1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
|
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | #include <global.h> |
25 | #include <global.h> |
25 | #include <object.h> |
26 | #include <object.h> |
26 | #include <living.h> |
27 | #include <living.h> |
27 | #ifndef __CEXTRACT__ |
|
|
28 | # include <sproto.h> |
28 | #include <sproto.h> |
29 | #endif |
|
|
30 | #include <spells.h> |
29 | #include <spells.h> |
31 | #include <sounds.h> |
30 | #include <sounds.h> |
32 | |
31 | |
33 | /* cast_magic_storm: This is really used mostly for spell |
32 | /* cast_magic_storm: This is really used mostly for spell |
34 | * fumbles at the like. tmp is the object to propogate. |
33 | * fumbles at the like. tmp is the object to propogate. |
… | |
… | |
411 | update_object (op, UP_OBJ_FACE); |
410 | update_object (op, UP_OBJ_FACE); |
412 | |
411 | |
413 | /* Only search the active objects - only these should actually do |
412 | /* Only search the active objects - only these should actually do |
414 | * harm to the player. |
413 | * harm to the player. |
415 | */ |
414 | */ |
416 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
415 | for_all_actives (tmp) |
417 | if (tmp->enemy == op) |
416 | if (tmp->enemy == op) |
418 | tmp->enemy = NULL; |
417 | tmp->enemy = 0; |
|
|
418 | |
419 | return 1; |
419 | return 1; |
420 | } |
420 | } |
421 | |
421 | |
422 | /* earth to dust spell. Basically destroys earthwalls in the area. |
422 | /* earth to dust spell. Basically destroys earthwalls in the area. |
423 | */ |
423 | */ |
… | |
… | |
451 | next = tmp->above; |
451 | next = tmp->above; |
452 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
452 | if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) |
453 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
453 | hit_player (tmp, 9998, op, AT_PHYSICAL, 0); |
454 | } |
454 | } |
455 | } |
455 | } |
|
|
456 | |
456 | return 1; |
457 | return 1; |
457 | } |
458 | } |
458 | |
|
|
459 | |
459 | |
460 | void |
460 | void |
461 | execute_word_of_recall (object *op) |
461 | execute_word_of_recall (object *op) |
462 | { |
462 | { |
463 | object *wor = op; |
463 | if (object *pl = op->in_player ()) |
464 | |
464 | { |
465 | while (op != NULL && op->type != PLAYER) |
465 | 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."); |
466 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
471 | else |
467 | else |
|
|
468 | { |
|
|
469 | // remove first so we do not call update_stats |
|
|
470 | op->remove (); |
472 | op->enter_exit (wor); |
471 | pl->enter_exit (op); |
|
|
472 | } |
|
|
473 | } |
473 | |
474 | |
474 | wor->destroy (); |
475 | op->destroy (); |
475 | } |
476 | } |
476 | |
477 | |
477 | /* Word of recall causes the player to return 'home'. |
478 | /* Word of recall causes the player to return 'home'. |
478 | * we put a force into the player object, so that there is a |
479 | * we put a force into the player object, so that there is a |
479 | * time delay effect. |
480 | * time delay effect. |
… | |
… | |
498 | { |
499 | { |
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
500 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
501 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
501 | return 0; |
502 | return 0; |
502 | } |
503 | } |
|
|
504 | |
503 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
505 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
504 | if (time < 1) |
506 | if (time < 1) |
505 | time = 1; |
507 | time = 1; |
506 | |
508 | |
507 | /* value of speed really doesn't make much difference, as long as it is |
509 | /* value of speed really doesn't make much difference, as long as it is |
… | |
… | |
515 | |
517 | |
516 | /* If we could take advantage of enter_player_savebed() here, it would be |
518 | /* If we could take advantage of enter_player_savebed() here, it would be |
517 | * nice, but until the map load fails, we can't. |
519 | * nice, but until the map load fails, we can't. |
518 | */ |
520 | */ |
519 | EXIT_PATH (dummy) = op->contr->savebed_map; |
521 | EXIT_PATH (dummy) = op->contr->savebed_map; |
520 | EXIT_X (dummy) = op->contr->bed_x; |
522 | EXIT_X (dummy) = op->contr->bed_x; |
521 | EXIT_Y (dummy) = op->contr->bed_y; |
523 | EXIT_Y (dummy) = op->contr->bed_y; |
522 | |
524 | |
523 | (void) insert_ob_in_ob (dummy, op); |
525 | op->insert (dummy); |
|
|
526 | |
524 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
527 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
|
|
528 | |
525 | return 1; |
529 | return 1; |
526 | } |
530 | } |
527 | |
531 | |
528 | /* cast_wonder |
532 | /* cast_wonder |
529 | * wonder is really just a spell that will likely cast another |
533 | * wonder is really just a spell that will likely cast another |
… | |
… | |
601 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
605 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
602 | { |
606 | { |
603 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
607 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
604 | { |
608 | { |
605 | if (tmp->stats.exp == 0) |
609 | if (tmp->stats.exp == 0) |
606 | { |
|
|
607 | sprintf (buf, "Your metabolism isn't focused on anything."); |
610 | sprintf (buf, "Your metabolism isn't focused on anything."); |
608 | } |
|
|
609 | else |
611 | else |
610 | { |
|
|
611 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
612 | sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); |
612 | } |
613 | |
613 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
614 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
614 | break; |
615 | break; |
615 | } |
616 | } |
616 | } |
617 | } |
617 | } |
618 | } |
|
|
619 | |
618 | return 1; |
620 | return 1; |
619 | } |
621 | } |
620 | |
622 | |
621 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
623 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
622 | * |
624 | * |
… | |
… | |
636 | * Code by Tchize (david.delbecq@usa.net) |
638 | * Code by Tchize (david.delbecq@usa.net) |
637 | */ |
639 | */ |
638 | int |
640 | int |
639 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
641 | cast_create_town_portal (object *op, object *caster, object *spell, int dir) |
640 | { |
642 | { |
641 | object *dummy, *force, *old_force, *tmp; |
643 | object *dummy, *force, *old_force; |
642 | archetype *perm_portal; |
644 | archetype *perm_portal; |
643 | char portal_name[1024], portal_message[1024]; |
645 | char portal_name[1024], portal_message[1024]; |
644 | maptile *exitmap; |
646 | maptile *exitmap; |
645 | int op_level; |
647 | int op_level; |
646 | |
648 | |
… | |
… | |
718 | * If it has the good name, we destruct it. |
720 | * If it has the good name, we destruct it. |
719 | * -We destruct the force indicating that portal. |
721 | * -We destruct the force indicating that portal. |
720 | */ |
722 | */ |
721 | while ((old_force = check_inv_recursive (op, dummy))) |
723 | while ((old_force = check_inv_recursive (op, dummy))) |
722 | { |
724 | { |
723 | exitmap = maptile::find_map (old_force->race, op->map); |
725 | exitmap = maptile::find_sync (old_force->race, op->map); |
724 | |
726 | |
725 | if (exitmap) |
727 | if (exitmap) |
726 | { |
728 | { |
|
|
729 | exitmap->load_sync (); |
|
|
730 | |
727 | int exitx = EXIT_X (old_force); |
731 | int exitx = EXIT_X (old_force); |
728 | int exity = EXIT_Y (old_force); |
732 | int exity = EXIT_Y (old_force); |
729 | |
733 | |
730 | tmp = present_arch (perm_portal, exitmap, exitx, exity); |
734 | for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above) |
731 | while (tmp) |
|
|
732 | { |
735 | { |
733 | if (tmp->name == old_force->name) |
736 | if (tmp->name == old_force->name) |
734 | { |
737 | { |
735 | tmp->destroy (); |
738 | tmp->destroy (); |
736 | break; |
739 | break; |
737 | } |
740 | } |
738 | |
|
|
739 | tmp = tmp->above; |
|
|
740 | } |
741 | } |
741 | } |
742 | } |
742 | |
743 | |
743 | old_force->destroy (); |
744 | old_force->destroy (); |
744 | } |
745 | } |
… | |
… | |
754 | * 'force' is the destination of the town portal, which we got |
755 | * 'force' is the destination of the town portal, which we got |
755 | * from the players inventory above. |
756 | * from the players inventory above. |
756 | */ |
757 | */ |
757 | |
758 | |
758 | /* Ensure exit map is loaded */ |
759 | /* Ensure exit map is loaded */ |
759 | exitmap = maptile::find_map (force->name, 0); |
760 | exitmap = maptile::find_sync (force->name); |
760 | |
761 | |
761 | /* If we were unable to load (ex. random map deleted), warn player */ |
762 | /* If we were unable to load (ex. random map deleted), warn player */ |
762 | if (!exitmap) |
763 | if (!exitmap) |
763 | { |
764 | { |
764 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
765 | new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?"); |
765 | force->destroy (); |
766 | force->destroy (); |
766 | return 1; |
767 | return 1; |
767 | } |
768 | } |
|
|
769 | |
|
|
770 | exitmap->load_sync (); |
768 | |
771 | |
769 | op_level = caster_level (caster, spell); |
772 | op_level = caster_level (caster, spell); |
770 | if (op_level < 15) |
773 | if (op_level < 15) |
771 | snprintf (portal_message, 1024, |
774 | snprintf (portal_message, 1024, |
772 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
775 | "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n", |
… | |
… | |
803 | |
806 | |
804 | /* Now we need to to create a town portal marker inside the player |
807 | /* Now we need to to create a town portal marker inside the player |
805 | * object, so on future castings, we can know that he has an active |
808 | * object, so on future castings, we can know that he has an active |
806 | * town portal. |
809 | * town portal. |
807 | */ |
810 | */ |
808 | tmp = get_archetype (spell->race); |
811 | object *tmp = get_archetype (spell->race); |
809 | if (tmp == NULL) |
812 | |
|
|
813 | if (!tmp) |
810 | { |
814 | { |
811 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
815 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
812 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
816 | LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name); |
813 | return 0; |
817 | return 0; |
814 | } |
818 | } |
… | |
… | |
1525 | insert_ob_in_ob (force, tmp); |
1529 | insert_ob_in_ob (force, tmp); |
1526 | tmp->update_stats (); |
1530 | tmp->update_stats (); |
1527 | return 1; |
1531 | return 1; |
1528 | } |
1532 | } |
1529 | |
1533 | |
1530 | |
|
|
1531 | |
|
|
1532 | /* Alchemy code by Mark Wedel |
1534 | /* Alchemy code by Mark Wedel |
1533 | * |
1535 | * |
1534 | * This code adds a new spell, called alchemy. Alchemy will turn |
1536 | * This code adds a new spell, called alchemy. Alchemy will turn |
1535 | * objects to gold nuggets, the value of the gold nuggets being |
1537 | * objects to gold nuggets, the value of the gold nuggets being |
1536 | * about 90% of that of the item itself. It uses the value of the |
1538 | * about 90% of that of the item itself. It uses the value of the |
… | |
… | |
1545 | * For example, if an item is worth 110 gold, you will get |
1547 | * For example, if an item is worth 110 gold, you will get |
1546 | * 4 large nuggets, and from 0-10 small nuggets. |
1548 | * 4 large nuggets, and from 0-10 small nuggets. |
1547 | * |
1549 | * |
1548 | * There is also a chance (1:30) that you will get nothing at all |
1550 | * There is also a chance (1:30) that you will get nothing at all |
1549 | * for the object. There is also a maximum weight that will be |
1551 | * for the object. There is also a maximum weight that will be |
1550 | * alchemied. |
1552 | * alchemised. |
1551 | */ |
1553 | */ |
1552 | |
|
|
1553 | /* I didn't feel like passing these as arguements to the |
|
|
1554 | * two functions that need them. Real values are put in them |
|
|
1555 | * when the spell is cast, and these are freed when the spell |
|
|
1556 | * is finished. |
|
|
1557 | */ |
|
|
1558 | static object *small, *large; |
|
|
1559 | |
|
|
1560 | static void |
1554 | static void |
1561 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1555 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1562 | { |
1556 | { |
1563 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1557 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1564 | |
1558 | |
1565 | /* Give third price when we alchemy money (This should hopefully |
1559 | /* Give third price when we alchemy money (This should hopefully |
1566 | * make it so that it isn't worth it to alchemy money, sell |
1560 | * make it so that it isn't worth it to alchemy money, sell |
1567 | * the nuggets, alchemy the gold from that, etc. |
1561 | * the nuggets, alchemy the gold from that, etc. |
1568 | * Otherwise, give 9 silver on the gold for other objects, |
1562 | * Otherwise, give 9 silver on the gold for other objects, |
1569 | * so that it would still be more affordable to haul |
1563 | * so that it would still be more affordable to haul |
1570 | * the stuff back to town. |
1564 | * the stuff back to town. |
1571 | */ |
1565 | */ |
1572 | |
|
|
1573 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1566 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1574 | value = 0; |
1567 | value = 0; |
1575 | else if (obj->type == MONEY || obj->type == GEM) |
1568 | else if (obj->type == MONEY || obj->type == GEM) |
1576 | value /= 3; |
1569 | value /= 3; |
1577 | else |
1570 | else |
1578 | value = (value * 9) / 10; |
1571 | value = value * 9 / 10; |
1579 | |
1572 | |
1580 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1581 | |
|
|
1582 | if ((obj->value > 0) && rndm (0, 29)) |
1573 | if (obj->value > 0 && rndm (0, 29)) |
1583 | { |
1574 | total_value += value; |
1584 | int count; |
|
|
1585 | |
1575 | |
1586 | count = value / large->value; |
|
|
1587 | *large_nuggets += count; |
|
|
1588 | value -= (uint64) count *(uint64) large->value; |
|
|
1589 | |
|
|
1590 | count = value / small->value; |
|
|
1591 | *small_nuggets += count; |
|
|
1592 | } |
|
|
1593 | |
|
|
1594 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1595 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1596 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1597 | */ |
|
|
1598 | if (*small_nuggets * small->value >= large->value) |
|
|
1599 | { |
|
|
1600 | (*large_nuggets)++; |
|
|
1601 | *small_nuggets -= large->value / small->value; |
|
|
1602 | if (*small_nuggets && large->value % small->value) |
|
|
1603 | (*small_nuggets)--; |
|
|
1604 | } |
|
|
1605 | weight += obj->weight; |
1576 | total_weight += obj->total_weight (); |
|
|
1577 | |
1606 | obj->destroy (); |
1578 | obj->destroy (); |
1607 | } |
1579 | } |
1608 | |
1580 | |
1609 | static void |
1581 | static void |
1610 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
1582 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1611 | { |
1583 | { |
1612 | object *tmp; |
|
|
1613 | int flag = 0; |
1584 | int flag = 0; |
1614 | |
1585 | |
1615 | /* Put any nuggets below the player, but we can only pass this |
1586 | /* Put any nuggets below the player, but we can only pass this |
1616 | * flag if we are on the same space as the player |
1587 | * flag if we are on the same space as the player |
1617 | */ |
1588 | */ |
1618 | if (x == op->x && y == op->y && op->map == m) |
1589 | if (x == op->x && y == op->y && op->map == m) |
1619 | flag = INS_BELOW_ORIGINATOR; |
1590 | flag = INS_BELOW_ORIGINATOR; |
1620 | |
1591 | |
1621 | if (small_nuggets) |
1592 | if (small_nuggets) |
1622 | { |
1593 | { |
1623 | tmp = small->clone (); |
1594 | object *tmp = small->clone (); |
1624 | tmp->nrof = small_nuggets; |
1595 | tmp->nrof = small_nuggets; |
1625 | m->insert (tmp, x, y, op, flag); |
1596 | m->insert (tmp, x, y, op, flag); |
1626 | } |
1597 | } |
1627 | |
1598 | |
1628 | if (large_nuggets) |
1599 | if (large_nuggets) |
1629 | { |
1600 | { |
1630 | tmp = large->clone (); |
1601 | object *tmp = large->clone (); |
1631 | tmp->nrof = large_nuggets; |
1602 | tmp->nrof = large_nuggets; |
1632 | m->insert (tmp, x, y, op, flag); |
1603 | m->insert (tmp, x, y, op, flag); |
1633 | } |
1604 | } |
|
|
1605 | |
|
|
1606 | if (object *pl = m->at (x, y).player ()) |
|
|
1607 | if (pl->contr->ns) |
|
|
1608 | pl->contr->ns->look_position = 0; |
1634 | } |
1609 | } |
1635 | |
1610 | |
1636 | int |
1611 | int |
1637 | alchemy (object *op, object *caster, object *spell_ob) |
1612 | alchemy (object *op, object *caster, object *spell_ob) |
1638 | { |
1613 | { |
1639 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1640 | sint16 nx, ny; |
|
|
1641 | object *next, *tmp; |
|
|
1642 | maptile *mp; |
|
|
1643 | |
|
|
1644 | if (op->type != PLAYER) |
1614 | if (op->type != PLAYER) |
1645 | return 0; |
1615 | return 0; |
1646 | |
1616 | |
|
|
1617 | object *large = get_archetype ("largenugget"); |
|
|
1618 | object *small = get_archetype ("smallnugget"); |
|
|
1619 | |
1647 | /* Put a maximum weight of items that can be alchemied. Limits the power |
1620 | /* Put a maximum weight of items that can be alchemised. Limits the power |
1648 | * some, and also prevents people from alcheming every table/chair/clock |
1621 | * some, and also prevents people from alchemising every table/chair/clock |
1649 | * in sight |
1622 | * in sight |
1650 | */ |
1623 | */ |
1651 | weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); |
1624 | int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
1652 | weight_max *= 1000; |
1625 | int weight_max = duration * 1000; |
1653 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1626 | uint64 value_max = duration * 1000; |
1654 | |
1627 | |
|
|
1628 | int weight = 0; |
|
|
1629 | |
1655 | for (y = op->y - 1; y <= op->y + 1; y++) |
1630 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1656 | { |
1631 | { |
1657 | for (x = op->x - 1; x <= op->x + 1; x++) |
1632 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1658 | { |
1633 | { |
|
|
1634 | uint64 value = 0; |
|
|
1635 | |
1659 | nx = x; |
1636 | sint16 nx = x; |
1660 | ny = y; |
1637 | sint16 ny = y; |
1661 | |
1638 | |
1662 | mp = op->map; |
1639 | maptile *mp = op->map; |
1663 | |
1640 | |
1664 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1641 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1665 | |
1642 | |
1666 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1643 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1667 | continue; |
1644 | continue; |
1668 | |
1645 | |
1669 | /* Treat alchemy a little differently - most spell effects |
1646 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1671 | * ground level effect. |
1648 | * ground level effect. |
1672 | */ |
1649 | */ |
1673 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1650 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1674 | continue; |
1651 | continue; |
1675 | |
1652 | |
1676 | small_nuggets = 0; |
1653 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1677 | large_nuggets = 0; |
|
|
1678 | |
|
|
1679 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1680 | { |
1654 | { |
1681 | next = tmp->above; |
1655 | next = tmp->above; |
|
|
1656 | |
1682 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1657 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1683 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1658 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1684 | { |
1659 | { |
1685 | |
|
|
1686 | if (tmp->inv) |
1660 | if (tmp->inv) |
1687 | { |
1661 | { |
1688 | object *next1, *tmp1; |
1662 | object *next1, *tmp1; |
1689 | |
1663 | |
1690 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1664 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1691 | { |
1665 | { |
1692 | next1 = tmp1->below; |
1666 | next1 = tmp1->below; |
1693 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1667 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1694 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1668 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1695 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1669 | alchemy_object (tmp1, value, weight); |
1696 | } |
1670 | } |
1697 | } |
1671 | } |
|
|
1672 | |
1698 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1673 | alchemy_object (tmp, value, weight); |
1699 | |
1674 | |
1700 | if (weight > weight_max) |
1675 | if (weight > weight_max) |
1701 | { |
1676 | break; |
1702 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1703 | large->destroy (); |
|
|
1704 | small->destroy (); |
|
|
1705 | return 1; |
|
|
1706 | } |
1677 | } |
1707 | } /* is alchemable object */ |
1678 | } |
1708 | } /* process all objects on this space */ |
1679 | |
|
|
1680 | value = min (value, value_max); |
|
|
1681 | |
|
|
1682 | uint64 count = value / large->value; |
|
|
1683 | int large_nuggets = count; |
|
|
1684 | value -= count * large->value; |
|
|
1685 | |
|
|
1686 | count = value / small->value; |
|
|
1687 | int small_nuggets = count; |
1709 | |
1688 | |
1710 | /* Insert all the nuggets at one time. This probably saves time, but |
1689 | /* Insert all the nuggets at one time. This probably saves time, but |
1711 | * it also prevents us from alcheming nuggets that were just created |
1690 | * it also prevents us from alcheming nuggets that were just created |
1712 | * with this spell. |
1691 | * with this spell. |
1713 | */ |
1692 | */ |
1714 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1693 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1715 | } |
|
|
1716 | } |
|
|
1717 | |
1694 | |
|
|
1695 | if (weight > weight_max) |
|
|
1696 | goto bailout; |
|
|
1697 | } |
|
|
1698 | } |
|
|
1699 | |
|
|
1700 | bailout: |
1718 | large->destroy (); |
1701 | large->destroy (); |
1719 | small->destroy (); |
1702 | small->destroy (); |
1720 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1721 | * it is redrawn properly. |
|
|
1722 | */ |
|
|
1723 | op->contr->ns->look_position = 0; |
|
|
1724 | return 1; |
1703 | return 1; |
1725 | } |
1704 | } |
1726 | |
1705 | |
1727 | |
1706 | |
1728 | /* This function removes the cursed/damned status on equipped |
1707 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1755 | } |
1734 | } |
1756 | |
1735 | |
1757 | if (op->type == PLAYER) |
1736 | if (op->type == PLAYER) |
1758 | { |
1737 | { |
1759 | if (success) |
1738 | if (success) |
1760 | { |
|
|
1761 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1739 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1762 | } |
|
|
1763 | else |
1740 | else |
1764 | { |
1741 | { |
1765 | if (was_one) |
1742 | if (was_one) |
1766 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1743 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1767 | else |
1744 | else |
… | |
… | |
2343 | /* create the golem object */ |
2320 | /* create the golem object */ |
2344 | tmp = arch_to_object (spell->other_arch); |
2321 | tmp = arch_to_object (spell->other_arch); |
2345 | |
2322 | |
2346 | /* if animated by a player, give the player control of the golem */ |
2323 | /* if animated by a player, give the player control of the golem */ |
2347 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2324 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2348 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2349 | tmp->stats.exp = 0; |
2325 | tmp->stats.exp = 0; |
2350 | add_friendly_object (tmp); |
2326 | add_friendly_object (tmp); |
2351 | tmp->type = GOLEM; |
2327 | tmp->type = GOLEM; |
2352 | tmp->set_owner (op); |
2328 | tmp->set_owner (op); |
2353 | set_spell_skill (op, caster, spell, tmp); |
2329 | set_spell_skill (op, caster, spell, tmp); |