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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.28 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.55 by root, Sat Jun 2 03:34:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
155 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
157 { 156 {
158 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
159 158
160 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
162 break; 161 break;
163 162
164 if (!al) 163 if (!al)
165 { 164 {
374 * normal applies. 373 * normal applies.
375 */ 374 */
376int 375int
377cast_invisible (object *op, object *caster, object *spell_ob) 376cast_invisible (object *op, object *caster, object *spell_ob)
378{ 377{
379 object *tmp;
380
381 if (op->invisible > 1000) 378 if (op->invisible > 1000)
382 { 379 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0; 381 return 0;
385 } 382 }
401 else 398 else
402 op->contr->tmp_invis = 1; 399 op->contr->tmp_invis = 1;
403 400
404 op->contr->hidden = 0; 401 op->contr->hidden = 0;
405 } 402 }
403
406 if (makes_invisible_to (op, op)) 404 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 406 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 408
411 update_object (op, UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
412 410
413 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
414 * harm to the player. 412 * harm to the player.
415 */ 413 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
417 if (tmp->enemy == op) 415 if (tmp->enemy == op)
418 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
419 return 1; 418 return 1;
420} 419}
421 420
422/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 422 */
451 next = tmp->above; 450 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 453 }
455 } 454 }
455
456 return 1; 456 return 1;
457} 457}
458
459 458
460void 459void
461execute_word_of_recall (object *op) 460execute_word_of_recall (object *op)
462{ 461{
463 object *wor = op; 462 if (object *pl = op->in_player ())
464 463 {
465 while (op != NULL && op->type != PLAYER) 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
472 op->enter_exit (wor); 470 pl->enter_exit (op);
471 }
472 }
473 473
474 wor->destroy (); 474 op->destroy ();
475} 475}
476 476
477/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
478 * 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
479 * time delay effect. 479 * time delay effect.
498 { 498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 501 return 0;
502 } 502 }
503
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 505 if (time < 1)
505 time = 1; 506 time = 1;
506 507
507 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
515 516
516 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
518 */ 519 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
522 523
523 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
525 return 1; 528 return 1;
526} 529}
527 530
528/* cast_wonder 531/* cast_wonder
529 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
562} 565}
563 566
564int 567int
565perceive_self (object *op) 568perceive_self (object *op)
566{ 569{
570 char buf[MAX_BUF];
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; 573 object *tmp;
570 int i; 574 int i;
571 575
572 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane");
582 else 586 else
583 { 587 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 588 new_draw_info (NDI_UNIQUE, 0, op, "You have:");
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590
586 if (tmp != NULL) 591 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 592 for (i = 0; i < NUM_STATS; i++)
589 { 593 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0)
591 {
592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i))); 594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i));
593 }
594 }
595 }
596 } 595 }
597 596
598 if (is_dragon_pl (op)) 597 if (is_dragon_pl (op))
599 { 598 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 599 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
602 { 601 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
604 { 603 {
605 if (tmp->stats.exp == 0) 604 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 605 sprintf (buf, "Your metabolism isn't focused on anything.");
608 }
609 else 606 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 607 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]);
612 } 608
613 new_draw_info (NDI_UNIQUE, 0, op, buf); 609 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 610 break;
615 } 611 }
616 } 612 }
617 } 613 }
618 return 1;
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 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_map (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 int exitx = EXIT_X (old_force);
728 int exity = EXIT_Y (old_force);
729
730 tmp = present_arch (perm_portal, exitmap, exitx, exity);
731 while (tmp)
732 {
733 if (tmp->name == old_force->name)
734 {
735 tmp->destroy ();
736 break;
737 }
738
739 tmp = tmp->above;
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_map (force->name, 0);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 op_level = caster_level (caster, spell);
770 if (op_level < 15)
771 snprintf (portal_message, 1024,
772 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
773 &op->name);
774 else if (op_level < 30)
775 snprintf (portal_message, 1024,
776 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
777 else if (op_level < 60)
778 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
779 else
780 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
781 &op->name);
782
783 /* Create a portal in front of player
784 * dummy contain the portal and
785 * force contain the track to kill it later
786 */
787 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
788 dummy = get_archetype (spell->slaying); /*The portal */
789 if (dummy == NULL)
790 {
791 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
792 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
793 return 0;
794 }
795
796 EXIT_PATH (dummy) = force->name;
797 EXIT_X (dummy) = EXIT_X (force);
798 EXIT_Y (dummy) = EXIT_Y (force);
799 dummy->name = dummy->name_pl = portal_name;
800 dummy->msg = portal_message;
801 dummy->race = op->name; /*Save the owner of the portal */
802 cast_create_obj (op, caster, dummy, 0);
803
804 /* Now we need to to create a town portal marker inside the player
805 * object, so on future castings, we can know that he has an active
806 * town portal.
807 */
808 tmp = get_archetype (spell->race);
809 if (tmp == NULL)
810 {
811 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
812 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
813 return 0;
814 }
815
816 tmp->race = op->map->path;
817 tmp->name = portal_name;
818 EXIT_X (tmp) = dummy->x;
819 EXIT_Y (tmp) = dummy->y;
820 op->insert (tmp);
821
822 /* Create a portal in the destination map
823 * dummy contain the portal and
824 * force the track to kill it later
825 * the 'force' variable still contains the 'reminder' of
826 * where this portal goes to.
827 */
828 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
829 dummy = get_archetype (spell->slaying); /*The portal */
830 if (dummy == NULL)
831 {
832 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
833 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
834 return 0;
835 }
836
837 EXIT_PATH (dummy) = op->map->path;
838 EXIT_X (dummy) = op->x;
839 EXIT_Y (dummy) = op->y;
840 dummy->name = dummy->name_pl = portal_name;
841 dummy->msg = portal_message;
842 dummy->race = op->name; /*Save the owner of the portal */
843 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
844
845 /* Now we create another town portal marker that
846 * points back to the one we just made
847 */
848 tmp = get_archetype (spell->race);
849 if (tmp == NULL)
850 {
851 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
852 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
853 return 0;
854 }
855
856 tmp->race = force->name;
857 tmp->name = portal_name;
858 EXIT_X (tmp) = dummy->x;
859 EXIT_Y (tmp) = dummy->y;
860 insert_ob_in_ob (tmp, op);
861
862 /* Describe the player what happened
863 */
864 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
865 force->destroy ();
866 614
867 return 1; 615 return 1;
868} 616}
869 617
870/* This creates magic walls. Really, it can create most any object, 618/* This creates magic walls. Really, it can create most any object,
1157 object *poison; 905 object *poison;
1158 int heal = 0, success = 0; 906 int heal = 0, success = 0;
1159 907
1160 tmp = find_target_for_friendly_spell (op, dir); 908 tmp = find_target_for_friendly_spell (op, dir);
1161 909
1162 if (tmp == NULL) 910 if (!tmp)
1163 return 0; 911 return 0;
1164 912
1165 /* Figure out how many hp this spell might cure. 913 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 914 * could be zero if this spell heals effects, not damage.
1167 */ 915 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 918 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 919
1172 if (heal) 920 if (heal)
1173 { 921 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 922 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 923 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 924 else
1179 { 925 {
1180 /* See how many points we actually heal. Instead of messages 926 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 927 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 928 * on amount of damage healed.
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 930 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 931 heal = tmp->stats.maxhp - tmp->stats.hp;
1186 tmp->stats.hp += heal; 932 tmp->stats.hp += heal;
1187 933
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 934 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 935 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 936 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 937 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 938 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 940 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 942 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 944
1208 success = 1; 945 success = 1;
1209 } 946 }
1210 } 947 }
948
1211 if (spell->attacktype & AT_DISEASE) 949 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 950 if (cure_disease (tmp, op))
1213 success = 1; 951 success = 1;
1214 952
1215 if (spell->attacktype & AT_POISON) 953 if (spell->attacktype & AT_POISON)
1221 success = 1; 959 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 961 poison->stats.food = 1;
1224 } 962 }
1225 } 963 }
964
1226 if (spell->attacktype & AT_CONFUSION) 965 if (spell->attacktype & AT_CONFUSION)
1227 { 966 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 967 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1229 if (poison) 968 if (poison)
1230 { 969 {
1231 success = 1; 970 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 972 poison->duration = 1;
1234 } 973 }
1235 } 974 }
975
1236 if (spell->attacktype & AT_BLIND) 976 if (spell->attacktype & AT_BLIND)
1237 { 977 {
1238 at = archetype::find ("blindness"); 978 at = archetype::find ("blindness");
1239 poison = present_arch_in_ob (at, tmp); 979 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 980 if (poison)
1242 success = 1; 982 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 984 poison->stats.food = 1;
1245 } 985 }
1246 } 986 }
987
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 988 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 989 {
1249 tmp->stats.sp += spell->last_sp; 990 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 991 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 992 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 993 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 995 }
996
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 997 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 998 {
1257 tmp->stats.grace += spell->last_grace; 999 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 1000 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 1001 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 1002 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1003 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 1004 }
1005
1263 if (spell->stats.food && tmp->stats.food < 999) 1006 if (spell->stats.food && tmp->stats.food < 999)
1264 { 1007 {
1265 tmp->stats.food += spell->stats.food; 1008 tmp->stats.food += spell->stats.food;
1266 if (tmp->stats.food > 999) 1009 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999; 1010 tmp->stats.food = 999;
1268 success = 1; 1011 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1012 /* We could do something a bit better like the messages for healing above */
1270 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1013 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1014 }
1015
1272 return success; 1016 return success;
1273} 1017}
1274
1275 1018
1276/* This is used for the spells that gain stats. There are no spells 1019/* This is used for the spells that gain stats. There are no spells
1277 * right now that icnrease wis/int/pow on a temp basis, so no 1020 * right now that icnrease wis/int/pow on a temp basis, so no
1278 * good comments for those. 1021 * good comments for those.
1279 */ 1022 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1023static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1024 "You grow no stronger.",
1282 "You grow no more agile.", 1025 "You grow no more agile.",
1283 "You don't feel any healthier.", 1026 "You don't feel any healthier.",
1284 "no wis", 1027 "You didn't grow any more intelligent.",
1028 "You do not feel any wiser.",
1029 "You don't feel any more powerful."
1285 "You are no easier to look at.", 1030 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1031};
1289 1032
1290int 1033int
1291cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1034cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1292{ 1035{
1343 } 1086 }
1344 else 1087 else
1345 { 1088 {
1346 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1089 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1347 } 1090 }
1091
1348 return 1; 1092 return 1;
1349 } 1093 }
1094
1350 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1095 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1351 force->speed = 1.0; 1096 force->speed = 1.0;
1352 force->speed_left = -1.0; 1097 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1098 SET_FLAG (force, FLAG_APPLIED);
1354 1099
1360 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1105 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1361 if (force->resist[i] > 100) 1106 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1107 force->resist[i] = 100;
1363 } 1108 }
1364 } 1109 }
1110
1365 if (spell_ob->stats.hp) 1111 if (spell_ob->stats.hp)
1366 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1112 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1367 1113
1368 if (tmp->type == PLAYER) 1114 if (tmp->type == PLAYER)
1369 { 1115 {
1370 /* Stat adjustment spells */ 1116 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1117 for (i = 0; i < NUM_STATS; i++)
1372 { 1118 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1119 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1120 {
1377 sm = 0; 1121 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1122 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1123 sm += rndm (1, 3);
1380 1124
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1125 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1126 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1127
1384 if (sm < 0) 1128 force->stats.stat (i) = sm;
1385 sm = 0; 1129
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1130 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1131 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1132 }
1391 } 1133 }
1392 } 1134 }
1413 force->attacktype = spell_ob->attacktype; 1155 force->attacktype = spell_ob->attacktype;
1414 1156
1415 insert_ob_in_ob (force, tmp); 1157 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1158 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1159 tmp->update_stats ();
1160
1418 return 1; 1161 return 1;
1419} 1162}
1420 1163
1421/* This used to be part of cast_change_ability, but it really didn't make 1164/* This used to be part of cast_change_ability, but it really didn't make
1422 * a lot of sense, since most of the values it derives are from the god 1165 * a lot of sense, since most of the values it derives are from the god
1423 * of the caster. 1166 * of the caster.
1424 */ 1167 */
1425
1426int 1168int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1169cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1170{
1429 int i; 1171 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1172 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1524 change_abil (tmp, force); /* Mostly to display any messages */ 1266 change_abil (tmp, force); /* Mostly to display any messages */
1525 insert_ob_in_ob (force, tmp); 1267 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1268 tmp->update_stats ();
1527 return 1; 1269 return 1;
1528} 1270}
1529
1530
1531 1271
1532/* Alchemy code by Mark Wedel 1272/* Alchemy code by Mark Wedel
1533 * 1273 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1274 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1275 * objects to gold nuggets, the value of the gold nuggets being
1545 * For example, if an item is worth 110 gold, you will get 1285 * For example, if an item is worth 110 gold, you will get
1546 * 4 large nuggets, and from 0-10 small nuggets. 1286 * 4 large nuggets, and from 0-10 small nuggets.
1547 * 1287 *
1548 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1549 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1290 * alchemised.
1551 */ 1291 */
1552
1553/* I didn't feel like passing these as arguements to the
1554 * two functions that need them. Real values are put in them
1555 * when the spell is cast, and these are freed when the spell
1556 * is finished.
1557 */
1558static object *small, *large;
1559
1560static void 1292static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1293alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1294{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1295 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1296
1565 /* Give third price when we alchemy money (This should hopefully 1297 /* Give third price when we alchemy money (This should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1298 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1299 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1300 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1301 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1302 * the stuff back to town.
1571 */ 1303 */
1572
1573 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1304 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1305 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1306 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1307 value /= 3;
1577 else 1308 else
1578 value = (value * 9) / 10; 1309 value = value * 9 / 10;
1579 1310
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1311 if (obj->value > 0 && rndm (0, 29))
1583 { 1312 total_value += value;
1584 int count;
1585 1313
1586 count = value / large->value;
1587 *large_nuggets += count;
1588 value -= (uint64) count *(uint64) large->value;
1589
1590 count = value / small->value;
1591 *small_nuggets += count;
1592 }
1593
1594 /* Turn 25 small nuggets into 1 large nugget. If the value
1595 * of large nuggets is not evenly divisable by the small nugget
1596 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1597 */
1598 if (*small_nuggets * small->value >= large->value)
1599 {
1600 (*large_nuggets)++;
1601 *small_nuggets -= large->value / small->value;
1602 if (*small_nuggets && large->value % small->value)
1603 (*small_nuggets)--;
1604 }
1605 weight += obj->weight; 1314 total_weight += obj->total_weight ();
1315
1606 obj->destroy (); 1316 obj->destroy ();
1607} 1317}
1608 1318
1609static void 1319static void
1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1320update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1611{ 1321{
1612 object *tmp;
1613 int flag = 0; 1322 int flag = 0;
1614 1323
1615 /* Put any nuggets below the player, but we can only pass this 1324 /* Put any nuggets below the player, but we can only pass this
1616 * flag if we are on the same space as the player 1325 * flag if we are on the same space as the player
1617 */ 1326 */
1618 if (x == op->x && y == op->y && op->map == m) 1327 if (x == op->x && y == op->y && op->map == m)
1619 flag = INS_BELOW_ORIGINATOR; 1328 flag = INS_BELOW_ORIGINATOR;
1620 1329
1621 if (small_nuggets) 1330 if (small_nuggets)
1622 { 1331 {
1623 tmp = small->clone (); 1332 object *tmp = small->clone ();
1624 tmp->nrof = small_nuggets; 1333 tmp->nrof = small_nuggets;
1625 m->insert (tmp, x, y, op, flag); 1334 m->insert (tmp, x, y, op, flag);
1626 } 1335 }
1627 1336
1628 if (large_nuggets) 1337 if (large_nuggets)
1629 { 1338 {
1630 tmp = large->clone (); 1339 object *tmp = large->clone ();
1631 tmp->nrof = large_nuggets; 1340 tmp->nrof = large_nuggets;
1632 m->insert (tmp, x, y, op, flag); 1341 m->insert (tmp, x, y, op, flag);
1633 } 1342 }
1343
1344 if (object *pl = m->at (x, y).player ())
1345 if (pl->contr->ns)
1346 pl->contr->ns->look_position = 0;
1634} 1347}
1635 1348
1636int 1349int
1637alchemy (object *op, object *caster, object *spell_ob) 1350alchemy (object *op, object *caster, object *spell_ob)
1638{ 1351{
1639 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1640 sint16 nx, ny;
1641 object *next, *tmp;
1642 maptile *mp;
1643
1644 if (op->type != PLAYER) 1352 if (op->type != PLAYER)
1645 return 0; 1353 return 0;
1646 1354
1355 object *large = get_archetype ("largenugget");
1356 object *small = get_archetype ("smallnugget");
1357
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1358 /* Put a maximum weight of items that can be alchemised. Limits the power
1648 * some, and also prevents people from alcheming every table/chair/clock 1359 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1360 * in sight
1650 */ 1361 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1362 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1363 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1364 uint64 value_max = duration * 1000;
1654 1365
1366 int weight = 0;
1367
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1368 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1369 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1370 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1371 {
1372 uint64 value = 0;
1373
1659 nx = x; 1374 sint16 nx = x;
1660 ny = y; 1375 sint16 ny = y;
1661 1376
1662 mp = op->map; 1377 maptile *mp = op->map;
1663 1378
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1379 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1380
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1381 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1382 continue;
1668 1383
1669 /* Treat alchemy a little differently - most spell effects 1384 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1386 * ground level effect.
1672 */ 1387 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1388 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1389 continue;
1675 1390
1676 small_nuggets = 0; 1391 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1677 large_nuggets = 0;
1678
1679 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1680 { 1392 {
1681 next = tmp->above; 1393 next = tmp->above;
1394
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1395 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1396 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1684 { 1397 {
1685
1686 if (tmp->inv) 1398 if (tmp->inv)
1687 { 1399 {
1688 object *next1, *tmp1; 1400 object *next1, *tmp1;
1689 1401
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1402 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1403 {
1692 next1 = tmp1->below; 1404 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1405 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1406 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1407 alchemy_object (tmp1, value, weight);
1696 } 1408 }
1697 } 1409 }
1410
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp, value, weight);
1699 1412
1700 if (weight > weight_max) 1413 if (weight > weight_max)
1701 { 1414 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1415 }
1707 } /* is alchemable object */ 1416 }
1708 } /* process all objects on this space */ 1417
1418 value = min (value, value_max);
1419
1420 uint64 count = value / large->value;
1421 int large_nuggets = count;
1422 value -= count * large->value;
1423
1424 count = value / small->value;
1425 int small_nuggets = count;
1709 1426
1710 /* Insert all the nuggets at one time. This probably saves time, but 1427 /* Insert all the nuggets at one time. This probably saves time, but
1711 * it also prevents us from alcheming nuggets that were just created 1428 * it also prevents us from alcheming nuggets that were just created
1712 * with this spell. 1429 * with this spell.
1713 */ 1430 */
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1431 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1715 }
1716 }
1717 1432
1433 if (weight > weight_max)
1434 goto bailout;
1435 }
1436 }
1437
1438bailout:
1718 large->destroy (); 1439 large->destroy ();
1719 small->destroy (); 1440 small->destroy ();
1720 /* reset this so that if player standing on a big pile of stuff,
1721 * it is redrawn properly.
1722 */
1723 op->contr->ns->look_position = 0;
1724 return 1; 1441 return 1;
1725} 1442}
1726 1443
1727 1444
1728/* This function removes the cursed/damned status on equipped 1445/* This function removes the cursed/damned status on equipped
1755 } 1472 }
1756 1473
1757 if (op->type == PLAYER) 1474 if (op->type == PLAYER)
1758 { 1475 {
1759 if (success) 1476 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1477 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1478 else
1764 { 1479 {
1765 if (was_one) 1480 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1482 else
1791 { 1506 {
1792 identify (tmp); 1507 identify (tmp);
1793 1508
1794 if (op->type == PLAYER) 1509 if (op->type == PLAYER)
1795 { 1510 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1511 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1797 1512
1798 if (tmp->msg) 1513 if (tmp->msg)
1799 { 1514 {
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1515 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1516 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1813 * stuff on the floor. Only identify stuff on the floor if the spell 1528 * stuff on the floor. Only identify stuff on the floor if the spell
1814 * was not fully used. 1529 * was not fully used.
1815 */ 1530 */
1816 if (num_ident) 1531 if (num_ident)
1817 { 1532 {
1818 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1533 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1819 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1534 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1820 { 1535 {
1821 identify (tmp); 1536 identify (tmp);
1822 1537
1823 if (op->type == PLAYER) 1538 if (op->type == PLAYER)
1824 { 1539 {
1825 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1540 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1826 1541
1827 if (tmp->msg) 1542 if (tmp->msg)
1828 { 1543 {
1829 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1544 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1830 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1545 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2180 /* Basically, if the object is magical and not counterspell, 1895 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 1896 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 1897 * monsters either.
2183 */ 1898 */
2184 1899
2185 if (head->attacktype & AT_MAGIC && 1900 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1901 && !(head->attacktype & AT_COUNTERSPELL)
1902 && !QUERY_FLAG (head, FLAG_MONSTER)
1903 && (op->level > head->level))
2187 head->destroy (); 1904 head->destroy ();
2188 else 1905 else
2189 switch (head->type) 1906 switch (head->type)
2190 { 1907 {
2191 case SPELL_EFFECT: 1908 case SPELL_EFFECT:
1909 // XXX: Don't affect floor spelleffects. See also XXX comment
1910 // about sanctuary in spell_util.C
1911 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1912 continue;
1913
2192 if (op->level > head->level) 1914 if (op->level > head->level)
2193 head->destroy (); 1915 head->destroy ();
2194 1916
2195 break; 1917 break;
2196 1918
2263 * This code was very odd - code early on would only let players use the spell, 1985 * This code was very odd - code early on would only let players use the spell,
2264 * yet the code wass full of player checks. I've presumed that the code 1986 * yet the code wass full of player checks. I've presumed that the code
2265 * that only let players use it was correct, and removed all the other 1987 * that only let players use it was correct, and removed all the other
2266 * player checks. MSW 2003-01-06 1988 * player checks. MSW 2003-01-06
2267 */ 1989 */
2268
2269int 1990int
2270animate_weapon (object *op, object *caster, object *spell, int dir) 1991animate_weapon (object *op, object *caster, object *spell, int dir)
2271{ 1992{
2272 object *weapon, *tmp; 1993 object *weapon, *tmp;
2273 char buf[MAX_BUF]; 1994 char buf[MAX_BUF];
2285 /* exit if it's not a player using this spell. */ 2006 /* exit if it's not a player using this spell. */
2286 if (op->type != PLAYER) 2007 if (op->type != PLAYER)
2287 return 0; 2008 return 0;
2288 2009
2289 /* if player already has a golem, abort */ 2010 /* if player already has a golem, abort */
2290 if (op->contr->ranges[range_golem]) 2011 if (object *golem = op->contr->golem)
2291 { 2012 {
2292 control_golem (op->contr->ranges[range_golem], dir); 2013 control_golem (golem, dir);
2293 return 0; 2014 return 0;
2294 } 2015 }
2295 2016
2296 /* if no direction specified, pick one */ 2017 /* if no direction specified, pick one */
2297 if (!dir) 2018 if (!dir)
2343 /* create the golem object */ 2064 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2065 tmp = arch_to_object (spell->other_arch);
2345 2066
2346 /* if animated by a player, give the player control of the golem */ 2067 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2068 CLEAR_FLAG (tmp, FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2069 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2070 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2071 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2072 tmp->set_owner (op);
2073 op->contr->golem = tmp;
2353 set_spell_skill (op, caster, spell, tmp); 2074 set_spell_skill (op, caster, spell, tmp);
2354 op->contr->ranges[range_golem] = tmp;
2355 op->contr->shoottype = range_golem;
2356 2075
2357 /* Give the weapon to the golem now. A bit of a hack to check the 2076 /* Give the weapon to the golem now. A bit of a hack to check the
2358 * removed flag - it should only be set if get_split_object was 2077 * removed flag - it should only be set if get_split_object was
2359 * used above. 2078 * used above.
2360 */ 2079 */
2361 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2080 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2362 weapon->remove (); 2081 weapon->remove ();
2082
2363 insert_ob_in_ob (weapon, tmp); 2083 insert_ob_in_ob (weapon, tmp);
2364 esrv_send_item (op, weapon); 2084 esrv_send_item (op, weapon);
2365 /* To do everything necessary to let a golem use the weapon is a pain, 2085 /* To do everything necessary to let a golem use the weapon is a pain,
2366 * so instead, just set it as equipped (otherwise, we need to update 2086 * so instead, just set it as equipped (otherwise, we need to update
2367 * body_info, skills, etc) 2087 * body_info, skills, etc)

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