ob (new_aura, op); 2197 insert_ob_in_ob (new_aura, op);
2198 new_aura->set_owner (op);
2199
2566 return 1; 2200 return 1;
2567} 2201}
2568
2569 2202
2570/* 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,
2571 * 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
2572 * around him. 2205 * around him.
2573 * Aura parameters: 2206 * Aura parameters:
2574 * duration: duration counter. 2207 * duration: duration counter.
2575 * attacktype: aura's attacktype 2208 * attacktype: aura's attacktype
2576 * other_arch: archetype to drop where we attack 2209 * other_arch: archetype to drop where we attack
2577 */ 2210 */
2578
2579void 2211void
2580move_aura (object *aura) 2212move_aura (object *aura)
2581{ 2213{
2582 int i, mflags;
2583 object *env;
2584 maptile *m;
2585
2586 /* auras belong in inventories */ 2214 /* auras belong in inventories */
2587 env = aura->env; 2215 object *env = aura->env;
2216 object *owner = aura->owner;
2588 2217
2589 /* no matter what we've gotta remove the aura... 2218 /* no matter what we've gotta remove the aura...
2590 * we'll put it back if its time isn't up. 2219 * we'll put it back if its time isn't up.
2591 */ 2220 */
2592 remove_ob (aura); 2221 aura->remove ();
2593 2222
2594 /* exit if we're out of gas */ 2223 /* exit if we're out of gas */
2595 if (aura->duration-- < 0) 2224 if (aura->duration-- < 0)
2596 { 2225 {
2597 free_object (aura); 2226 aura->destroy ();
2598 return; 2227 return;
2599 } 2228 }
2600 2229
2601 /* auras only exist in inventories */ 2230 /* auras only exist in inventories */
2602 if (env == NULL || env->map == NULL) 2231 if (!env || !env->map)
2603 { 2232 {
2604 free_object (aura); 2233 aura->destroy ();
2605 return; 2234 return;
2606 } 2235 }
2607 aura->x = env->x;
2608 aura->y = env->y;
2609 2236
2610 /* we need to jump out of the inventory for a bit 2237 /* we need to jump out of the inventory for a bit
2611 * in order to hit the map conveniently. 2238 * in order to hit the map conveniently.
2612 */ 2239 */
2613 insert_ob_in_map (aura, env->map, aura, 0); 2240 aura->insert_at (env, aura);
2614 2241
2615 for (i = 1; i < 9; i++) 2242 for (int i = 1; i < 9; i++)
2616 { 2243 {
2617 sint16 nx, ny; 2244 mapxy pos (env);
2245 pos.move (i);
2618 2246
2619 nx = aura->x + freearr_x[i];
2620 ny = aura->y + freearr_y[i];
2621 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2622
2623 /* Consider the movement tyep of the person with the aura as 2247 /* Consider the movement type of the person with the aura as
2624 * 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
2625 * 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.
2626 */ 2250 */
2627 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)))
2628 { 2252 {
2629 hit_map (aura, i, aura->attacktype, 0); 2253 hit_map (aura, i, aura->attacktype, 0);
2630 2254
2631 if (aura->other_arch) 2255 if (aura->other_arch)
2632 {
2633 object *new_ob;
2634
2635 new_ob = arch_to_object (aura->other_arch); 2256 pos.insert (arch_to_object (aura->other_arch), aura);
2636 new_ob->x = nx;
2637 new_ob->y = ny;
2638 insert_ob_in_map (new_ob, m, aura, 0);
2639 } 2257 }
2640 }
2641 } 2258 }
2259
2642 /* put the aura back in the player's inventory */ 2260 /* put the aura back in the player's inventory */
2643 remove_ob (aura); 2261 env->insert (aura);
2644 insert_ob_in_ob (aura, env); 2262 aura->set_owner (owner);
2645} 2263}
2646 2264
2647/* moves the peacemaker spell. 2265/* moves the peacemaker spell.
2648 * op is the piece object. 2266 * op is the piece object.
2649 */ 2267 */
2650
2651void 2268void
2652move_peacemaker (object *op) 2269move_peacemaker (object *op)
2653{ 2270{
2654 object *tmp; 2271 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
2655
2656 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2657 { 2272 {
2658 int atk_lev, def_lev; 2273 int atk_lev, def_lev;
2659 object *victim = tmp; 2274 object *victim = tmp->head_ ();
2660 2275
2661 if (tmp->head)
2662 victim = tmp->head;
2663 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2276 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2664 continue; 2277 continue;
2278
2665 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2279 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2666 continue; 2280 continue;
2281
2667 if (victim->stats.exp == 0) 2282 if (victim->stats.exp == 0)
2668 continue; 2283 continue;
2669 2284
2670 def_lev = MAX (1, victim->level); 2285 def_lev = MAX (1, victim->level);
2671 atk_lev = MAX (1, op->level); 2286 atk_lev = MAX (1, op->level);
2672 2287
2673 if (rndm (0, atk_lev - 1) > def_lev) 2288 if (rndm (0, atk_lev - 1) > def_lev)
2674 { 2289 {
2675 /* make this sucker peaceful. */ 2290 /* make this sucker peaceful. */
2676 2291
2292 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2677 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2293 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2678 victim->stats.exp = 0; 2294 victim->stats.exp = 0;
2679#if 0 2295#if 0
2680 /* No idea why these were all set to zero - if something 2296 /* No idea why these were all set to zero - if something
2681 * makes this creature agressive, he should still do damage. 2297 * makes this creature agressive, he should still do damage.
2682 */ 2298 */
2688 victim->attack_movement = RANDO2; 2304 victim->attack_movement = RANDO2;
2689 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2305 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2690 SET_FLAG (victim, FLAG_RUN_AWAY); 2306 SET_FLAG (victim, FLAG_RUN_AWAY);
2691 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2307 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2692 CLEAR_FLAG (victim, FLAG_MONSTER); 2308 CLEAR_FLAG (victim, FLAG_MONSTER);
2309
2693 if (victim->name) 2310 if (victim->name)
2694 {
2695 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);
2696 } 2312 }
2697 }
2698 } 2313 }
2699} 2314}
2700
2701 2315
2702/* This writes a rune that contains the appropriate message. 2316/* This writes a rune that contains the appropriate message.
2703 * There really isn't any adjustments we make. 2317 * There really isn't any adjustments we make.
2704 */ 2318 */
2705
2706int 2319int
2707write_mark (object *op, object *spell, const char *msg) 2320write_mark (object *op, object *spell, const char *msg)
2708{ 2321{
2709 char rune[HUGE_BUF];
2710 object *tmp;
2711
2712 if (!msg || msg[0] == 0) 2322 if (!msg || msg[0] == 0)
2713 { 2323 {
2714 new_draw_info (NDI_UNIQUE, 0, op, "Write what?"); 2324 new_draw_info (NDI_UNIQUE, 0, op, "Write what?");
2715 return 0; 2325 return 0;
2716 } 2326 }
2719 { 2329 {
2720 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?");
2721 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);
2722 return 0; 2332 return 0;
2723 } 2333 }
2334
2724 if (!spell->other_arch) 2335 if (!spell->other_arch)
2725 return 0; 2336 return 0;
2337
2726 tmp = arch_to_object (spell->other_arch); 2338 object *tmp = arch_to_object (spell->other_arch);
2727
2728 snprintf (rune, sizeof (rune), "%s\n", msg);
2729 2339
2730 tmp->race = op->name; /*Save the owner of the rune */ 2340 tmp->race = op->name; /*Save the owner of the rune */
2731 tmp->msg = rune; 2341 tmp->msg = msg;
2732 tmp->x = op->x; 2342
2733 tmp->y = op->y; 2343 tmp->insert_at (op, op, INS_BELOW_ORIGINATOR);
2734 insert_ob_in_map (tmp, op->map, op, INS_BELOW_ORIGINATOR); 2344
2735 return 1; 2345 return 1;
2736} 2346}
2347

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