1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program 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 2 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, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 at <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 | */ |
376 | int |
375 | int |
377 | cast_invisible (object *op, object *caster, object *spell_ob) |
376 | cast_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 | |
460 | void |
459 | void |
461 | execute_word_of_recall (object *op) |
460 | execute_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 | enter_exit (op, 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 | |
564 | int |
567 | int |
565 | perceive_self (object *op) |
568 | perceive_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)); |
… | |
… | |
601 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
605 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
602 | { |
606 | { |
603 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
607 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
604 | { |
608 | { |
605 | if (tmp->stats.exp == 0) |
609 | if (tmp->stats.exp == 0) |
606 | { |
|
|
607 | sprintf (buf, "Your metabolism isn't focused on anything."); |
610 | sprintf (buf, "Your metabolism isn't focused on anything."); |
608 | } |
|
|
609 | else |
611 | else |
610 | { |
|
|
611 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
612 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
612 | } |
613 | |
613 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
614 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
614 | break; |
615 | break; |
615 | } |
616 | } |
616 | } |
617 | } |
617 | } |
618 | } |
|
|
619 | |
618 | return 1; |
620 | return 1; |
619 | } |
621 | } |
620 | |
622 | |
621 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
623 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
622 | * |
624 | * |
… | |
… | |
636 | * Code by Tchize (david.delbecq@usa.net) |
638 | * Code by Tchize (david.delbecq@usa.net) |
637 | */ |
639 | */ |
638 | int |
640 | int |
639 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
641 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
640 | { |
642 | { |
641 | object *dummy, *force, *old_force, *tmp; |
643 | object *dummy, *force, *old_force; |
642 | archetype *perm_portal; |
644 | archetype *perm_portal; |
643 | char portal_name[1024], portal_message[1024]; |
645 | char portal_name[1024], portal_message[1024]; |
644 | sint16 exitx, exity; |
|
|
645 | maptile *exitmap; |
646 | maptile *exitmap; |
646 | int op_level; |
647 | int op_level; |
647 | |
648 | |
648 | /* Check to see if the map the player is currently on is a per player unique |
649 | /* Check to see if the map the player is currently on is a per player unique |
649 | * map. This can be determined in that per player unique maps have the |
650 | * map. This can be determined in that per player unique maps have the |
… | |
… | |
719 | * If it has the good name, we destruct it. |
720 | * If it has the good name, we destruct it. |
720 | * -We destruct the force indicating that portal. |
721 | * -We destruct the force indicating that portal. |
721 | */ |
722 | */ |
722 | while ((old_force = check_inv_recursive (op, dummy))) |
723 | while ((old_force = check_inv_recursive (op, dummy))) |
723 | { |
724 | { |
724 | exitx = EXIT_X (old_force); |
725 | exitmap = maptile::find_sync (old_force->race, op->map); |
725 | exity = EXIT_Y (old_force); |
|
|
726 | LOG (llevDebug, "Trying to kill a portal in %s (%d,%d)\n", &old_force->race, exitx, exity); |
|
|
727 | |
|
|
728 | if (!strncmp (old_force->race, settings.localdir, strlen (settings.localdir))) |
|
|
729 | exitmap = ready_map_name (old_force->race, MAP_PLAYER_UNIQUE); |
|
|
730 | else |
|
|
731 | exitmap = ready_map_name (old_force->race, 0); |
|
|
732 | |
726 | |
733 | if (exitmap) |
727 | if (exitmap) |
734 | { |
728 | { |
|
|
729 | exitmap->load_sync (); |
|
|
730 | |
|
|
731 | int exitx = EXIT_X (old_force); |
|
|
732 | int exity = EXIT_Y (old_force); |
|
|
733 | |
735 | tmp = present_arch (perm_portal, exitmap, exitx, exity); |
734 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
736 | while (tmp) |
|
|
737 | { |
735 | { |
738 | if (tmp->name == old_force->name) |
736 | if (tmp->name == old_force->name) |
739 | { |
737 | { |
740 | tmp->destroy (); |
738 | tmp->destroy (); |
741 | break; |
739 | break; |
742 | } |
740 | } |
743 | |
|
|
744 | tmp = tmp->above; |
|
|
745 | } |
741 | } |
746 | } |
742 | } |
747 | |
743 | |
748 | old_force->destroy (); |
744 | old_force->destroy (); |
749 | LOG (llevDebug, "\n"); |
|
|
750 | } |
745 | } |
751 | |
746 | |
752 | dummy->destroy (); |
747 | dummy->destroy (); |
753 | |
748 | |
754 | /* Creating the portals. |
749 | /* Creating the portals. |
… | |
… | |
760 | * 'force' is the destination of the town portal, which we got |
755 | * 'force' is the destination of the town portal, which we got |
761 | * from the players inventory above. |
756 | * from the players inventory above. |
762 | */ |
757 | */ |
763 | |
758 | |
764 | /* Ensure exit map is loaded */ |
759 | /* Ensure exit map is loaded */ |
765 | if (!strncmp (force->name, settings.localdir, strlen (settings.localdir))) |
760 | exitmap = maptile::find_sync (force->name); |
766 | exitmap = ready_map_name (force->name, MAP_PLAYER_UNIQUE); |
|
|
767 | else |
|
|
768 | exitmap = ready_map_name (force->name, 0); |
|
|
769 | |
761 | |
770 | /* If we were unable to load (ex. random map deleted), warn player */ |
762 | /* If we were unable to load (ex. random map deleted), warn player */ |
771 | if (exitmap == NULL) |
763 | if (!exitmap) |
772 | { |
764 | { |
773 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
765 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
774 | force->destroy (); |
766 | force->destroy (); |
775 | return 1; |
767 | return 1; |
776 | } |
768 | } |
|
|
769 | |
|
|
770 | exitmap->load_sync (); |
777 | |
771 | |
778 | op_level = caster_level (caster, spell); |
772 | op_level = caster_level (caster, spell); |
779 | if (op_level < 15) |
773 | if (op_level < 15) |
780 | snprintf (portal_message, 1024, |
774 | snprintf (portal_message, 1024, |
781 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
775 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
… | |
… | |
791 | |
785 | |
792 | /* Create a portal in front of player |
786 | /* Create a portal in front of player |
793 | * dummy contain the portal and |
787 | * dummy contain the portal and |
794 | * force contain the track to kill it later |
788 | * force contain the track to kill it later |
795 | */ |
789 | */ |
796 | |
|
|
797 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
790 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name); |
798 | dummy = get_archetype (spell->slaying); /*The portal */ |
791 | dummy = get_archetype (spell->slaying); /*The portal */ |
799 | if (dummy == NULL) |
792 | if (dummy == NULL) |
800 | { |
793 | { |
801 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
794 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
… | |
… | |
813 | |
806 | |
814 | /* Now we need to to create a town portal marker inside the player |
807 | /* 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 |
808 | * object, so on future castings, we can know that he has an active |
816 | * town portal. |
809 | * town portal. |
817 | */ |
810 | */ |
818 | tmp = get_archetype (spell->race); |
811 | object *tmp = get_archetype (spell->race); |
819 | if (tmp == NULL) |
812 | |
|
|
813 | if (!tmp) |
820 | { |
814 | { |
821 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
815 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
822 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
816 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
823 | return 0; |
817 | return 0; |
824 | } |
818 | } |
… | |
… | |
833 | * dummy contain the portal and |
827 | * dummy contain the portal and |
834 | * force the track to kill it later |
828 | * force the track to kill it later |
835 | * the 'force' variable still contains the 'reminder' of |
829 | * the 'force' variable still contains the 'reminder' of |
836 | * where this portal goes to. |
830 | * where this portal goes to. |
837 | */ |
831 | */ |
838 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path); |
832 | snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path); |
839 | dummy = get_archetype (spell->slaying); /*The portal */ |
833 | dummy = get_archetype (spell->slaying); /*The portal */ |
840 | if (dummy == NULL) |
834 | if (dummy == NULL) |
841 | { |
835 | { |
842 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
836 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
843 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
837 | LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name); |
… | |
… | |
1167 | object *poison; |
1161 | object *poison; |
1168 | int heal = 0, success = 0; |
1162 | int heal = 0, success = 0; |
1169 | |
1163 | |
1170 | tmp = find_target_for_friendly_spell (op, dir); |
1164 | tmp = find_target_for_friendly_spell (op, dir); |
1171 | |
1165 | |
1172 | if (tmp == NULL) |
1166 | if (!tmp) |
1173 | return 0; |
1167 | return 0; |
1174 | |
1168 | |
1175 | /* Figure out how many hp this spell might cure. |
1169 | /* Figure out how many hp this spell might cure. |
1176 | * could be zero if this spell heals effects, not damage. |
1170 | * could be zero if this spell heals effects, not damage. |
1177 | */ |
1171 | */ |
… | |
… | |
1180 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1174 | heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; |
1181 | |
1175 | |
1182 | if (heal) |
1176 | if (heal) |
1183 | { |
1177 | { |
1184 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1178 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1185 | { |
|
|
1186 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1179 | new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); |
1187 | } |
|
|
1188 | else |
1180 | else |
1189 | { |
1181 | { |
1190 | /* See how many points we actually heal. Instead of messages |
1182 | /* See how many points we actually heal. Instead of messages |
1191 | * based on type of spell, we instead do messages based |
1183 | * based on type of spell, we instead do messages based |
1192 | * on amount of damage healed. |
1184 | * on amount of damage healed. |
… | |
… | |
1194 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1186 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1195 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1187 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1196 | tmp->stats.hp += heal; |
1188 | tmp->stats.hp += heal; |
1197 | |
1189 | |
1198 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1190 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1199 | { |
|
|
1200 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1191 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1201 | } |
|
|
1202 | else if (heal > 50) |
1192 | else if (heal > 50) |
1203 | { |
|
|
1204 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1193 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1205 | } |
|
|
1206 | else if (heal > 25) |
1194 | else if (heal > 25) |
1207 | { |
|
|
1208 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1195 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1209 | } |
|
|
1210 | else if (heal > 10) |
1196 | else if (heal > 10) |
1211 | { |
|
|
1212 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1197 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); |
1213 | } |
|
|
1214 | else |
1198 | else |
1215 | { |
|
|
1216 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1199 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); |
1217 | } |
1200 | |
1218 | success = 1; |
1201 | success = 1; |
1219 | } |
1202 | } |
1220 | } |
1203 | } |
|
|
1204 | |
1221 | if (spell->attacktype & AT_DISEASE) |
1205 | if (spell->attacktype & AT_DISEASE) |
1222 | if (cure_disease (tmp, op)) |
1206 | if (cure_disease (tmp, op)) |
1223 | success = 1; |
1207 | success = 1; |
1224 | |
1208 | |
1225 | if (spell->attacktype & AT_POISON) |
1209 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1231 | success = 1; |
1215 | success = 1; |
1232 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1216 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1233 | poison->stats.food = 1; |
1217 | poison->stats.food = 1; |
1234 | } |
1218 | } |
1235 | } |
1219 | } |
|
|
1220 | |
1236 | if (spell->attacktype & AT_CONFUSION) |
1221 | if (spell->attacktype & AT_CONFUSION) |
1237 | { |
1222 | { |
1238 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1223 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1239 | if (poison) |
1224 | if (poison) |
1240 | { |
1225 | { |
1241 | success = 1; |
1226 | success = 1; |
1242 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1227 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1243 | poison->duration = 1; |
1228 | poison->duration = 1; |
1244 | } |
1229 | } |
1245 | } |
1230 | } |
|
|
1231 | |
1246 | if (spell->attacktype & AT_BLIND) |
1232 | if (spell->attacktype & AT_BLIND) |
1247 | { |
1233 | { |
1248 | at = archetype::find ("blindness"); |
1234 | at = archetype::find ("blindness"); |
1249 | poison = present_arch_in_ob (at, tmp); |
1235 | poison = present_arch_in_ob (at, tmp); |
1250 | if (poison) |
1236 | if (poison) |
… | |
… | |
1252 | success = 1; |
1238 | success = 1; |
1253 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1239 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); |
1254 | poison->stats.food = 1; |
1240 | poison->stats.food = 1; |
1255 | } |
1241 | } |
1256 | } |
1242 | } |
|
|
1243 | |
1257 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1244 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1258 | { |
1245 | { |
1259 | tmp->stats.sp += spell->last_sp; |
1246 | tmp->stats.sp += spell->last_sp; |
1260 | if (tmp->stats.sp > tmp->stats.maxsp) |
1247 | if (tmp->stats.sp > tmp->stats.maxsp) |
1261 | tmp->stats.sp = tmp->stats.maxsp; |
1248 | tmp->stats.sp = tmp->stats.maxsp; |
1262 | success = 1; |
1249 | success = 1; |
1263 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1250 | new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); |
1264 | } |
1251 | } |
|
|
1252 | |
1265 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1253 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1266 | { |
1254 | { |
1267 | tmp->stats.grace += spell->last_grace; |
1255 | tmp->stats.grace += spell->last_grace; |
1268 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1256 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1269 | tmp->stats.grace = tmp->stats.maxgrace; |
1257 | tmp->stats.grace = tmp->stats.maxgrace; |
1270 | success = 1; |
1258 | success = 1; |
1271 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1259 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); |
1272 | } |
1260 | } |
|
|
1261 | |
1273 | if (spell->stats.food && tmp->stats.food < 999) |
1262 | if (spell->stats.food && tmp->stats.food < 999) |
1274 | { |
1263 | { |
1275 | tmp->stats.food += spell->stats.food; |
1264 | tmp->stats.food += spell->stats.food; |
1276 | if (tmp->stats.food > 999) |
1265 | if (tmp->stats.food > 999) |
1277 | tmp->stats.food = 999; |
1266 | tmp->stats.food = 999; |
1278 | success = 1; |
1267 | success = 1; |
1279 | /* We could do something a bit better like the messages for healing above */ |
1268 | /* We could do something a bit better like the messages for healing above */ |
1280 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1269 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); |
1281 | } |
1270 | } |
|
|
1271 | |
1282 | return success; |
1272 | return success; |
1283 | } |
1273 | } |
1284 | |
1274 | |
1285 | |
1275 | |
1286 | /* This is used for the spells that gain stats. There are no spells |
1276 | /* This is used for the spells that gain stats. There are no spells |
… | |
… | |
1534 | change_abil (tmp, force); /* Mostly to display any messages */ |
1524 | change_abil (tmp, force); /* Mostly to display any messages */ |
1535 | insert_ob_in_ob (force, tmp); |
1525 | insert_ob_in_ob (force, tmp); |
1536 | tmp->update_stats (); |
1526 | tmp->update_stats (); |
1537 | return 1; |
1527 | return 1; |
1538 | } |
1528 | } |
1539 | |
|
|
1540 | |
|
|
1541 | |
1529 | |
1542 | /* Alchemy code by Mark Wedel |
1530 | /* Alchemy code by Mark Wedel |
1543 | * |
1531 | * |
1544 | * This code adds a new spell, called alchemy. Alchemy will turn |
1532 | * This code adds a new spell, called alchemy. Alchemy will turn |
1545 | * objects to gold nuggets, the value of the gold nuggets being |
1533 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1555 | * For example, if an item is worth 110 gold, you will get |
1543 | * For example, if an item is worth 110 gold, you will get |
1556 | * 4 large nuggets, and from 0-10 small nuggets. |
1544 | * 4 large nuggets, and from 0-10 small nuggets. |
1557 | * |
1545 | * |
1558 | * There is also a chance (1:30) that you will get nothing at all |
1546 | * There is also a chance (1:30) that you will get nothing at all |
1559 | * for the object. There is also a maximum weight that will be |
1547 | * for the object. There is also a maximum weight that will be |
1560 | * alchemied. |
1548 | * alchemised. |
1561 | */ |
1549 | */ |
1562 | |
|
|
1563 | /* I didn't feel like passing these as arguements to the |
|
|
1564 | * two functions that need them. Real values are put in them |
|
|
1565 | * when the spell is cast, and these are freed when the spell |
|
|
1566 | * is finished. |
|
|
1567 | */ |
|
|
1568 | static object *small, *large; |
|
|
1569 | |
|
|
1570 | static void |
1550 | static void |
1571 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1551 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1572 | { |
1552 | { |
1573 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1553 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1574 | |
1554 | |
1575 | /* Give third price when we alchemy money (This should hopefully |
1555 | /* Give third price when we alchemy money (This should hopefully |
1576 | * make it so that it isn't worth it to alchemy money, sell |
1556 | * make it so that it isn't worth it to alchemy money, sell |
1577 | * the nuggets, alchemy the gold from that, etc. |
1557 | * the nuggets, alchemy the gold from that, etc. |
1578 | * Otherwise, give 9 silver on the gold for other objects, |
1558 | * Otherwise, give 9 silver on the gold for other objects, |
1579 | * so that it would still be more affordable to haul |
1559 | * so that it would still be more affordable to haul |
1580 | * the stuff back to town. |
1560 | * the stuff back to town. |
1581 | */ |
1561 | */ |
1582 | |
|
|
1583 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1562 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1584 | value = 0; |
1563 | value = 0; |
1585 | else if (obj->type == MONEY || obj->type == GEM) |
1564 | else if (obj->type == MONEY || obj->type == GEM) |
1586 | value /= 3; |
1565 | value /= 3; |
1587 | else |
1566 | else |
1588 | value = (value * 9) / 10; |
1567 | value = value * 9 / 10; |
1589 | |
1568 | |
1590 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1591 | |
|
|
1592 | if ((obj->value > 0) && rndm (0, 29)) |
1569 | if (obj->value > 0 && rndm (0, 29)) |
1593 | { |
1570 | total_value += value; |
1594 | int count; |
|
|
1595 | |
1571 | |
1596 | count = value / large->value; |
|
|
1597 | *large_nuggets += count; |
|
|
1598 | value -= (uint64) count *(uint64) large->value; |
|
|
1599 | |
|
|
1600 | count = value / small->value; |
|
|
1601 | *small_nuggets += count; |
|
|
1602 | } |
|
|
1603 | |
|
|
1604 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1605 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1606 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1607 | */ |
|
|
1608 | if (*small_nuggets * small->value >= large->value) |
|
|
1609 | { |
|
|
1610 | (*large_nuggets)++; |
|
|
1611 | *small_nuggets -= large->value / small->value; |
|
|
1612 | if (*small_nuggets && large->value % small->value) |
|
|
1613 | (*small_nuggets)--; |
|
|
1614 | } |
|
|
1615 | weight += obj->weight; |
1572 | total_weight += obj->total_weight (); |
|
|
1573 | |
1616 | obj->destroy (); |
1574 | obj->destroy (); |
1617 | } |
1575 | } |
1618 | |
1576 | |
1619 | static void |
1577 | static void |
1620 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
1578 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1621 | { |
1579 | { |
1622 | object *tmp; |
|
|
1623 | int flag = 0; |
1580 | int flag = 0; |
1624 | |
1581 | |
1625 | /* Put any nuggets below the player, but we can only pass this |
1582 | /* Put any nuggets below the player, but we can only pass this |
1626 | * flag if we are on the same space as the player |
1583 | * flag if we are on the same space as the player |
1627 | */ |
1584 | */ |
1628 | if (x == op->x && y == op->y && op->map == m) |
1585 | if (x == op->x && y == op->y && op->map == m) |
1629 | flag = INS_BELOW_ORIGINATOR; |
1586 | flag = INS_BELOW_ORIGINATOR; |
1630 | |
1587 | |
1631 | if (small_nuggets) |
1588 | if (small_nuggets) |
1632 | { |
1589 | { |
1633 | tmp = small->clone (); |
1590 | object *tmp = small->clone (); |
1634 | tmp->nrof = small_nuggets; |
1591 | tmp->nrof = small_nuggets; |
1635 | m->insert (tmp, x, y, op, flag); |
1592 | m->insert (tmp, x, y, op, flag); |
1636 | } |
1593 | } |
1637 | |
1594 | |
1638 | if (large_nuggets) |
1595 | if (large_nuggets) |
1639 | { |
1596 | { |
1640 | tmp = large->clone (); |
1597 | object *tmp = large->clone (); |
1641 | tmp->nrof = large_nuggets; |
1598 | tmp->nrof = large_nuggets; |
1642 | m->insert (tmp, x, y, op, flag); |
1599 | m->insert (tmp, x, y, op, flag); |
1643 | } |
1600 | } |
|
|
1601 | |
|
|
1602 | if (object *pl = m->at (x, y).player ()) |
|
|
1603 | if (pl->contr->ns) |
|
|
1604 | pl->contr->ns->look_position = 0; |
1644 | } |
1605 | } |
1645 | |
1606 | |
1646 | int |
1607 | int |
1647 | alchemy (object *op, object *caster, object *spell_ob) |
1608 | alchemy (object *op, object *caster, object *spell_ob) |
1648 | { |
1609 | { |
1649 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1650 | sint16 nx, ny; |
|
|
1651 | object *next, *tmp; |
|
|
1652 | maptile *mp; |
|
|
1653 | |
|
|
1654 | if (op->type != PLAYER) |
1610 | if (op->type != PLAYER) |
1655 | return 0; |
1611 | return 0; |
1656 | |
1612 | |
|
|
1613 | object *large = get_archetype ("largenugget"); |
|
|
1614 | object *small = get_archetype ("smallnugget"); |
|
|
1615 | |
1657 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1616 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1658 | * some, and also prevents people from alcheming every table/chair/clock |
1617 | * some, and also prevents people from alchemising every table/chair/clock |
1659 | * in sight |
1618 | * in sight |
1660 | */ |
1619 | */ |
1661 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1620 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1662 | weight_max *= 1000; |
1621 | int weight_max = duration * 1000; |
1663 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1622 | uint64 value_max = duration * 1000; |
1664 | |
1623 | |
|
|
1624 | int weight = 0; |
|
|
1625 | |
1665 | for (y = op->y - 1; y <= op->y + 1; y++) |
1626 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1666 | { |
1627 | { |
1667 | for (x = op->x - 1; x <= op->x + 1; x++) |
1628 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1668 | { |
1629 | { |
|
|
1630 | uint64 value = 0; |
|
|
1631 | |
1669 | nx = x; |
1632 | sint16 nx = x; |
1670 | ny = y; |
1633 | sint16 ny = y; |
1671 | |
1634 | |
1672 | mp = op->map; |
1635 | maptile *mp = op->map; |
1673 | |
1636 | |
1674 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1637 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1675 | |
1638 | |
1676 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1639 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1677 | continue; |
1640 | continue; |
1678 | |
1641 | |
1679 | /* Treat alchemy a little differently - most spell effects |
1642 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1681 | * ground level effect. |
1644 | * ground level effect. |
1682 | */ |
1645 | */ |
1683 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1646 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1684 | continue; |
1647 | continue; |
1685 | |
1648 | |
1686 | small_nuggets = 0; |
1649 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1687 | large_nuggets = 0; |
|
|
1688 | |
|
|
1689 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1690 | { |
1650 | { |
1691 | next = tmp->above; |
1651 | next = tmp->above; |
|
|
1652 | |
1692 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1653 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1693 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1654 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1694 | { |
1655 | { |
1695 | |
|
|
1696 | if (tmp->inv) |
1656 | if (tmp->inv) |
1697 | { |
1657 | { |
1698 | object *next1, *tmp1; |
1658 | object *next1, *tmp1; |
1699 | |
1659 | |
1700 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1660 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1701 | { |
1661 | { |
1702 | next1 = tmp1->below; |
1662 | next1 = tmp1->below; |
1703 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1663 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1704 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1664 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1705 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1665 | alchemy_object (tmp1, value, weight); |
1706 | } |
1666 | } |
1707 | } |
1667 | } |
|
|
1668 | |
1708 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1669 | alchemy_object (tmp, value, weight); |
1709 | |
1670 | |
1710 | if (weight > weight_max) |
1671 | if (weight > weight_max) |
1711 | { |
1672 | break; |
1712 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1713 | large->destroy (); |
|
|
1714 | small->destroy (); |
|
|
1715 | return 1; |
|
|
1716 | } |
1673 | } |
1717 | } /* is alchemable object */ |
1674 | } |
1718 | } /* process all objects on this space */ |
1675 | |
|
|
1676 | value = min (value, value_max); |
|
|
1677 | |
|
|
1678 | uint64 count = value / large->value; |
|
|
1679 | int large_nuggets = count; |
|
|
1680 | value -= count * large->value; |
|
|
1681 | |
|
|
1682 | count = value / small->value; |
|
|
1683 | int small_nuggets = count; |
1719 | |
1684 | |
1720 | /* Insert all the nuggets at one time. This probably saves time, but |
1685 | /* Insert all the nuggets at one time. This probably saves time, but |
1721 | * it also prevents us from alcheming nuggets that were just created |
1686 | * it also prevents us from alcheming nuggets that were just created |
1722 | * with this spell. |
1687 | * with this spell. |
1723 | */ |
1688 | */ |
1724 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1689 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1725 | } |
|
|
1726 | } |
|
|
1727 | |
1690 | |
|
|
1691 | if (weight > weight_max) |
|
|
1692 | goto bailout; |
|
|
1693 | } |
|
|
1694 | } |
|
|
1695 | |
|
|
1696 | bailout: |
1728 | large->destroy (); |
1697 | large->destroy (); |
1729 | small->destroy (); |
1698 | small->destroy (); |
1730 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1731 | * it is redrawn properly. |
|
|
1732 | */ |
|
|
1733 | op->contr->ns->look_position = 0; |
|
|
1734 | return 1; |
1699 | return 1; |
1735 | } |
1700 | } |
1736 | |
1701 | |
1737 | |
1702 | |
1738 | /* This function removes the cursed/damned status on equipped |
1703 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1765 | } |
1730 | } |
1766 | |
1731 | |
1767 | if (op->type == PLAYER) |
1732 | if (op->type == PLAYER) |
1768 | { |
1733 | { |
1769 | if (success) |
1734 | if (success) |
1770 | { |
|
|
1771 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1735 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1772 | } |
|
|
1773 | else |
1736 | else |
1774 | { |
1737 | { |
1775 | if (was_one) |
1738 | if (was_one) |
1776 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1739 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1777 | else |
1740 | else |
… | |
… | |
2190 | /* Basically, if the object is magical and not counterspell, |
2153 | /* Basically, if the object is magical and not counterspell, |
2191 | * we will more or less remove the object. Don't counterspell |
2154 | * we will more or less remove the object. Don't counterspell |
2192 | * monsters either. |
2155 | * monsters either. |
2193 | */ |
2156 | */ |
2194 | |
2157 | |
2195 | if (head->attacktype & AT_MAGIC && |
2158 | if (head->attacktype & AT_MAGIC |
2196 | !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) |
2159 | && !(head->attacktype & AT_COUNTERSPELL) |
|
|
2160 | && !QUERY_FLAG (head, FLAG_MONSTER) |
|
|
2161 | && (op->level > head->level)) |
2197 | head->destroy (); |
2162 | head->destroy (); |
2198 | else |
2163 | else |
2199 | switch (head->type) |
2164 | switch (head->type) |
2200 | { |
2165 | { |
2201 | case SPELL_EFFECT: |
2166 | case SPELL_EFFECT: |
|
|
2167 | // XXX: Don't affect floor spelleffects. See also XXX comment |
|
|
2168 | // about sanctuary in spell_util.C |
|
|
2169 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
2170 | continue; |
|
|
2171 | |
2202 | if (op->level > head->level) |
2172 | if (op->level > head->level) |
2203 | head->destroy (); |
2173 | head->destroy (); |
2204 | |
2174 | |
2205 | break; |
2175 | break; |
2206 | |
2176 | |
… | |
… | |
2353 | /* create the golem object */ |
2323 | /* create the golem object */ |
2354 | tmp = arch_to_object (spell->other_arch); |
2324 | tmp = arch_to_object (spell->other_arch); |
2355 | |
2325 | |
2356 | /* if animated by a player, give the player control of the golem */ |
2326 | /* if animated by a player, give the player control of the golem */ |
2357 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2327 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2358 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2359 | tmp->stats.exp = 0; |
2328 | tmp->stats.exp = 0; |
2360 | add_friendly_object (tmp); |
2329 | add_friendly_object (tmp); |
2361 | tmp->type = GOLEM; |
2330 | tmp->type = GOLEM; |
2362 | tmp->set_owner (op); |
2331 | tmp->set_owner (op); |
2363 | set_spell_skill (op, caster, spell, tmp); |
2332 | set_spell_skill (op, caster, spell, tmp); |
… | |
… | |
2477 | int success; |
2446 | int success; |
2478 | |
2447 | |
2479 | if (!op->map) |
2448 | if (!op->map) |
2480 | return 0; /* shouldnt happen */ |
2449 | return 0; /* shouldnt happen */ |
2481 | |
2450 | |
2482 | success = change_map_light (op->map, spell->stats.dam); |
2451 | success = op->map->change_map_light (spell->stats.dam); |
|
|
2452 | |
2483 | if (!success) |
2453 | if (!success) |
2484 | { |
2454 | { |
2485 | if (spell->stats.dam < 0) |
2455 | if (spell->stats.dam < 0) |
2486 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2456 | new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); |
2487 | else |
2457 | else |