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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.27 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.69 by root, Thu Aug 23 17:17:41 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
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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <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.
71 return 0; 69 return 0;
72 } 70 }
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 72 {
75 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));
76 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
77 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
78 wand->destroy (); 76 wand->destroy ();
79 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
80 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
81 79
105 ncharges = 1; 103 ncharges = 1;
106 104
107 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 107
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 109 {
112 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
114 } 112 }
115 113
116 return 1; 114 return 1;
117} 115}
118 116
124 * great a plus, the default is used. 122 * great a plus, the default is used.
125 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
126 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
127 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
128 */ 126 */
129
130int 127int
131cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
132{ 129{
133 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
134 const char *missile_name; 131 const char *missile_name;
155 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
157 { 154 {
158 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
159 156
160 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
162 break; 159 break;
163 160
164 if (!al) 161 if (!al)
165 { 162 {
225 if (stringarg) 222 if (stringarg)
226 { 223 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL) 225 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 228 stringarg = NULL;
232 } 229 }
233 230
234 if (!stringarg) 231 if (!stringarg)
235 { 232 {
241 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 239 * to be altered from the donor.
243 */ 240 */
244 241
245 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
247 { 244 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 246 {
250 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 249 * the item we have now, take it instead.
253 */ 250 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
255 at = at_tmp; 256 at = at_tmp;
256 } 257 }
257 } 258 }
258 } 259 }
260
259 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
260 * know 262 * know
261 */ 263 */
262 if (!at) 264 if (!at)
263 { 265 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 267 return 0;
266 } 268 }
267 269
268 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 272 new_op->nrof = food_value;
271 273
272 new_op->value = 0; 274 new_op->value = 0;
273 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
288 if (!dir) 290 if (!dir)
289 { 291 {
290 examine_monster (op, op); 292 examine_monster (op, op);
291 return 1; 293 return 1;
292 } 294 }
295
293 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
294 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
295 { 298 {
296 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
297 300
317 examine_monster (op, tmp); 320 examine_monster (op, tmp);
318 return 1; 321 return 1;
319 } 322 }
320 } 323 }
321 } 324 }
325
322 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
323 return 1; 327 return 1;
324} 328}
325
326 329
327/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
328 * does race check, undead check, etc 331 * does race check, undead check, etc
329 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
330 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
332 * pl is invisible. 335 * pl is invisible.
333 */ 336 */
334int 337int
335makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
336{ 339{
337
338 if (!pl->invisible) 340 if (!pl->invisible)
339 return 0; 341 return 0;
342
340 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
341 { 344 {
342 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
343 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
344 { 347 {
345 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
346 return 0; 349 return 0;
350
347 return 1; 351 return 1;
348 } 352 }
353
349 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
350 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
351 return 1; 356 return 1;
357
352 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
353 if (!mon->race) 359 if (!mon->race)
354 return 0; 360 return 0;
361
355 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
356 return 1; 363 return 1;
364
357 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
358 return 0; 366 return 0;
359 } 367 }
360 else 368 else
361 { 369 {
374 * normal applies. 382 * normal applies.
375 */ 383 */
376int 384int
377cast_invisible (object *op, object *caster, object *spell_ob) 385cast_invisible (object *op, object *caster, object *spell_ob)
378{ 386{
379 object *tmp;
380
381 if (op->invisible > 1000) 387 if (op->invisible > 1000)
382 { 388 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 389 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0; 390 return 0;
385 } 391 }
401 else 407 else
402 op->contr->tmp_invis = 1; 408 op->contr->tmp_invis = 1;
403 409
404 op->contr->hidden = 0; 410 op->contr->hidden = 0;
405 } 411 }
412
406 if (makes_invisible_to (op, op)) 413 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 414 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 415 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 416 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 417
411 update_object (op, UP_OBJ_FACE); 418 update_object (op, UP_OBJ_CHANGE);
412 419
413 /* Only search the active objects - only these should actually do 420 /* Only search the active objects - only these should actually do
414 * harm to the player. 421 * harm to the player.
415 */ 422 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 423 for_all_actives (tmp)
417 if (tmp->enemy == op) 424 if (tmp->enemy == op)
418 tmp->enemy = NULL; 425 tmp->enemy = 0;
426
419 return 1; 427 return 1;
420} 428}
421 429
422/* earth to dust spell. Basically destroys earthwalls in the area. 430/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 431 */
451 next = tmp->above; 459 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 460 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 461 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 462 }
455 } 463 }
464
456 return 1; 465 return 1;
457} 466}
458
459 467
460void 468void
461execute_word_of_recall (object *op) 469execute_word_of_recall (object *op)
462{ 470{
463 object *wor = op; 471 if (object *pl = op->in_player ())
464 472 {
465 while (op != NULL && op->type != PLAYER) 473 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."); 474 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 475 else
476 {
477 // remove first so we do not call update_stats
478 op->remove ();
472 enter_exit (op, wor); 479 pl->enter_exit (op);
480 }
481 }
473 482
474 wor->destroy (); 483 op->destroy ();
475} 484}
476 485
477/* Word of recall causes the player to return 'home'. 486/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 487 * we put a force into the player object, so that there is a
479 * time delay effect. 488 * time delay effect.
498 { 507 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 508 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 509 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 510 return 0;
502 } 511 }
512
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 513 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 514 if (time < 1)
505 time = 1; 515 time = 1;
506 516
507 /* value of speed really doesn't make much difference, as long as it is 517 /* value of speed really doesn't make much difference, as long as it is
515 525
516 /* If we could take advantage of enter_player_savebed() here, it would be 526 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 527 * nice, but until the map load fails, we can't.
518 */ 528 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 529 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 530 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 531 EXIT_Y (dummy) = op->contr->bed_y;
522 532
523 (void) insert_ob_in_ob (dummy, op); 533 op->insert (dummy);
534
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 535 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
536
525 return 1; 537 return 1;
526} 538}
527 539
528/* cast_wonder 540/* cast_wonder
529 * wonder is really just a spell that will likely cast another 541 * wonder is really just a spell that will likely cast another
562} 574}
563 575
564int 576int
565perceive_self (object *op) 577perceive_self (object *op)
566{ 578{
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 579 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp;
570 int i;
571 581
582 dynbuf_text buf;
583
584 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
587
572 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
573 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
574 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
575 else 590 else
576 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
577 592
578 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
579 594
580 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
581 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
582 else 597 else
583 { 598 {
584 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
585 new_draw_info (NDI_UNIQUE, 0, op, cp); 600
586 if (tmp != NULL) 601 if (tmp)
587 {
588 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
589 { 603 if (tmp->stats.stat (i) < 0)
590 if (get_attr_value (&tmp->stats, i) < 0) 604 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 } 605 }
597 606
598 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
599 {
600 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
601 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
602 { 610 {
603 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
604 { 612 {
605 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
606 {
607 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
608 }
609 else 615 else
610 {
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 } 617
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 618 break;
615 } 619 }
616 } 620 }
617 }
618 return 1;
619}
620 621
621/* int cast_create_town_portal (object *op, object *caster, int dir) 622 buf << '\0'; // zero-terminate
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;
647 623
648 /* Check to see if the map the player is currently on is a per player unique 624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
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
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitx = EXIT_X (old_force);
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
733 if (exitmap)
734 {
735 tmp = present_arch (perm_portal, exitmap, exitx, exity);
736 while (tmp)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743
744 tmp = tmp->above;
745 }
746 }
747
748 old_force->destroy ();
749 LOG (llevDebug, "\n");
750 }
751
752 dummy->destroy ();
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 force->destroy ();
775 return 1;
776 }
777
778 op_level = caster_level (caster, spell);
779 if (op_level < 15)
780 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",
782 &op->name);
783 else if (op_level < 30)
784 snprintf (portal_message, 1024,
785 "\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);
786 else if (op_level < 60)
787 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
788 else
789 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
790 &op->name);
791
792 /* Create a portal in front of player
793 * dummy contain the portal and
794 * force contain the track to kill it later
795 */
796
797 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
798 dummy = get_archetype (spell->slaying); /*The portal */
799 if (dummy == NULL)
800 {
801 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
802 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
803 return 0;
804 }
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, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 tmp->race = op->map->path;
827 tmp->name = portal_name;
828 EXIT_X (tmp) = dummy->x;
829 EXIT_Y (tmp) = dummy->y;
830 op->insert (tmp);
831
832 /* Create a portal in the destination map
833 * dummy contain the portal and
834 * force the track to kill it later
835 * the 'force' variable still contains the 'reminder' of
836 * where this portal goes to.
837 */
838 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, op->map->path);
839 dummy = get_archetype (spell->slaying); /*The portal */
840 if (dummy == NULL)
841 {
842 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
843 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
844 return 0;
845 }
846
847 EXIT_PATH (dummy) = op->map->path;
848 EXIT_X (dummy) = op->x;
849 EXIT_Y (dummy) = op->y;
850 dummy->name = dummy->name_pl = portal_name;
851 dummy->msg = portal_message;
852 dummy->race = op->name; /*Save the owner of the portal */
853 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
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, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
863 return 0;
864 }
865
866 tmp->race = force->name;
867 tmp->name = portal_name;
868 EXIT_X (tmp) = dummy->x;
869 EXIT_Y (tmp) = dummy->y;
870 insert_ob_in_ob (tmp, op);
871
872 /* Describe the player what happened
873 */
874 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
875 force->destroy ();
876 625
877 return 1; 626 return 1;
878} 627}
879 628
880/* This creates magic walls. Really, it can create most any object, 629/* This creates magic walls. Really, it can create most any object,
978 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
979 return 0; 728 return 0;
980 } 729 }
981 730
982 /* If this is a spellcasting wall, need to insert the spell object */ 731 /* If this is a spellcasting wall, need to insert the spell object */
983 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
984 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
985 734
986 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
987 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
988 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1008 { 757 {
1009 object *tmp2 = tmp->clone (); 758 object *tmp2 = tmp->clone ();
1010 m->insert (tmp2, x, y, op); 759 m->insert (tmp2, x, y, op);
1011 760
1012 /* If this is a spellcasting wall, need to insert the spell object */ 761 /* If this is a spellcasting wall, need to insert the spell object */
1013 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1014 tmp2->insert (arch_to_object (tmp2->other_arch)); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1015 764
1016 } 765 }
1017 else 766 else
1018 posblocked = 1; 767 posblocked = 1;
1025 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 774 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1026 { 775 {
1027 object *tmp2 = tmp->clone (); 776 object *tmp2 = tmp->clone ();
1028 m->insert (tmp2, x, y, op); 777 m->insert (tmp2, x, y, op);
1029 778
1030 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1031 tmp2->insert (arch_to_object (tmp2->other_arch)); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1032 } 781 }
1033 else 782 else
1034 negblocked = 1; 783 negblocked = 1;
1035 } 784 }
1167 object *poison; 916 object *poison;
1168 int heal = 0, success = 0; 917 int heal = 0, success = 0;
1169 918
1170 tmp = find_target_for_friendly_spell (op, dir); 919 tmp = find_target_for_friendly_spell (op, dir);
1171 920
1172 if (tmp == NULL) 921 if (!tmp)
1173 return 0; 922 return 0;
1174 923
1175 /* Figure out how many hp this spell might cure. 924 /* Figure out how many hp this spell might cure.
1176 * could be zero if this spell heals effects, not damage. 925 * could be zero if this spell heals effects, not damage.
1177 */ 926 */
1180 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 929 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1181 930
1182 if (heal) 931 if (heal)
1183 { 932 {
1184 if (tmp->stats.hp >= tmp->stats.maxhp) 933 if (tmp->stats.hp >= tmp->stats.maxhp)
1185 {
1186 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 934 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1187 }
1188 else 935 else
1189 { 936 {
1190 /* See how many points we actually heal. Instead of messages 937 /* See how many points we actually heal. Instead of messages
1191 * based on type of spell, we instead do messages based 938 * based on type of spell, we instead do messages based
1192 * on amount of damage healed. 939 * on amount of damage healed.
1194 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 941 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1195 heal = tmp->stats.maxhp - tmp->stats.hp; 942 heal = tmp->stats.maxhp - tmp->stats.hp;
1196 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
1197 944
1198 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1201 }
1202 else if (heal > 50) 947 else if (heal > 50)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1205 }
1206 else if (heal > 25) 949 else if (heal > 25)
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 950 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1209 }
1210 else if (heal > 10) 951 else if (heal > 10)
1211 {
1212 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 952 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1213 }
1214 else 953 else
1215 {
1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1217 } 955
1218 success = 1; 956 success = 1;
1219 } 957 }
1220 } 958 }
959
1221 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
1222 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op))
1223 success = 1; 962 success = 1;
1224 963
1225 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
1231 success = 1; 970 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 971 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1233 poison->stats.food = 1; 972 poison->stats.food = 1;
1234 } 973 }
1235 } 974 }
975
1236 if (spell->attacktype & AT_CONFUSION) 976 if (spell->attacktype & AT_CONFUSION)
1237 { 977 {
1238 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 978 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1239 if (poison) 979 if (poison)
1240 { 980 {
1241 success = 1; 981 success = 1;
1242 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 982 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1243 poison->duration = 1; 983 poison->duration = 1;
1244 } 984 }
1245 } 985 }
986
1246 if (spell->attacktype & AT_BLIND) 987 if (spell->attacktype & AT_BLIND)
1247 { 988 {
1248 at = archetype::find ("blindness"); 989 at = archetype::find ("blindness");
1249 poison = present_arch_in_ob (at, tmp); 990 poison = present_arch_in_ob (at, tmp);
1250 if (poison) 991 if (poison)
1252 success = 1; 993 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 994 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1254 poison->stats.food = 1; 995 poison->stats.food = 1;
1255 } 996 }
1256 } 997 }
998
1257 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 999 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1258 { 1000 {
1259 tmp->stats.sp += spell->last_sp; 1001 tmp->stats.sp += spell->last_sp;
1260 if (tmp->stats.sp > tmp->stats.maxsp) 1002 if (tmp->stats.sp > tmp->stats.maxsp)
1261 tmp->stats.sp = tmp->stats.maxsp; 1003 tmp->stats.sp = tmp->stats.maxsp;
1262 success = 1; 1004 success = 1;
1263 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1005 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1264 } 1006 }
1007
1265 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1008 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1266 { 1009 {
1267 tmp->stats.grace += spell->last_grace; 1010 tmp->stats.grace += spell->last_grace;
1268 if (tmp->stats.grace > tmp->stats.maxgrace) 1011 if (tmp->stats.grace > tmp->stats.maxgrace)
1269 tmp->stats.grace = tmp->stats.maxgrace; 1012 tmp->stats.grace = tmp->stats.maxgrace;
1270 success = 1; 1013 success = 1;
1271 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1014 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1272 } 1015 }
1016
1273 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1274 { 1018 {
1275 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1276 if (tmp->stats.food > 999) 1020 if (tmp->stats.food > 999)
1277 tmp->stats.food = 999; 1021 tmp->stats.food = 999;
1278 success = 1; 1022 success = 1;
1279 /* We could do something a bit better like the messages for healing above */ 1023 /* 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"); 1024 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1281 } 1025 }
1026
1282 return success; 1027 return success;
1283} 1028}
1284
1285 1029
1286/* This is used for the spells that gain stats. There are no spells 1030/* This is used for the spells that gain stats. There are no spells
1287 * right now that icnrease wis/int/pow on a temp basis, so no 1031 * right now that icnrease wis/int/pow on a temp basis, so no
1288 * good comments for those. 1032 * good comments for those.
1289 */ 1033 */
1290static const char *const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1291 "You grow no stronger.", 1035 "You grow no stronger.",
1292 "You grow no more agile.", 1036 "You grow no more agile.",
1293 "You don't feel any healthier.", 1037 "You don't feel any healthier.",
1294 "no wis", 1038 "You didn't grow any more intelligent.",
1039 "You do not feel any wiser.",
1040 "You don't feel any more powerful."
1295 "You are no easier to look at.", 1041 "You are no easier to look at.",
1296 "no int",
1297 "no pow"
1298}; 1042};
1299 1043
1300int 1044int
1301cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1302{ 1046{
1353 } 1097 }
1354 else 1098 else
1355 { 1099 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1357 } 1101 }
1102
1358 return 1; 1103 return 1;
1359 } 1104 }
1105
1360 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1361 force->speed = 1.0; 1107 force->speed = 1.0;
1362 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1363 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1364 1110
1370 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1371 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1372 force->resist[i] = 100; 1118 force->resist[i] = 100;
1373 } 1119 }
1374 } 1120 }
1121
1375 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1376 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1377 1124
1378 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1379 { 1126 {
1380 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1381 for (i = 0; i < NUM_STATS; i++) 1128 for (i = 0; i < NUM_STATS; i++)
1382 { 1129 {
1383 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1130 if (sint8 stat = spell_ob->stats.stat (i))
1384
1385 if (stat)
1386 { 1131 {
1387 sm = 0; 1132 sint8 sm = 0;
1388 for (k = 0; k < stat; k++) 1133 for (sint8 k = 0; k < stat; k++)
1389 sm += rndm (1, 3); 1134 sm += rndm (1, 3);
1390 1135
1391 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1392 { 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1393 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1138
1394 if (sm < 0) 1139 force->stats.stat (i) = sm;
1395 sm = 0; 1140
1396 }
1397 set_attr_value (&force->stats, i, sm);
1398 if (!sm) 1141 if (!sm)
1399 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1400 } 1143 }
1401 } 1144 }
1402 } 1145 }
1423 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1424 1167
1425 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1426 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1427 tmp->update_stats (); 1170 tmp->update_stats ();
1171
1428 return 1; 1172 return 1;
1429} 1173}
1430 1174
1431/* This used to be part of cast_change_ability, but it really didn't make 1175/* This used to be part of cast_change_ability, but it really didn't make
1432 * a lot of sense, since most of the values it derives are from the god 1176 * a lot of sense, since most of the values it derives are from the god
1433 * of the caster. 1177 * of the caster.
1434 */ 1178 */
1435
1436int 1179int
1437cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1438{ 1181{
1439 int i; 1182 int i;
1440 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1535 insert_ob_in_ob (force, tmp); 1278 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1279 tmp->update_stats ();
1537 return 1; 1280 return 1;
1538} 1281}
1539 1282
1540
1541
1542/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1543 * 1284 *
1544 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1545 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1546 * about 90% of that of the item itself. It uses the value of the
1547 * object before charisma adjustments, because the nuggets themselves
1548 * will be will be adjusted by charisma when sold.
1549 * 1287 *
1550 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1551 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1552 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1553 * to the max amount of small nuggets as you could get. 1291 * when sold.
1554 *
1555 * For example, if an item is worth 110 gold, you will get
1556 * 4 large nuggets, and from 0-10 small nuggets.
1557 * 1292 *
1558 * There is also a chance (1:30) that you will get nothing at all 1293 * 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 1294 * for the object. There is also a maximum weight that will be
1560 * alchemied. 1295 * alchemised.
1561 */ 1296 */
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 */
1568static object *small, *large;
1569
1570static void 1297static void
1571alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1572{ 1299{
1573 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1574 1301
1575 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1576 * make it so that it isn't worth it to alchemy money, sell 1303 * make it so that it isn't worth it to alchemy money, sell
1577 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1578 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1579 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1580 * the stuff back to town. 1307 * the stuff back to town.
1581 */ 1308 */
1582
1583 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1584 value = 0; 1310 value = 0;
1585 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1586 value /= 3; 1312 value /= 3;
1587 else 1313 else
1588 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1589 1315
1590 value /= 4; // fix by GHJ, don't understand, pcg
1591
1592 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1593 { 1317 total_value += value;
1594 int count;
1595 1318
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; 1319 total_weight += obj->total_weight ();
1320
1616 obj->destroy (); 1321 obj->destroy ();
1617} 1322}
1618 1323
1619static void
1620update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y)
1621{
1622 object *tmp;
1623 int flag = 0;
1624
1625 /* Put any nuggets below the player, but we can only pass this
1626 * flag if we are on the same space as the player
1627 */
1628 if (x == op->x && y == op->y && op->map == m)
1629 flag = INS_BELOW_ORIGINATOR;
1630
1631 if (small_nuggets)
1632 {
1633 tmp = small->clone ();
1634 tmp->nrof = small_nuggets;
1635 m->insert (tmp, x, y, op, flag);
1636 }
1637
1638 if (large_nuggets)
1639 {
1640 tmp = large->clone ();
1641 tmp->nrof = large_nuggets;
1642 m->insert (tmp, x, y, op, flag);
1643 }
1644}
1645
1646int 1324int
1647alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1648{ 1326{
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) 1327 if (op->type != PLAYER)
1655 return 0; 1328 return 0;
1656 1329
1330 archetype *nugget[3];
1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1335
1657 /* Put a maximum weight of items that can be alchemied. Limits the power 1336 /* 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 1337 * some, and also prevents people from alchemising every table/chair/clock
1659 * in sight 1338 * in sight
1660 */ 1339 */
1661 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1340 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1662 weight_max *= 1000; 1341 int weight_max = duration * 1000;
1663 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1342 uint64 value_max = duration * 1000;
1664 1343
1344 int weight = 0;
1345
1665 for (y = op->y - 1; y <= op->y + 1; y++) 1346 for (int y = op->y - 1; y <= op->y + 1; y++)
1666 { 1347 {
1667 for (x = op->x - 1; x <= op->x + 1; x++) 1348 for (int x = op->x - 1; x <= op->x + 1; x++)
1668 { 1349 {
1350 uint64 value = 0;
1351
1669 nx = x; 1352 sint16 nx = x;
1670 ny = y; 1353 sint16 ny = y;
1671 1354
1672 mp = op->map; 1355 maptile *mp = op->map;
1673 1356
1674 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1357 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1675 1358
1676 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1359 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1677 continue; 1360 continue;
1678 1361
1679 /* Treat alchemy a little differently - most spell effects 1362 /* Treat alchemy a little differently - most spell effects
1681 * ground level effect. 1364 * ground level effect.
1682 */ 1365 */
1683 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1366 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1684 continue; 1367 continue;
1685 1368
1686 small_nuggets = 0; 1369 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 { 1370 {
1691 next = tmp->above; 1371 next = tmp->above;
1372
1692 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1373 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1693 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1374 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1694 { 1375 {
1695
1696 if (tmp->inv) 1376 if (tmp->inv)
1697 { 1377 {
1698 object *next1, *tmp1; 1378 object *next1, *tmp1;
1699 1379
1700 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1380 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1701 { 1381 {
1702 next1 = tmp1->below; 1382 next1 = tmp1->below;
1703 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1383 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1704 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1384 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1705 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1385 alchemy_object (tmp1, value, weight);
1706 } 1386 }
1707 } 1387 }
1388
1708 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1389 alchemy_object (tmp, value, weight);
1709 1390
1710 if (weight > weight_max) 1391 if (weight > weight_max)
1711 { 1392 break;
1712 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1713 large->destroy ();
1714 small->destroy ();
1715 return 1;
1716 } 1393 }
1717 } /* is alchemable object */
1718 } /* process all objects on this space */
1719
1720 /* Insert all the nuggets at one time. This probably saves time, but
1721 * it also prevents us from alcheming nuggets that were just created
1722 * with this spell.
1723 */ 1394 }
1724 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1395
1396 value -= rndm (value >> 4);
1397 value = min (value, value_max);
1398
1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1400 if (int nrof = value / nugget [i]->value)
1401 {
1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1725 } 1408 }
1726 }
1727 1409
1728 large->destroy (); 1410 if (weight > weight_max)
1729 small->destroy (); 1411 goto bailout;
1730 /* reset this so that if player standing on a big pile of stuff, 1412 }
1731 * it is redrawn properly. 1413 }
1732 */ 1414
1733 op->contr->ns->look_position = 0; 1415bailout:
1734 return 1; 1416 return 1;
1735} 1417}
1736 1418
1737 1419
1738/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1765 } 1447 }
1766 1448
1767 if (op->type == PLAYER) 1449 if (op->type == PLAYER)
1768 { 1450 {
1769 if (success) 1451 if (success)
1770 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1452 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1772 }
1773 else 1453 else
1774 { 1454 {
1775 if (was_one) 1455 if (was_one)
1776 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1456 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1777 else 1457 else
1801 { 1481 {
1802 identify (tmp); 1482 identify (tmp);
1803 1483
1804 if (op->type == PLAYER) 1484 if (op->type == PLAYER)
1805 { 1485 {
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1807 1487
1808 if (tmp->msg) 1488 if (tmp->msg)
1809 { 1489 {
1810 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1811 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1823 * stuff on the floor. Only identify stuff on the floor if the spell 1503 * stuff on the floor. Only identify stuff on the floor if the spell
1824 * was not fully used. 1504 * was not fully used.
1825 */ 1505 */
1826 if (num_ident) 1506 if (num_ident)
1827 { 1507 {
1828 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1508 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1829 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1830 { 1510 {
1831 identify (tmp); 1511 identify (tmp);
1832 1512
1833 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1834 { 1514 {
1835 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1836 1516
1837 if (tmp->msg) 1517 if (tmp->msg)
1838 { 1518 {
1839 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1840 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2190 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2191 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2192 * monsters either. 1872 * monsters either.
2193 */ 1873 */
2194 1874
2195 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2196 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1876 && !(head->attacktype & AT_COUNTERSPELL)
1877 && !QUERY_FLAG (head, FLAG_MONSTER)
1878 && (op->level > head->level))
2197 head->destroy (); 1879 head->destroy ();
2198 else 1880 else
2199 switch (head->type) 1881 switch (head->type)
2200 { 1882 {
2201 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1887 continue;
1888
2202 if (op->level > head->level) 1889 if (op->level > head->level)
2203 head->destroy (); 1890 head->destroy ();
2204 1891
2205 break; 1892 break;
2206 1893
2273 * This code was very odd - code early on would only let players use the spell, 1960 * This code was very odd - code early on would only let players use the spell,
2274 * yet the code wass full of player checks. I've presumed that the code 1961 * yet the code wass full of player checks. I've presumed that the code
2275 * that only let players use it was correct, and removed all the other 1962 * that only let players use it was correct, and removed all the other
2276 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2277 */ 1964 */
2278
2279int 1965int
2280animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2281{ 1967{
2282 object *weapon, *tmp; 1968 object *weapon, *tmp;
2283 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2284 int a, i; 1970 int a, i;
2285 sint16 x, y; 1971 sint16 x, y;
2286 maptile *m; 1972 maptile *m;
2287 materialtype_t *mt;
2288 1973
2289 if (!spell->other_arch) 1974 if (!spell->other_arch)
2290 { 1975 {
2291 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2292 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2295 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2296 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2297 return 0; 1982 return 0;
2298 1983
2299 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2300 if (op->contr->ranges[range_golem]) 1985 if (object *golem = op->contr->golem)
2301 { 1986 {
2302 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2303 return 0; 1988 return 0;
2304 } 1989 }
2305 1990
2306 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2307 if (!dir) 1992 if (!dir)
2311 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2312 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2313 1998
2314 /* if there's no place to put the golem, abort */ 1999 /* if there's no place to put the golem, abort */
2315 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2000 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2316 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2317 { 2002 {
2318 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2319 return 0; 2004 return 0;
2320 } 2005 }
2321 2006
2325 if (!weapon) 2010 if (!weapon)
2326 { 2011 {
2327 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2328 return 0; 2013 return 0;
2329 } 2014 }
2330 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2331 { 2016 {
2332 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2333 return 0; 2018 return 0;
2334 } 2019 }
2335 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2353 /* create the golem object */ 2038 /* create the golem object */
2354 tmp = arch_to_object (spell->other_arch); 2039 tmp = arch_to_object (spell->other_arch);
2355 2040
2356 /* if animated by a player, give the player control of the golem */ 2041 /* if animated by a player, give the player control of the golem */
2357 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2358 SET_FLAG (tmp, FLAG_FRIENDLY);
2359 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2360 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2361 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2362 tmp->set_owner (op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2363 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2364 op->contr->ranges[range_golem] = tmp;
2365 op->contr->shoottype = range_golem;
2366 2049
2367 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* Give the weapon to the golem now. A bit of a hack to check the
2368 * removed flag - it should only be set if get_split_object was 2051 * removed flag - it should only be set if get_split_object was
2369 * used above. 2052 * used above.
2370 */ 2053 */
2371 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2372 weapon->remove (); 2055 weapon->remove ();
2056
2373 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2374 esrv_send_item (op, weapon); 2058 esrv_send_item (op, weapon);
2375 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* To do everything necessary to let a golem use the weapon is a pain,
2376 * so instead, just set it as equipped (otherwise, we need to update 2060 * so instead, just set it as equipped (otherwise, we need to update
2377 * body_info, skills, etc) 2061 * body_info, skills, etc)
2405 2089
2406 /* attacktype */ 2090 /* attacktype */
2407 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2408 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2409 2093
2410 mt = NULL;
2411 if (op->materialname != NULL)
2412 mt = name_to_material (op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2413 if (mt != NULL)
2414 { 2095 {
2415 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2416 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2417 a = mt->save[0]; 2098 a = mt->save[0];
2418 } 2099 }
2420 { 2101 {
2421 for (i = 0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2422 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2423 a = 10; 2104 a = 10;
2424 } 2105 }
2106
2425 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2426 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2427 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2428 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2429 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2435 2117
2436 /* Improve weapon's armour value according to best save vs. physical of its material */ 2118 /* Improve weapon's armour value according to best save vs. physical of its material */
2437 2119
2438 if (a > 14) 2120 if (a > 14)
2439 a = 14; 2121 a = 14;
2122
2440 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2441 2124
2442 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2443 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2444 2127
2477 int success; 2160 int success;
2478 2161
2479 if (!op->map) 2162 if (!op->map)
2480 return 0; /* shouldnt happen */ 2163 return 0; /* shouldnt happen */
2481 2164
2482 success = change_map_light (op->map, spell->stats.dam); 2165 success = op->map->change_map_light (spell->stats.dam);
2166
2483 if (!success) 2167 if (!success)
2484 { 2168 {
2485 if (spell->stats.dam < 0) 2169 if (spell->stats.dam < 0)
2486 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "It can be no brighter here.");
2487 else 2171 else

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