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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.28 by root, Sat Dec 30 10:16:11 2006 UTC vs.
Revision 1.45 by root, Mon Apr 16 06:23:43 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#include <living.h> 27#include <living.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 28#include <sproto.h>
29#endif
30#include <spells.h> 29#include <spells.h>
31#include <sounds.h> 30#include <sounds.h>
32 31
33/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
34 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
155 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
156 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
157 { 156 {
158 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
159 158
160 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
161 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
162 break; 161 break;
163 162
164 if (!al) 163 if (!al)
165 { 164 {
374 * normal applies. 373 * normal applies.
375 */ 374 */
376int 375int
377cast_invisible (object *op, object *caster, object *spell_ob) 376cast_invisible (object *op, object *caster, object *spell_ob)
378{ 377{
379 object *tmp;
380
381 if (op->invisible > 1000) 378 if (op->invisible > 1000)
382 { 379 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 380 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0; 381 return 0;
385 } 382 }
401 else 398 else
402 op->contr->tmp_invis = 1; 399 op->contr->tmp_invis = 1;
403 400
404 op->contr->hidden = 0; 401 op->contr->hidden = 0;
405 } 402 }
403
406 if (makes_invisible_to (op, op)) 404 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 405 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 406 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 407 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 408
411 update_object (op, UP_OBJ_FACE); 409 update_object (op, UP_OBJ_CHANGE);
412 410
413 /* Only search the active objects - only these should actually do 411 /* Only search the active objects - only these should actually do
414 * harm to the player. 412 * harm to the player.
415 */ 413 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 414 for_all_actives (tmp)
417 if (tmp->enemy == op) 415 if (tmp->enemy == op)
418 tmp->enemy = NULL; 416 tmp->enemy = 0;
417
419 return 1; 418 return 1;
420} 419}
421 420
422/* earth to dust spell. Basically destroys earthwalls in the area. 421/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 422 */
451 next = tmp->above; 450 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 451 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 452 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 453 }
455 } 454 }
455
456 return 1; 456 return 1;
457} 457}
458
459 458
460void 459void
461execute_word_of_recall (object *op) 460execute_word_of_recall (object *op)
462{ 461{
463 object *wor = op; 462 if (object *pl = op->in_player ())
464 463 {
465 while (op != NULL && op->type != PLAYER) 464 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
466 op = op->env;
467
468 if (op != NULL && op->map)
469 if ((get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_CLERIC) && (!QUERY_FLAG (op, FLAG_WIZCAST)))
470 new_draw_info (NDI_UNIQUE, 0, op, "You feel something fizzle inside you."); 465 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 466 else
467 {
468 // remove first so we do not call update_stats
469 op->remove ();
472 op->enter_exit (wor); 470 pl->enter_exit (op);
471 }
472 }
473 473
474 wor->destroy (); 474 op->destroy ();
475} 475}
476 476
477/* Word of recall causes the player to return 'home'. 477/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 478 * we put a force into the player object, so that there is a
479 * time delay effect. 479 * time delay effect.
498 { 498 {
499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 499 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); 500 LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n");
501 return 0; 501 return 0;
502 } 502 }
503
503 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); 504 time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob);
504 if (time < 1) 505 if (time < 1)
505 time = 1; 506 time = 1;
506 507
507 /* value of speed really doesn't make much difference, as long as it is 508 /* value of speed really doesn't make much difference, as long as it is
515 516
516 /* If we could take advantage of enter_player_savebed() here, it would be 517 /* If we could take advantage of enter_player_savebed() here, it would be
517 * nice, but until the map load fails, we can't. 518 * nice, but until the map load fails, we can't.
518 */ 519 */
519 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
520 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
521 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
522 523
523 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
524 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 526 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
527
525 return 1; 528 return 1;
526} 529}
527 530
528/* cast_wonder 531/* cast_wonder
529 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
562} 565}
563 566
564int 567int
565perceive_self (object *op) 568perceive_self (object *op)
566{ 569{
570 char buf[MAX_BUF];
567 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
568 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
569 object *tmp; 573 object *tmp;
570 int i; 574 int i;
571 575
572 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
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 */
638int 640int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir) 641cast_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 }
1157 object *poison; 1161 object *poison;
1158 int heal = 0, success = 0; 1162 int heal = 0, success = 0;
1159 1163
1160 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1161 1165
1162 if (tmp == NULL) 1166 if (!tmp)
1163 return 0; 1167 return 0;
1164 1168
1165 /* Figure out how many hp this spell might cure. 1169 /* Figure out how many hp this spell might cure.
1166 * could be zero if this spell heals effects, not damage. 1170 * could be zero if this spell heals effects, not damage.
1167 */ 1171 */
1170 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 1174 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1171 1175
1172 if (heal) 1176 if (heal)
1173 { 1177 {
1174 if (tmp->stats.hp >= tmp->stats.maxhp) 1178 if (tmp->stats.hp >= tmp->stats.maxhp)
1175 {
1176 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 1179 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1177 }
1178 else 1180 else
1179 { 1181 {
1180 /* See how many points we actually heal. Instead of messages 1182 /* See how many points we actually heal. Instead of messages
1181 * based on type of spell, we instead do messages based 1183 * based on type of spell, we instead do messages based
1182 * on amount of damage healed. 1184 * on amount of damage healed.
1184 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1185 heal = tmp->stats.maxhp - tmp->stats.hp; 1187 heal = tmp->stats.maxhp - tmp->stats.hp;
1186 tmp->stats.hp += heal; 1188 tmp->stats.hp += heal;
1187 1189
1188 if (tmp->stats.hp >= tmp->stats.maxhp) 1190 if (tmp->stats.hp >= tmp->stats.maxhp)
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1191 }
1192 else if (heal > 50) 1192 else if (heal > 50)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1195 }
1196 else if (heal > 25) 1194 else if (heal > 25)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1199 }
1200 else if (heal > 10) 1196 else if (heal > 10)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 1197 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1203 }
1204 else 1198 else
1205 {
1206 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1207 } 1200
1208 success = 1; 1201 success = 1;
1209 } 1202 }
1210 } 1203 }
1204
1211 if (spell->attacktype & AT_DISEASE) 1205 if (spell->attacktype & AT_DISEASE)
1212 if (cure_disease (tmp, op)) 1206 if (cure_disease (tmp, op))
1213 success = 1; 1207 success = 1;
1214 1208
1215 if (spell->attacktype & AT_POISON) 1209 if (spell->attacktype & AT_POISON)
1221 success = 1; 1215 success = 1;
1222 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1223 poison->stats.food = 1; 1217 poison->stats.food = 1;
1224 } 1218 }
1225 } 1219 }
1220
1226 if (spell->attacktype & AT_CONFUSION) 1221 if (spell->attacktype & AT_CONFUSION)
1227 { 1222 {
1228 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1229 if (poison) 1224 if (poison)
1230 { 1225 {
1231 success = 1; 1226 success = 1;
1232 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1233 poison->duration = 1; 1228 poison->duration = 1;
1234 } 1229 }
1235 } 1230 }
1231
1236 if (spell->attacktype & AT_BLIND) 1232 if (spell->attacktype & AT_BLIND)
1237 { 1233 {
1238 at = archetype::find ("blindness"); 1234 at = archetype::find ("blindness");
1239 poison = present_arch_in_ob (at, tmp); 1235 poison = present_arch_in_ob (at, tmp);
1240 if (poison) 1236 if (poison)
1242 success = 1; 1238 success = 1;
1243 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1244 poison->stats.food = 1; 1240 poison->stats.food = 1;
1245 } 1241 }
1246 } 1242 }
1243
1247 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 1244 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1248 { 1245 {
1249 tmp->stats.sp += spell->last_sp; 1246 tmp->stats.sp += spell->last_sp;
1250 if (tmp->stats.sp > tmp->stats.maxsp) 1247 if (tmp->stats.sp > tmp->stats.maxsp)
1251 tmp->stats.sp = tmp->stats.maxsp; 1248 tmp->stats.sp = tmp->stats.maxsp;
1252 success = 1; 1249 success = 1;
1253 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 1250 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1254 } 1251 }
1252
1255 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1253 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1256 { 1254 {
1257 tmp->stats.grace += spell->last_grace; 1255 tmp->stats.grace += spell->last_grace;
1258 if (tmp->stats.grace > tmp->stats.maxgrace) 1256 if (tmp->stats.grace > tmp->stats.maxgrace)
1259 tmp->stats.grace = tmp->stats.maxgrace; 1257 tmp->stats.grace = tmp->stats.maxgrace;
1260 success = 1; 1258 success = 1;
1261 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1259 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1262 } 1260 }
1261
1263 if (spell->stats.food && tmp->stats.food < 999) 1262 if (spell->stats.food && tmp->stats.food < 999)
1264 { 1263 {
1265 tmp->stats.food += spell->stats.food; 1264 tmp->stats.food += spell->stats.food;
1266 if (tmp->stats.food > 999) 1265 if (tmp->stats.food > 999)
1267 tmp->stats.food = 999; 1266 tmp->stats.food = 999;
1268 success = 1; 1267 success = 1;
1269 /* We could do something a bit better like the messages for healing above */ 1268 /* We could do something a bit better like the messages for healing above */
1270 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1269 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1271 } 1270 }
1271
1272 return success; 1272 return success;
1273} 1273}
1274 1274
1275 1275
1276/* This is used for the spells that gain stats. There are no spells 1276/* This is used for the spells that gain stats. There are no spells
1524 change_abil (tmp, force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1525 insert_ob_in_ob (force, tmp); 1525 insert_ob_in_ob (force, tmp);
1526 tmp->update_stats (); 1526 tmp->update_stats ();
1527 return 1; 1527 return 1;
1528} 1528}
1529
1530
1531 1529
1532/* Alchemy code by Mark Wedel 1530/* Alchemy code by Mark Wedel
1533 * 1531 *
1534 * This code adds a new spell, called alchemy. Alchemy will turn 1532 * This code adds a new spell, called alchemy. Alchemy will turn
1535 * objects to gold nuggets, the value of the gold nuggets being 1533 * objects to gold nuggets, the value of the gold nuggets being
1545 * For example, if an item is worth 110 gold, you will get 1543 * For example, if an item is worth 110 gold, you will get
1546 * 4 large nuggets, and from 0-10 small nuggets. 1544 * 4 large nuggets, and from 0-10 small nuggets.
1547 * 1545 *
1548 * There is also a chance (1:30) that you will get nothing at all 1546 * There is also a chance (1:30) that you will get nothing at all
1549 * for the object. There is also a maximum weight that will be 1547 * for the object. There is also a maximum weight that will be
1550 * alchemied. 1548 * alchemised.
1551 */ 1549 */
1552
1553/* I didn't feel like passing these as arguements to the
1554 * two functions that need them. Real values are put in them
1555 * when the spell is cast, and these are freed when the spell
1556 * is finished.
1557 */
1558static object *small, *large;
1559
1560static void 1550static void
1561alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1551alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1562{ 1552{
1563 uint64 value = query_cost (obj, NULL, F_TRUE); 1553 uint64 value = query_cost (obj, NULL, F_TRUE);
1564 1554
1565 /* Give third price when we alchemy money (This should hopefully 1555 /* Give third price when we alchemy money (This should hopefully
1566 * make it so that it isn't worth it to alchemy money, sell 1556 * make it so that it isn't worth it to alchemy money, sell
1567 * the nuggets, alchemy the gold from that, etc. 1557 * the nuggets, alchemy the gold from that, etc.
1568 * Otherwise, give 9 silver on the gold for other objects, 1558 * Otherwise, give 9 silver on the gold for other objects,
1569 * so that it would still be more affordable to haul 1559 * so that it would still be more affordable to haul
1570 * the stuff back to town. 1560 * the stuff back to town.
1571 */ 1561 */
1572
1573 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1562 if (QUERY_FLAG (obj, FLAG_UNPAID))
1574 value = 0; 1563 value = 0;
1575 else if (obj->type == MONEY || obj->type == GEM) 1564 else if (obj->type == MONEY || obj->type == GEM)
1576 value /= 3; 1565 value /= 3;
1577 else 1566 else
1578 value = (value * 9) / 10; 1567 value = value * 9 / 10;
1579 1568
1580 value /= 4; // fix by GHJ, don't understand, pcg
1581
1582 if ((obj->value > 0) && rndm (0, 29)) 1569 if (obj->value > 0 && rndm (0, 29))
1583 { 1570 total_value += value;
1584 int count;
1585 1571
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; 1572 total_weight += obj->total_weight ();
1573
1606 obj->destroy (); 1574 obj->destroy ();
1607} 1575}
1608 1576
1609static void 1577static void
1610update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1578update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1611{ 1579{
1612 object *tmp;
1613 int flag = 0; 1580 int flag = 0;
1614 1581
1615 /* Put any nuggets below the player, but we can only pass this 1582 /* Put any nuggets below the player, but we can only pass this
1616 * flag if we are on the same space as the player 1583 * flag if we are on the same space as the player
1617 */ 1584 */
1618 if (x == op->x && y == op->y && op->map == m) 1585 if (x == op->x && y == op->y && op->map == m)
1619 flag = INS_BELOW_ORIGINATOR; 1586 flag = INS_BELOW_ORIGINATOR;
1620 1587
1621 if (small_nuggets) 1588 if (small_nuggets)
1622 { 1589 {
1623 tmp = small->clone (); 1590 object *tmp = small->clone ();
1624 tmp->nrof = small_nuggets; 1591 tmp->nrof = small_nuggets;
1625 m->insert (tmp, x, y, op, flag); 1592 m->insert (tmp, x, y, op, flag);
1626 } 1593 }
1627 1594
1628 if (large_nuggets) 1595 if (large_nuggets)
1629 { 1596 {
1630 tmp = large->clone (); 1597 object *tmp = large->clone ();
1631 tmp->nrof = large_nuggets; 1598 tmp->nrof = large_nuggets;
1632 m->insert (tmp, x, y, op, flag); 1599 m->insert (tmp, x, y, op, flag);
1633 } 1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1634} 1605}
1635 1606
1636int 1607int
1637alchemy (object *op, object *caster, object *spell_ob) 1608alchemy (object *op, object *caster, object *spell_ob)
1638{ 1609{
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) 1610 if (op->type != PLAYER)
1645 return 0; 1611 return 0;
1646 1612
1613 object *large = get_archetype ("largenugget");
1614 object *small = get_archetype ("smallnugget");
1615
1647 /* Put a maximum weight of items that can be alchemied. Limits the power 1616 /* Put a maximum weight of items that can be alchemised. Limits the power
1648 * some, and also prevents people from alcheming every table/chair/clock 1617 * some, and also prevents people from alchemising every table/chair/clock
1649 * in sight 1618 * in sight
1650 */ 1619 */
1651 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1620 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1652 weight_max *= 1000; 1621 int weight_max = duration * 1000;
1653 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1622 uint64 value_max = duration * 1000;
1654 1623
1624 int weight = 0;
1625
1655 for (y = op->y - 1; y <= op->y + 1; y++) 1626 for (int y = op->y - 1; y <= op->y + 1; y++)
1656 { 1627 {
1657 for (x = op->x - 1; x <= op->x + 1; x++) 1628 for (int x = op->x - 1; x <= op->x + 1; x++)
1658 { 1629 {
1630 uint64 value = 0;
1631
1659 nx = x; 1632 sint16 nx = x;
1660 ny = y; 1633 sint16 ny = y;
1661 1634
1662 mp = op->map; 1635 maptile *mp = op->map;
1663 1636
1664 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1637 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1665 1638
1666 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1639 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1667 continue; 1640 continue;
1668 1641
1669 /* Treat alchemy a little differently - most spell effects 1642 /* Treat alchemy a little differently - most spell effects
1671 * ground level effect. 1644 * ground level effect.
1672 */ 1645 */
1673 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1646 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1674 continue; 1647 continue;
1675 1648
1676 small_nuggets = 0; 1649 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 { 1650 {
1681 next = tmp->above; 1651 next = tmp->above;
1652
1682 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1683 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1684 { 1655 {
1685
1686 if (tmp->inv) 1656 if (tmp->inv)
1687 { 1657 {
1688 object *next1, *tmp1; 1658 object *next1, *tmp1;
1689 1659
1690 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1691 { 1661 {
1692 next1 = tmp1->below; 1662 next1 = tmp1->below;
1693 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1694 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1695 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1665 alchemy_object (tmp1, value, weight);
1696 } 1666 }
1697 } 1667 }
1668
1698 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1669 alchemy_object (tmp, value, weight);
1699 1670
1700 if (weight > weight_max) 1671 if (weight > weight_max)
1701 { 1672 break;
1702 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1703 large->destroy ();
1704 small->destroy ();
1705 return 1;
1706 } 1673 }
1707 } /* is alchemable object */ 1674 }
1708 } /* process all objects on this space */ 1675
1676 value = min (value, value_max);
1677
1678 uint64 count = value / large->value;
1679 int large_nuggets = count;
1680 value -= count * large->value;
1681
1682 count = value / small->value;
1683 int small_nuggets = count;
1709 1684
1710 /* Insert all the nuggets at one time. This probably saves time, but 1685 /* Insert all the nuggets at one time. This probably saves time, but
1711 * it also prevents us from alcheming nuggets that were just created 1686 * it also prevents us from alcheming nuggets that were just created
1712 * with this spell. 1687 * with this spell.
1713 */ 1688 */
1714 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1715 }
1716 }
1717 1690
1691 if (weight > weight_max)
1692 goto bailout;
1693 }
1694 }
1695
1696bailout:
1718 large->destroy (); 1697 large->destroy ();
1719 small->destroy (); 1698 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; 1699 return 1;
1725} 1700}
1726 1701
1727 1702
1728/* This function removes the cursed/damned status on equipped 1703/* This function removes the cursed/damned status on equipped
1755 } 1730 }
1756 1731
1757 if (op->type == PLAYER) 1732 if (op->type == PLAYER)
1758 { 1733 {
1759 if (success) 1734 if (success)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1735 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1762 }
1763 else 1736 else
1764 { 1737 {
1765 if (was_one) 1738 if (was_one)
1766 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1739 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1767 else 1740 else
2180 /* Basically, if the object is magical and not counterspell, 2153 /* Basically, if the object is magical and not counterspell,
2181 * we will more or less remove the object. Don't counterspell 2154 * we will more or less remove the object. Don't counterspell
2182 * monsters either. 2155 * monsters either.
2183 */ 2156 */
2184 2157
2185 if (head->attacktype & AT_MAGIC && 2158 if (head->attacktype & AT_MAGIC
2186 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 2159 && !(head->attacktype & AT_COUNTERSPELL)
2160 && !QUERY_FLAG (head, FLAG_MONSTER)
2161 && (op->level > head->level))
2187 head->destroy (); 2162 head->destroy ();
2188 else 2163 else
2189 switch (head->type) 2164 switch (head->type)
2190 { 2165 {
2191 case SPELL_EFFECT: 2166 case SPELL_EFFECT:
2167 // XXX: Don't affect floor spelleffects. See also XXX comment
2168 // about sanctuary in spell_util.C
2169 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2170 continue;
2171
2192 if (op->level > head->level) 2172 if (op->level > head->level)
2193 head->destroy (); 2173 head->destroy ();
2194 2174
2195 break; 2175 break;
2196 2176
2343 /* create the golem object */ 2323 /* create the golem object */
2344 tmp = arch_to_object (spell->other_arch); 2324 tmp = arch_to_object (spell->other_arch);
2345 2325
2346 /* if animated by a player, give the player control of the golem */ 2326 /* if animated by a player, give the player control of the golem */
2347 CLEAR_FLAG (tmp, FLAG_MONSTER); 2327 CLEAR_FLAG (tmp, FLAG_MONSTER);
2348 SET_FLAG (tmp, FLAG_FRIENDLY);
2349 tmp->stats.exp = 0; 2328 tmp->stats.exp = 0;
2350 add_friendly_object (tmp); 2329 add_friendly_object (tmp);
2351 tmp->type = GOLEM; 2330 tmp->type = GOLEM;
2352 tmp->set_owner (op); 2331 tmp->set_owner (op);
2353 set_spell_skill (op, caster, spell, tmp); 2332 set_spell_skill (op, caster, spell, tmp);

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