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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.32 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.63 by root, Tue Jul 10 07:31:20 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 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>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 27#include <sproto.h>
30#endif
31#include <spells.h> 28#include <spells.h>
32#include <sounds.h> 29#include <sounds.h>
33 30
34/* cast_magic_storm: This is really used mostly for spell 31/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 32 * fumbles at the like. tmp is the object to propogate.
106 ncharges = 1; 103 ncharges = 1;
107 104
108 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
109 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));
110 107
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
112 { 109 {
113 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
115 } 112 }
116 113
117 return 1; 114 return 1;
118} 115}
119 116
156 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 154 if (isalpha (*stringarg))
158 { 155 {
159 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
160 157
161 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, stringarg))
163 break; 160 break;
164 161
165 if (!al) 162 if (!al)
166 { 163 {
226 if (stringarg) 223 if (stringarg)
227 { 224 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, stringarg);
229 if (at == NULL) 226 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, stringarg);
231 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 229 stringarg = NULL;
233 } 230 }
234 231
235 if (!stringarg) 232 if (!stringarg)
236 { 233 {
242 * We don't use flesh types because the weight values of those need 239 * We don't use flesh types because the weight values of those need
243 * to be altered from the donor. 240 * to be altered from the donor.
244 */ 241 */
245 242
246 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
248 { 245 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 247 {
251 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 250 * the item we have now, take it instead.
254 */ 251 */
255 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
256 at = at_tmp; 257 at = at_tmp;
257 } 258 }
258 } 259 }
259 } 260 }
260 /* 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
264 { 265 {
265 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.");
266 return 0; 267 return 0;
267 } 268 }
268 269
269 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
271 new_op->nrof = food_value; 272 new_op->nrof = food_value;
272 273
273 new_op->value = 0; 274 new_op->value = 0;
274 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
375 * normal applies. 376 * normal applies.
376 */ 377 */
377int 378int
378cast_invisible (object *op, object *caster, object *spell_ob) 379cast_invisible (object *op, object *caster, object *spell_ob)
379{ 380{
380 object *tmp;
381
382 if (op->invisible > 1000) 381 if (op->invisible > 1000)
383 { 382 {
384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
385 return 0; 384 return 0;
386 } 385 }
402 else 401 else
403 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
404 403
405 op->contr->hidden = 0; 404 op->contr->hidden = 0;
406 } 405 }
406
407 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
409 else 409 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 411
412 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
413 413
414 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
415 * harm to the player. 415 * harm to the player.
416 */ 416 */
417 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 417 for_all_actives (tmp)
418 if (tmp->enemy == op) 418 if (tmp->enemy == op)
419 tmp->enemy = NULL; 419 tmp->enemy = 0;
420
420 return 1; 421 return 1;
421} 422}
422 423
423/* earth to dust spell. Basically destroys earthwalls in the area. 424/* earth to dust spell. Basically destroys earthwalls in the area.
424 */ 425 */
567} 568}
568 569
569int 570int
570perceive_self (object *op) 571perceive_self (object *op)
571{ 572{
572 char *cp = describe_item (op, op), buf[MAX_BUF]; 573 const char *cp = describe_item (op, op);
573 archetype *at = archetype::find (ARCH_DEPLETION); 574 archetype *at = archetype::find (ARCH_DEPLETION);
574 object *tmp;
575 int i;
576 575
576 dynbuf_text buf;
577
578 if (player *pl = op->contr)
579 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
581
577 tmp = find_god (determine_god (op)); 582 if (object *god = find_god (determine_god (op)))
578 if (tmp) 583 buf << "You worship " << &god->name << ".\n";
579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
580 else 584 else
581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 585 buf << "You worship no god.\n";
582 586
583 tmp = present_arch_in_ob (at, op); 587 object *tmp = present_arch_in_ob (at, op);
584 588
585 if (*cp == '\0' && tmp == NULL) 589 if (*cp == '\0' && tmp == NULL)
586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 590 buf << "You feel very mundane. ";
587 else 591 else
588 { 592 {
589 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 593 buf << "You have: " << cp << ".\n";
590 new_draw_info (NDI_UNIQUE, 0, op, cp); 594
591 if (tmp != NULL) 595 if (tmp)
592 {
593 for (i = 0; i < NUM_STATS; i++) 596 for (int i = 0; i < NUM_STATS; i++)
594 { 597 if (tmp->stats.stat (i) < 0)
595 if (get_attr_value (&tmp->stats, i) < 0) 598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 {
597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
598 }
599 }
600 }
601 } 599 }
602 600
603 if (is_dragon_pl (op)) 601 if (is_dragon_pl (op))
604 {
605 /* now grab the 'dragon_ability'-force from the player's inventory */ 602 /* now grab the 'dragon_ability'-force from the player's inventory */
606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 603 for (tmp = op->inv; tmp; tmp = tmp->below)
607 { 604 {
608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
609 { 606 {
610 if (tmp->stats.exp == 0) 607 if (tmp->stats.exp == 0)
611 {
612 sprintf (buf, "Your metabolism isn't focused on anything."); 608 buf << "Your metabolism isn't focused on anything.\n";
613 }
614 else 609 else
615 {
616 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
617 } 611
618 new_draw_info (NDI_UNIQUE, 0, op, buf);
619 break; 612 break;
620 } 613 }
621 } 614 }
622 }
623 return 1;
624}
625 615
626/* int cast_create_town_portal (object *op, object *caster, int dir) 616 buf << '\0'; // zero-terminate
627 *
628 * This function cast the spell of town portal for op
629 *
630 * The spell operates in two passes. During the first one a place
631 * is marked as a destination for the portal. During the second one,
632 * 2 portals are created, one in the position the player cast it and
633 * one in the destination place. The portal are synchronized and 2 forces
634 * are inserted in the player to destruct the portal next time player
635 * creates a new portal pair.
636 * This spell has a side effect that it allows people to meet each other
637 * in a permanent, private, appartements by making a town portal from it
638 * to the town or another public place. So, check if the map is unique and if
639 * so return an error
640 *
641 * Code by Tchize (david.delbecq@usa.net)
642 */
643int
644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
645{
646 object *dummy, *force, *old_force;
647 archetype *perm_portal;
648 char portal_name[1024], portal_message[1024];
649 maptile *exitmap;
650 int op_level;
651 617
652 /* Check to see if the map the player is currently on is a per player unique 618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
653 * map. This can be determined in that per player unique maps have the
654 * full pathname listed.
655 */
656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
657 {
658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
659 return 0;
660 }
661
662 /* The first thing to do is to check if we have a marked destination
663 * dummy is used to make a check inventory for the force
664 */
665 dummy = arch_to_object (spell->other_arch);
666 if (dummy == NULL)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
670 return 0;
671 }
672
673 force = check_inv_recursive (op, dummy);
674
675 if (force == NULL)
676 {
677 /* Here we know there is no destination marked up.
678 * We have 2 things to do:
679 * 1. Mark the destination in the player inventory.
680 * 2. Let the player know it worked.
681 */
682 dummy->name = op->map->path;
683 EXIT_X (dummy) = op->x;
684 EXIT_Y (dummy) = op->y;
685 insert_ob_in_ob (dummy, op);
686 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.");
687 return 1;
688 }
689
690 dummy->destroy ();
691
692 /* Here we know where the town portal should go to
693 * We should kill any existing portal associated with the player.
694 * Than we should create the 2 portals.
695 * For each of them, we need:
696 * - To create the portal with the name of the player+destination map
697 * - set the owner of the town portal
698 * - To mark the position of the portal in the player's inventory
699 * for easier destruction.
700 *
701 * The mark works has follow:
702 * slaying: Existing town portal
703 * hp, sp : x & y of the associated portal
704 * name : name of the portal
705 * race : map the portal is in
706 */
707
708 /* First step: killing existing town portals */
709 dummy = get_archetype (spell->race);
710 if (dummy == NULL)
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
714 return 0;
715 }
716
717 perm_portal = archetype::find (spell->slaying);
718
719 /* To kill a town portal, we go trough the player's inventory,
720 * for each marked portal in player's inventory,
721 * -We try load the associated map (if impossible, consider the portal destructed)
722 * -We find any portal in the specified location.
723 * If it has the good name, we destruct it.
724 * -We destruct the force indicating that portal.
725 */
726 while ((old_force = check_inv_recursive (op, dummy)))
727 {
728 exitmap = maptile::find_sync (old_force->race, op->map);
729
730 if (exitmap)
731 {
732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
739 if (tmp->name == old_force->name)
740 {
741 tmp->destroy ();
742 break;
743 }
744 }
745 }
746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
752 /* Creating the portals.
753 * The very first thing to do is to ensure
754 * access to the destination map.
755 * If we can't, don't fizzle. Simply warn player.
756 * This ensure player pays his mana for the spell
757 * because HE is responsible of forgotting.
758 * 'force' is the destination of the town portal, which we got
759 * from the players inventory above.
760 */
761
762 /* Ensure exit map is loaded */
763 exitmap = maptile::find_sync (force->name);
764
765 /* If we were unable to load (ex. random map deleted), warn player */
766 if (!exitmap)
767 {
768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
769 force->destroy ();
770 return 1;
771 }
772
773 exitmap->load_sync ();
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 object *tmp = get_archetype (spell->race);
815
816 if (!tmp)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 op->insert (tmp);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->race = op->name; /*Save the owner of the portal */
850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
851
852 /* Now we create another town portal marker that
853 * points back to the one we just made
854 */
855 tmp = get_archetype (spell->race);
856 if (tmp == NULL)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
860 return 0;
861 }
862
863 tmp->race = force->name;
864 tmp->name = portal_name;
865 EXIT_X (tmp) = dummy->x;
866 EXIT_Y (tmp) = dummy->y;
867 insert_ob_in_ob (tmp, op);
868
869 /* Describe the player what happened
870 */
871 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
872 force->destroy ();
873 619
874 return 1; 620 return 1;
875} 621}
876 622
877/* This creates magic walls. Really, it can create most any object, 623/* This creates magic walls. Really, it can create most any object,
975 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
976 return 0; 722 return 0;
977 } 723 }
978 724
979 /* If this is a spellcasting wall, need to insert the spell object */ 725 /* If this is a spellcasting wall, need to insert the spell object */
980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 726 if (tmp->other_arch && tmp->other_arch->type == SPELL)
981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
982 728
983 /* This code causes the wall to extend some distance in 729 /* This code causes the wall to extend some distance in
984 * each direction, or until an obstruction is encountered. 730 * each direction, or until an obstruction is encountered.
985 * posblocked and negblocked help determine how far the 731 * posblocked and negblocked help determine how far the
1005 { 751 {
1006 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1008 754
1009 /* If this is a spellcasting wall, need to insert the spell object */ 755 /* If this is a spellcasting wall, need to insert the spell object */
1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1011 tmp2->insert (arch_to_object (tmp2->other_arch)); 757 tmp2->insert (arch_to_object (tmp2->other_arch));
1012 758
1013 } 759 }
1014 else 760 else
1015 posblocked = 1; 761 posblocked = 1;
1022 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 768 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1023 { 769 {
1024 object *tmp2 = tmp->clone (); 770 object *tmp2 = tmp->clone ();
1025 m->insert (tmp2, x, y, op); 771 m->insert (tmp2, x, y, op);
1026 772
1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1028 tmp2->insert (arch_to_object (tmp2->other_arch)); 774 tmp2->insert (arch_to_object (tmp2->other_arch));
1029 } 775 }
1030 else 776 else
1031 negblocked = 1; 777 negblocked = 1;
1032 } 778 }
1164 object *poison; 910 object *poison;
1165 int heal = 0, success = 0; 911 int heal = 0, success = 0;
1166 912
1167 tmp = find_target_for_friendly_spell (op, dir); 913 tmp = find_target_for_friendly_spell (op, dir);
1168 914
1169 if (tmp == NULL) 915 if (!tmp)
1170 return 0; 916 return 0;
1171 917
1172 /* Figure out how many hp this spell might cure. 918 /* Figure out how many hp this spell might cure.
1173 * could be zero if this spell heals effects, not damage. 919 * could be zero if this spell heals effects, not damage.
1174 */ 920 */
1177 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 923 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1178 924
1179 if (heal) 925 if (heal)
1180 { 926 {
1181 if (tmp->stats.hp >= tmp->stats.maxhp) 927 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1183 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 928 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1184 }
1185 else 929 else
1186 { 930 {
1187 /* See how many points we actually heal. Instead of messages 931 /* See how many points we actually heal. Instead of messages
1188 * based on type of spell, we instead do messages based 932 * based on type of spell, we instead do messages based
1189 * on amount of damage healed. 933 * on amount of damage healed.
1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 935 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1192 heal = tmp->stats.maxhp - tmp->stats.hp; 936 heal = tmp->stats.maxhp - tmp->stats.hp;
1193 tmp->stats.hp += heal; 937 tmp->stats.hp += heal;
1194 938
1195 if (tmp->stats.hp >= tmp->stats.maxhp) 939 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 940 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1198 }
1199 else if (heal > 50) 941 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1202 }
1203 else if (heal > 25) 943 else if (heal > 25)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 944 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10) 945 else if (heal > 10)
1208 {
1209 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1210 }
1211 else 947 else
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 948 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1214 } 949
1215 success = 1; 950 success = 1;
1216 } 951 }
1217 } 952 }
953
1218 if (spell->attacktype & AT_DISEASE) 954 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op)) 955 if (cure_disease (tmp, op))
1220 success = 1; 956 success = 1;
1221 957
1222 if (spell->attacktype & AT_POISON) 958 if (spell->attacktype & AT_POISON)
1228 success = 1; 964 success = 1;
1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 965 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1230 poison->stats.food = 1; 966 poison->stats.food = 1;
1231 } 967 }
1232 } 968 }
969
1233 if (spell->attacktype & AT_CONFUSION) 970 if (spell->attacktype & AT_CONFUSION)
1234 { 971 {
1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 972 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1236 if (poison) 973 if (poison)
1237 { 974 {
1238 success = 1; 975 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1240 poison->duration = 1; 977 poison->duration = 1;
1241 } 978 }
1242 } 979 }
980
1243 if (spell->attacktype & AT_BLIND) 981 if (spell->attacktype & AT_BLIND)
1244 { 982 {
1245 at = archetype::find ("blindness"); 983 at = archetype::find ("blindness");
1246 poison = present_arch_in_ob (at, tmp); 984 poison = present_arch_in_ob (at, tmp);
1247 if (poison) 985 if (poison)
1249 success = 1; 987 success = 1;
1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 988 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1251 poison->stats.food = 1; 989 poison->stats.food = 1;
1252 } 990 }
1253 } 991 }
992
1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 993 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 { 994 {
1256 tmp->stats.sp += spell->last_sp; 995 tmp->stats.sp += spell->last_sp;
1257 if (tmp->stats.sp > tmp->stats.maxsp) 996 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp; 997 tmp->stats.sp = tmp->stats.maxsp;
1259 success = 1; 998 success = 1;
1260 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 999 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1261 } 1000 }
1001
1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1002 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 { 1003 {
1264 tmp->stats.grace += spell->last_grace; 1004 tmp->stats.grace += spell->last_grace;
1265 if (tmp->stats.grace > tmp->stats.maxgrace) 1005 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace; 1006 tmp->stats.grace = tmp->stats.maxgrace;
1267 success = 1; 1007 success = 1;
1268 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1008 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1269 } 1009 }
1010
1270 if (spell->stats.food && tmp->stats.food < 999) 1011 if (spell->stats.food && tmp->stats.food < 999)
1271 { 1012 {
1272 tmp->stats.food += spell->stats.food; 1013 tmp->stats.food += spell->stats.food;
1273 if (tmp->stats.food > 999) 1014 if (tmp->stats.food > 999)
1274 tmp->stats.food = 999; 1015 tmp->stats.food = 999;
1275 success = 1; 1016 success = 1;
1276 /* We could do something a bit better like the messages for healing above */ 1017 /* We could do something a bit better like the messages for healing above */
1277 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1018 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1278 } 1019 }
1020
1279 return success; 1021 return success;
1280} 1022}
1281
1282 1023
1283/* This is used for the spells that gain stats. There are no spells 1024/* This is used for the spells that gain stats. There are no spells
1284 * right now that icnrease wis/int/pow on a temp basis, so no 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1285 * good comments for those. 1026 * good comments for those.
1286 */ 1027 */
1287static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1288 "You grow no stronger.", 1029 "You grow no stronger.",
1289 "You grow no more agile.", 1030 "You grow no more agile.",
1290 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1291 "no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1292 "You are no easier to look at.", 1035 "You are no easier to look at.",
1293 "no int",
1294 "no pow"
1295}; 1036};
1296 1037
1297int 1038int
1298cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1299{ 1040{
1350 } 1091 }
1351 else 1092 else
1352 { 1093 {
1353 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1354 } 1095 }
1096
1355 return 1; 1097 return 1;
1356 } 1098 }
1099
1357 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1100 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1358 force->speed = 1.0; 1101 force->speed = 1.0;
1359 force->speed_left = -1.0; 1102 force->speed_left = -1.0;
1360 SET_FLAG (force, FLAG_APPLIED); 1103 SET_FLAG (force, FLAG_APPLIED);
1361 1104
1367 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1110 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1368 if (force->resist[i] > 100) 1111 if (force->resist[i] > 100)
1369 force->resist[i] = 100; 1112 force->resist[i] = 100;
1370 } 1113 }
1371 } 1114 }
1115
1372 if (spell_ob->stats.hp) 1116 if (spell_ob->stats.hp)
1373 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1117 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1374 1118
1375 if (tmp->type == PLAYER) 1119 if (tmp->type == PLAYER)
1376 { 1120 {
1377 /* Stat adjustment spells */ 1121 /* Stat adjustment spells */
1378 for (i = 0; i < NUM_STATS; i++) 1122 for (i = 0; i < NUM_STATS; i++)
1379 { 1123 {
1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1124 if (sint8 stat = spell_ob->stats.stat (i))
1381
1382 if (stat)
1383 { 1125 {
1384 sm = 0; 1126 sint8 sm = 0;
1385 for (k = 0; k < stat; k++) 1127 for (sint8 k = 0; k < stat; k++)
1386 sm += rndm (1, 3); 1128 sm += rndm (1, 3);
1387 1129
1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1130 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1389 { 1131 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1132
1391 if (sm < 0) 1133 force->stats.stat (i) = sm;
1392 sm = 0; 1134
1393 }
1394 set_attr_value (&force->stats, i, sm);
1395 if (!sm) 1135 if (!sm)
1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1136 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1397 } 1137 }
1398 } 1138 }
1399 } 1139 }
1420 force->attacktype = spell_ob->attacktype; 1160 force->attacktype = spell_ob->attacktype;
1421 1161
1422 insert_ob_in_ob (force, tmp); 1162 insert_ob_in_ob (force, tmp);
1423 change_abil (tmp, force); /* Mostly to display any messages */ 1163 change_abil (tmp, force); /* Mostly to display any messages */
1424 tmp->update_stats (); 1164 tmp->update_stats ();
1165
1425 return 1; 1166 return 1;
1426} 1167}
1427 1168
1428/* This used to be part of cast_change_ability, but it really didn't make 1169/* This used to be part of cast_change_ability, but it really didn't make
1429 * a lot of sense, since most of the values it derives are from the god 1170 * a lot of sense, since most of the values it derives are from the god
1430 * of the caster. 1171 * of the caster.
1431 */ 1172 */
1432
1433int 1173int
1434cast_bless (object *op, object *caster, object *spell_ob, int dir) 1174cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{ 1175{
1436 int i; 1176 int i;
1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1531 change_abil (tmp, force); /* Mostly to display any messages */ 1271 change_abil (tmp, force); /* Mostly to display any messages */
1532 insert_ob_in_ob (force, tmp); 1272 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1273 tmp->update_stats ();
1534 return 1; 1274 return 1;
1535} 1275}
1536
1537
1538 1276
1539/* Alchemy code by Mark Wedel 1277/* Alchemy code by Mark Wedel
1540 * 1278 *
1541 * This code adds a new spell, called alchemy. Alchemy will turn 1279 * This code adds a new spell, called alchemy. Alchemy will turn
1542 * objects to gold nuggets, the value of the gold nuggets being 1280 * objects to gold nuggets, the value of the gold nuggets being
1552 * For example, if an item is worth 110 gold, you will get 1290 * For example, if an item is worth 110 gold, you will get
1553 * 4 large nuggets, and from 0-10 small nuggets. 1291 * 4 large nuggets, and from 0-10 small nuggets.
1554 * 1292 *
1555 * 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
1556 * 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
1557 * alchemied. 1295 * alchemised.
1558 */ 1296 */
1559
1560/* I didn't feel like passing these as arguements to the
1561 * two functions that need them. Real values are put in them
1562 * when the spell is cast, and these are freed when the spell
1563 * is finished.
1564 */
1565static object *small, *large;
1566
1567static void 1297static void
1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1298alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1569{ 1299{
1570 uint64 value = query_cost (obj, NULL, F_TRUE); 1300 uint64 value = query_cost (obj, NULL, F_TRUE);
1571 1301
1572 /* Give third price when we alchemy money (This should hopefully 1302 /* Give third price when we alchemy money (This should hopefully
1573 * 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
1574 * the nuggets, alchemy the gold from that, etc. 1304 * the nuggets, alchemy the gold from that, etc.
1575 * Otherwise, give 9 silver on the gold for other objects, 1305 * Otherwise, give 9 silver on the gold for other objects,
1576 * so that it would still be more affordable to haul 1306 * so that it would still be more affordable to haul
1577 * the stuff back to town. 1307 * the stuff back to town.
1578 */ 1308 */
1579
1580 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1309 if (QUERY_FLAG (obj, FLAG_UNPAID))
1581 value = 0; 1310 value = 0;
1582 else if (obj->type == MONEY || obj->type == GEM) 1311 else if (obj->type == MONEY || obj->type == GEM)
1583 value /= 3; 1312 value /= 3;
1584 else 1313 else
1585 value = (value * 9) / 10; 1314 value = value * 9 / 10;
1586 1315
1587 value /= 4; // fix by GHJ, don't understand, pcg
1588
1589 if ((obj->value > 0) && rndm (0, 29)) 1316 if (obj->value > 0 && rndm (0, 29))
1590 { 1317 total_value += value;
1591 int count;
1592 1318
1593 count = value / large->value;
1594 *large_nuggets += count;
1595 value -= (uint64) count *(uint64) large->value;
1596
1597 count = value / small->value;
1598 *small_nuggets += count;
1599 }
1600
1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1602 * of large nuggets is not evenly divisable by the small nugget
1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1604 */
1605 if (*small_nuggets * small->value >= large->value)
1606 {
1607 (*large_nuggets)++;
1608 *small_nuggets -= large->value / small->value;
1609 if (*small_nuggets && large->value % small->value)
1610 (*small_nuggets)--;
1611 }
1612 weight += obj->weight; 1319 total_weight += obj->total_weight ();
1320
1613 obj->destroy (); 1321 obj->destroy ();
1614} 1322}
1615 1323
1616static void 1324static void
1617update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1325update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1618{ 1326{
1619 object *tmp;
1620 int flag = 0; 1327 int flag = 0;
1621 1328
1622 /* Put any nuggets below the player, but we can only pass this 1329 /* Put any nuggets below the player, but we can only pass this
1623 * flag if we are on the same space as the player 1330 * flag if we are on the same space as the player
1624 */ 1331 */
1625 if (x == op->x && y == op->y && op->map == m) 1332 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR; 1333 flag = INS_BELOW_ORIGINATOR;
1627 1334
1628 if (small_nuggets) 1335 if (small_nuggets)
1629 { 1336 {
1630 tmp = small->clone (); 1337 object *tmp = small->clone ();
1631 tmp->nrof = small_nuggets; 1338 tmp->nrof = small_nuggets;
1632 m->insert (tmp, x, y, op, flag); 1339 m->insert (tmp, x, y, op, flag);
1633 } 1340 }
1634 1341
1635 if (large_nuggets) 1342 if (large_nuggets)
1636 { 1343 {
1637 tmp = large->clone (); 1344 object *tmp = large->clone ();
1638 tmp->nrof = large_nuggets; 1345 tmp->nrof = large_nuggets;
1639 m->insert (tmp, x, y, op, flag); 1346 m->insert (tmp, x, y, op, flag);
1640 } 1347 }
1348
1349 if (object *pl = m->at (x, y).player ())
1350 if (pl->contr->ns)
1351 pl->contr->ns->look_position = 0;
1641} 1352}
1642 1353
1643int 1354int
1644alchemy (object *op, object *caster, object *spell_ob) 1355alchemy (object *op, object *caster, object *spell_ob)
1645{ 1356{
1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1647 sint16 nx, ny;
1648 object *next, *tmp;
1649 maptile *mp;
1650
1651 if (op->type != PLAYER) 1357 if (op->type != PLAYER)
1652 return 0; 1358 return 0;
1653 1359
1360 object *large = get_archetype ("largenugget");
1361 object *small = get_archetype ("smallnugget");
1362
1654 /* Put a maximum weight of items that can be alchemied. Limits the power 1363 /* Put a maximum weight of items that can be alchemised. Limits the power
1655 * some, and also prevents people from alcheming every table/chair/clock 1364 * some, and also prevents people from alchemising every table/chair/clock
1656 * in sight 1365 * in sight
1657 */ 1366 */
1658 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1367 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1659 weight_max *= 1000; 1368 int weight_max = duration * 1000;
1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1369 uint64 value_max = duration * 1000;
1661 1370
1371 int weight = 0;
1372
1662 for (y = op->y - 1; y <= op->y + 1; y++) 1373 for (int y = op->y - 1; y <= op->y + 1; y++)
1663 { 1374 {
1664 for (x = op->x - 1; x <= op->x + 1; x++) 1375 for (int x = op->x - 1; x <= op->x + 1; x++)
1665 { 1376 {
1377 uint64 value = 0;
1378
1666 nx = x; 1379 sint16 nx = x;
1667 ny = y; 1380 sint16 ny = y;
1668 1381
1669 mp = op->map; 1382 maptile *mp = op->map;
1670 1383
1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1384 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1672 1385
1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1386 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1674 continue; 1387 continue;
1675 1388
1676 /* Treat alchemy a little differently - most spell effects 1389 /* Treat alchemy a little differently - most spell effects
1678 * ground level effect. 1391 * ground level effect.
1679 */ 1392 */
1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1393 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1681 continue; 1394 continue;
1682 1395
1683 small_nuggets = 0; 1396 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1684 large_nuggets = 0;
1685
1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 { 1397 {
1688 next = tmp->above; 1398 next = tmp->above;
1399
1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1400 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1401 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1691 { 1402 {
1692
1693 if (tmp->inv) 1403 if (tmp->inv)
1694 { 1404 {
1695 object *next1, *tmp1; 1405 object *next1, *tmp1;
1696 1406
1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1407 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1698 { 1408 {
1699 next1 = tmp1->below; 1409 next1 = tmp1->below;
1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1410 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1411 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1412 alchemy_object (tmp1, value, weight);
1703 } 1413 }
1704 } 1414 }
1415
1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1416 alchemy_object (tmp, value, weight);
1706 1417
1707 if (weight > weight_max) 1418 if (weight > weight_max)
1708 { 1419 break;
1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1710 large->destroy ();
1711 small->destroy ();
1712 return 1;
1713 } 1420 }
1714 } /* is alchemable object */ 1421 }
1715 } /* process all objects on this space */ 1422
1423 value = min (value, value_max);
1424
1425 uint64 count = value / large->value;
1426 int large_nuggets = count;
1427 value -= count * large->value;
1428
1429 count = value / small->value;
1430 int small_nuggets = count;
1716 1431
1717 /* Insert all the nuggets at one time. This probably saves time, but 1432 /* Insert all the nuggets at one time. This probably saves time, but
1718 * it also prevents us from alcheming nuggets that were just created 1433 * it also prevents us from alcheming nuggets that were just created
1719 * with this spell. 1434 * with this spell.
1720 */ 1435 */
1721 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1436 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1722 }
1723 }
1724 1437
1438 if (weight > weight_max)
1439 goto bailout;
1440 }
1441 }
1442
1443bailout:
1725 large->destroy (); 1444 large->destroy ();
1726 small->destroy (); 1445 small->destroy ();
1727 /* reset this so that if player standing on a big pile of stuff,
1728 * it is redrawn properly.
1729 */
1730 op->contr->ns->look_position = 0;
1731 return 1; 1446 return 1;
1732} 1447}
1733 1448
1734 1449
1735/* This function removes the cursed/damned status on equipped 1450/* This function removes the cursed/damned status on equipped
1762 } 1477 }
1763 1478
1764 if (op->type == PLAYER) 1479 if (op->type == PLAYER)
1765 { 1480 {
1766 if (success) 1481 if (success)
1767 {
1768 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1482 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1769 }
1770 else 1483 else
1771 { 1484 {
1772 if (was_one) 1485 if (was_one)
1773 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1486 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1774 else 1487 else
1798 { 1511 {
1799 identify (tmp); 1512 identify (tmp);
1800 1513
1801 if (op->type == PLAYER) 1514 if (op->type == PLAYER)
1802 { 1515 {
1803 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1516 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1804 1517
1805 if (tmp->msg) 1518 if (tmp->msg)
1806 { 1519 {
1807 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1820 * stuff on the floor. Only identify stuff on the floor if the spell 1533 * stuff on the floor. Only identify stuff on the floor if the spell
1821 * was not fully used. 1534 * was not fully used.
1822 */ 1535 */
1823 if (num_ident) 1536 if (num_ident)
1824 { 1537 {
1825 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1827 { 1540 {
1828 identify (tmp); 1541 identify (tmp);
1829 1542
1830 if (op->type == PLAYER) 1543 if (op->type == PLAYER)
1831 { 1544 {
1832 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1545 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1833 1546
1834 if (tmp->msg) 1547 if (tmp->msg)
1835 { 1548 {
1836 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2187 /* Basically, if the object is magical and not counterspell, 1900 /* Basically, if the object is magical and not counterspell,
2188 * we will more or less remove the object. Don't counterspell 1901 * we will more or less remove the object. Don't counterspell
2189 * monsters either. 1902 * monsters either.
2190 */ 1903 */
2191 1904
2192 if (head->attacktype & AT_MAGIC && 1905 if (head->attacktype & AT_MAGIC
2193 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1906 && !(head->attacktype & AT_COUNTERSPELL)
1907 && !QUERY_FLAG (head, FLAG_MONSTER)
1908 && (op->level > head->level))
2194 head->destroy (); 1909 head->destroy ();
2195 else 1910 else
2196 switch (head->type) 1911 switch (head->type)
2197 { 1912 {
2198 case SPELL_EFFECT: 1913 case SPELL_EFFECT:
1914 // XXX: Don't affect floor spelleffects. See also XXX comment
1915 // about sanctuary in spell_util.C
1916 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1917 continue;
1918
2199 if (op->level > head->level) 1919 if (op->level > head->level)
2200 head->destroy (); 1920 head->destroy ();
2201 1921
2202 break; 1922 break;
2203 1923
2270 * This code was very odd - code early on would only let players use the spell, 1990 * This code was very odd - code early on would only let players use the spell,
2271 * yet the code wass full of player checks. I've presumed that the code 1991 * yet the code wass full of player checks. I've presumed that the code
2272 * that only let players use it was correct, and removed all the other 1992 * that only let players use it was correct, and removed all the other
2273 * player checks. MSW 2003-01-06 1993 * player checks. MSW 2003-01-06
2274 */ 1994 */
2275
2276int 1995int
2277animate_weapon (object *op, object *caster, object *spell, int dir) 1996animate_weapon (object *op, object *caster, object *spell, int dir)
2278{ 1997{
2279 object *weapon, *tmp; 1998 object *weapon, *tmp;
2280 char buf[MAX_BUF]; 1999 char buf[MAX_BUF];
2281 int a, i; 2000 int a, i;
2282 sint16 x, y; 2001 sint16 x, y;
2283 maptile *m; 2002 maptile *m;
2284 materialtype_t *mt;
2285 2003
2286 if (!spell->other_arch) 2004 if (!spell->other_arch)
2287 { 2005 {
2288 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2289 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2292 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2293 if (op->type != PLAYER) 2011 if (op->type != PLAYER)
2294 return 0; 2012 return 0;
2295 2013
2296 /* if player already has a golem, abort */ 2014 /* if player already has a golem, abort */
2297 if (op->contr->ranges[range_golem]) 2015 if (object *golem = op->contr->golem)
2298 { 2016 {
2299 control_golem (op->contr->ranges[range_golem], dir); 2017 control_golem (golem, dir);
2300 return 0; 2018 return 0;
2301 } 2019 }
2302 2020
2303 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2304 if (!dir) 2022 if (!dir)
2308 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2309 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2310 2028
2311 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2312 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2313 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2314 { 2032 {
2315 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2316 return 0; 2034 return 0;
2317 } 2035 }
2318 2036
2322 if (!weapon) 2040 if (!weapon)
2323 { 2041 {
2324 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2325 return 0; 2043 return 0;
2326 } 2044 }
2327 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2328 { 2046 {
2329 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2330 return 0; 2048 return 0;
2331 } 2049 }
2332 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2350 /* create the golem object */ 2068 /* create the golem object */
2351 tmp = arch_to_object (spell->other_arch); 2069 tmp = arch_to_object (spell->other_arch);
2352 2070
2353 /* if animated by a player, give the player control of the golem */ 2071 /* if animated by a player, give the player control of the golem */
2354 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2355 SET_FLAG (tmp, FLAG_FRIENDLY);
2356 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2079
2364 /* Give the weapon to the golem now. A bit of a hack to check the 2080 /* Give the weapon to the golem now. A bit of a hack to check the
2365 * removed flag - it should only be set if get_split_object was 2081 * removed flag - it should only be set if get_split_object was
2366 * used above. 2082 * used above.
2367 */ 2083 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2369 weapon->remove (); 2085 weapon->remove ();
2086
2370 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2371 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2372 /* To do everything necessary to let a golem use the weapon is a pain, 2089 /* To do everything necessary to let a golem use the weapon is a pain,
2373 * so instead, just set it as equipped (otherwise, we need to update 2090 * so instead, just set it as equipped (otherwise, we need to update
2374 * body_info, skills, etc) 2091 * body_info, skills, etc)
2402 2119
2403 /* attacktype */ 2120 /* attacktype */
2404 if (!tmp->attacktype) 2121 if (!tmp->attacktype)
2405 tmp->attacktype = AT_PHYSICAL; 2122 tmp->attacktype = AT_PHYSICAL;
2406 2123
2407 mt = NULL;
2408 if (op->materialname != NULL)
2409 mt = name_to_material (op->materialname); 2124 if (materialtype_t *mt = name_to_material (op->materialname))
2410 if (mt != NULL)
2411 { 2125 {
2412 for (i = 0; i < NROFATTACKS; i++) 2126 for (i = 0; i < NROFATTACKS; i++)
2413 tmp->resist[i] = 50 - (mt->save[i] * 5); 2127 tmp->resist[i] = 50 - (mt->save[i] * 5);
2414 a = mt->save[0]; 2128 a = mt->save[0];
2415 } 2129 }
2417 { 2131 {
2418 for (i = 0; i < NROFATTACKS; i++) 2132 for (i = 0; i < NROFATTACKS; i++)
2419 tmp->resist[i] = 5; 2133 tmp->resist[i] = 5;
2420 a = 10; 2134 a = 10;
2421 } 2135 }
2136
2422 /* Set weapon's immunity */ 2137 /* Set weapon's immunity */
2423 tmp->resist[ATNR_CONFUSION] = 100; 2138 tmp->resist[ATNR_CONFUSION] = 100;
2424 tmp->resist[ATNR_POISON] = 100; 2139 tmp->resist[ATNR_POISON] = 100;
2425 tmp->resist[ATNR_SLOW] = 100; 2140 tmp->resist[ATNR_SLOW] = 100;
2426 tmp->resist[ATNR_PARALYZE] = 100; 2141 tmp->resist[ATNR_PARALYZE] = 100;
2432 2147
2433 /* Improve weapon's armour value according to best save vs. physical of its material */ 2148 /* Improve weapon's armour value according to best save vs. physical of its material */
2434 2149
2435 if (a > 14) 2150 if (a > 14)
2436 a = 14; 2151 a = 14;
2152
2437 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2153 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2438 2154
2439 /* Determine golem's speed */ 2155 /* Determine golem's speed */
2440 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2156 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2441 2157

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