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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.30 by root, Sun Dec 31 10:28:37 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.
519 */ 519 */
520 EXIT_PATH (dummy) = op->contr->savebed_map; 520 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x; 521 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y; 522 EXIT_Y (dummy) = op->contr->bed_y;
523 523
524 (void) insert_ob_in_ob (dummy, op); 524 op->insert (dummy);
525
525 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
526 return 1; 528 return 1;
527} 529}
528 530
529/* cast_wonder 531/* cast_wonder
530 * wonder is really just a spell that will likely cast another 532 * wonder is really just a spell that will likely cast another
563} 565}
564 566
565int 567int
566perceive_self (object *op) 568perceive_self (object *op)
567{ 569{
570 char buf[MAX_BUF];
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 571 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 572 archetype *at = archetype::find (ARCH_DEPLETION);
570 object *tmp; 573 object *tmp;
571 int i; 574 int i;
572 575
573 tmp = find_god (determine_god (op)); 576 tmp = find_god (determine_god (op));
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
603 { 606 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force"))
605 { 608 {
606 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 610 sprintf (buf, "Your metabolism isn't focused on anything.");
609 }
610 else 611 else
611 {
612 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]);
613 } 613
614 new_draw_info (NDI_UNIQUE, 0, op, buf); 614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 615 break;
616 } 616 }
617 } 617 }
618 } 618 }
619
619 return 1; 620 return 1;
620} 621}
621 622
622/* int cast_create_town_portal (object *op, object *caster, int dir) 623/* int cast_create_town_portal (object *op, object *caster, int dir)
623 * 624 *
637 * Code by Tchize (david.delbecq@usa.net) 638 * Code by Tchize (david.delbecq@usa.net)
638 */ 639 */
639int 640int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir) 641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{ 642{
642 object *dummy, *force, *old_force, *tmp; 643 object *dummy, *force, *old_force;
643 archetype *perm_portal; 644 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024]; 645 char portal_name[1024], portal_message[1024];
645 maptile *exitmap; 646 maptile *exitmap;
646 int op_level; 647 int op_level;
647 648
719 * If it has the good name, we destruct it. 720 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal. 721 * -We destruct the force indicating that portal.
721 */ 722 */
722 while ((old_force = check_inv_recursive (op, dummy))) 723 while ((old_force = check_inv_recursive (op, dummy)))
723 { 724 {
724 exitmap = maptile::load_map_sync (old_force->race, op->map); 725 exitmap = maptile::find_sync (old_force->race, op->map);
725 726
726 if (exitmap) 727 if (exitmap)
727 { 728 {
729 exitmap->load_sync ();
730
728 int exitx = EXIT_X (old_force); 731 int exitx = EXIT_X (old_force);
729 int exity = EXIT_Y (old_force); 732 int exity = EXIT_Y (old_force);
730 733
731 tmp = present_arch (perm_portal, exitmap, exitx, exity); 734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
732 while (tmp)
733 { 735 {
734 if (tmp->name == old_force->name) 736 if (tmp->name == old_force->name)
735 { 737 {
736 tmp->destroy (); 738 tmp->destroy ();
737 break; 739 break;
738 } 740 }
739
740 tmp = tmp->above;
741 } 741 }
742 } 742 }
743 743
744 old_force->destroy (); 744 old_force->destroy ();
745 } 745 }
755 * 'force' is the destination of the town portal, which we got 755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above. 756 * from the players inventory above.
757 */ 757 */
758 758
759 /* Ensure exit map is loaded */ 759 /* Ensure exit map is loaded */
760 exitmap = maptile::load_map_sync (force->name); 760 exitmap = maptile::find_sync (force->name);
761 761
762 /* 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 */
763 if (!exitmap) 763 if (!exitmap)
764 { 764 {
765 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!?");
766 force->destroy (); 766 force->destroy ();
767 return 1; 767 return 1;
768 } 768 }
769
770 exitmap->load_sync ();
769 771
770 op_level = caster_level (caster, spell); 772 op_level = caster_level (caster, spell);
771 if (op_level < 15) 773 if (op_level < 15)
772 snprintf (portal_message, 1024, 774 snprintf (portal_message, 1024,
773 "\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",
804 806
805 /* 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
806 * 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
807 * town portal. 809 * town portal.
808 */ 810 */
809 tmp = get_archetype (spell->race); 811 object *tmp = get_archetype (spell->race);
810 if (tmp == NULL) 812
813 if (!tmp)
811 { 814 {
812 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
813 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);
814 return 0; 817 return 0;
815 } 818 }
1158 object *poison; 1161 object *poison;
1159 int heal = 0, success = 0; 1162 int heal = 0, success = 0;
1160 1163
1161 tmp = find_target_for_friendly_spell (op, dir); 1164 tmp = find_target_for_friendly_spell (op, dir);
1162 1165
1163 if (tmp == NULL) 1166 if (!tmp)
1164 return 0; 1167 return 0;
1165 1168
1166 /* Figure out how many hp this spell might cure. 1169 /* Figure out how many hp this spell might cure.
1167 * could be zero if this spell heals effects, not damage. 1170 * could be zero if this spell heals effects, not damage.
1168 */ 1171 */
1171 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;
1172 1175
1173 if (heal) 1176 if (heal)
1174 { 1177 {
1175 if (tmp->stats.hp >= tmp->stats.maxhp) 1178 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 {
1177 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.");
1178 }
1179 else 1180 else
1180 { 1181 {
1181 /* See how many points we actually heal. Instead of messages 1182 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 1183 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 1184 * on amount of damage healed.
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 1186 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 1187 heal = tmp->stats.maxhp - tmp->stats.hp;
1187 tmp->stats.hp += heal; 1188 tmp->stats.hp += heal;
1188 1189
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 1190 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 }
1193 else if (heal > 50) 1192 else if (heal > 50)
1194 {
1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 1193 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1196 }
1197 else if (heal > 25) 1194 else if (heal > 25)
1198 {
1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1200 }
1201 else if (heal > 10) 1196 else if (heal > 10)
1202 {
1203 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.");
1204 }
1205 else 1198 else
1206 {
1207 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.");
1208 } 1200
1209 success = 1; 1201 success = 1;
1210 } 1202 }
1211 } 1203 }
1204
1212 if (spell->attacktype & AT_DISEASE) 1205 if (spell->attacktype & AT_DISEASE)
1213 if (cure_disease (tmp, op)) 1206 if (cure_disease (tmp, op))
1214 success = 1; 1207 success = 1;
1215 1208
1216 if (spell->attacktype & AT_POISON) 1209 if (spell->attacktype & AT_POISON)
1222 success = 1; 1215 success = 1;
1223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 1216 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1224 poison->stats.food = 1; 1217 poison->stats.food = 1;
1225 } 1218 }
1226 } 1219 }
1220
1227 if (spell->attacktype & AT_CONFUSION) 1221 if (spell->attacktype & AT_CONFUSION)
1228 { 1222 {
1229 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 1223 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1230 if (poison) 1224 if (poison)
1231 { 1225 {
1232 success = 1; 1226 success = 1;
1233 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 1227 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1234 poison->duration = 1; 1228 poison->duration = 1;
1235 } 1229 }
1236 } 1230 }
1231
1237 if (spell->attacktype & AT_BLIND) 1232 if (spell->attacktype & AT_BLIND)
1238 { 1233 {
1239 at = archetype::find ("blindness"); 1234 at = archetype::find ("blindness");
1240 poison = present_arch_in_ob (at, tmp); 1235 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 1236 if (poison)
1243 success = 1; 1238 success = 1;
1244 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.");
1245 poison->stats.food = 1; 1240 poison->stats.food = 1;
1246 } 1241 }
1247 } 1242 }
1243
1248 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 1244 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1249 { 1245 {
1250 tmp->stats.sp += spell->last_sp; 1246 tmp->stats.sp += spell->last_sp;
1251 if (tmp->stats.sp > tmp->stats.maxsp) 1247 if (tmp->stats.sp > tmp->stats.maxsp)
1252 tmp->stats.sp = tmp->stats.maxsp; 1248 tmp->stats.sp = tmp->stats.maxsp;
1253 success = 1; 1249 success = 1;
1254 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!");
1255 } 1251 }
1252
1256 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1253 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1257 { 1254 {
1258 tmp->stats.grace += spell->last_grace; 1255 tmp->stats.grace += spell->last_grace;
1259 if (tmp->stats.grace > tmp->stats.maxgrace) 1256 if (tmp->stats.grace > tmp->stats.maxgrace)
1260 tmp->stats.grace = tmp->stats.maxgrace; 1257 tmp->stats.grace = tmp->stats.maxgrace;
1261 success = 1; 1258 success = 1;
1262 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!");
1263 } 1260 }
1261
1264 if (spell->stats.food && tmp->stats.food < 999) 1262 if (spell->stats.food && tmp->stats.food < 999)
1265 { 1263 {
1266 tmp->stats.food += spell->stats.food; 1264 tmp->stats.food += spell->stats.food;
1267 if (tmp->stats.food > 999) 1265 if (tmp->stats.food > 999)
1268 tmp->stats.food = 999; 1266 tmp->stats.food = 999;
1269 success = 1; 1267 success = 1;
1270 /* 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 */
1271 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");
1272 } 1270 }
1271
1273 return success; 1272 return success;
1274} 1273}
1275 1274
1276 1275
1277/* 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
1525 change_abil (tmp, force); /* Mostly to display any messages */ 1524 change_abil (tmp, force); /* Mostly to display any messages */
1526 insert_ob_in_ob (force, tmp); 1525 insert_ob_in_ob (force, tmp);
1527 tmp->update_stats (); 1526 tmp->update_stats ();
1528 return 1; 1527 return 1;
1529} 1528}
1530
1531
1532 1529
1533/* Alchemy code by Mark Wedel 1530/* Alchemy code by Mark Wedel
1534 * 1531 *
1535 * This code adds a new spell, called alchemy. Alchemy will turn 1532 * This code adds a new spell, called alchemy. Alchemy will turn
1536 * objects to gold nuggets, the value of the gold nuggets being 1533 * objects to gold nuggets, the value of the gold nuggets being
1546 * 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
1547 * 4 large nuggets, and from 0-10 small nuggets. 1544 * 4 large nuggets, and from 0-10 small nuggets.
1548 * 1545 *
1549 * 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
1550 * 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
1551 * alchemied. 1548 * alchemised.
1552 */ 1549 */
1553
1554/* I didn't feel like passing these as arguements to the
1555 * two functions that need them. Real values are put in them
1556 * when the spell is cast, and these are freed when the spell
1557 * is finished.
1558 */
1559static object *small, *large;
1560
1561static void 1550static void
1562alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1551alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1563{ 1552{
1564 uint64 value = query_cost (obj, NULL, F_TRUE); 1553 uint64 value = query_cost (obj, NULL, F_TRUE);
1565 1554
1566 /* Give third price when we alchemy money (This should hopefully 1555 /* Give third price when we alchemy money (This should hopefully
1567 * 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
1568 * the nuggets, alchemy the gold from that, etc. 1557 * the nuggets, alchemy the gold from that, etc.
1569 * Otherwise, give 9 silver on the gold for other objects, 1558 * Otherwise, give 9 silver on the gold for other objects,
1570 * so that it would still be more affordable to haul 1559 * so that it would still be more affordable to haul
1571 * the stuff back to town. 1560 * the stuff back to town.
1572 */ 1561 */
1573
1574 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1562 if (QUERY_FLAG (obj, FLAG_UNPAID))
1575 value = 0; 1563 value = 0;
1576 else if (obj->type == MONEY || obj->type == GEM) 1564 else if (obj->type == MONEY || obj->type == GEM)
1577 value /= 3; 1565 value /= 3;
1578 else 1566 else
1579 value = (value * 9) / 10; 1567 value = value * 9 / 10;
1580 1568
1581 value /= 4; // fix by GHJ, don't understand, pcg
1582
1583 if ((obj->value > 0) && rndm (0, 29)) 1569 if (obj->value > 0 && rndm (0, 29))
1584 { 1570 total_value += value;
1585 int count;
1586 1571
1587 count = value / large->value;
1588 *large_nuggets += count;
1589 value -= (uint64) count *(uint64) large->value;
1590
1591 count = value / small->value;
1592 *small_nuggets += count;
1593 }
1594
1595 /* Turn 25 small nuggets into 1 large nugget. If the value
1596 * of large nuggets is not evenly divisable by the small nugget
1597 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1598 */
1599 if (*small_nuggets * small->value >= large->value)
1600 {
1601 (*large_nuggets)++;
1602 *small_nuggets -= large->value / small->value;
1603 if (*small_nuggets && large->value % small->value)
1604 (*small_nuggets)--;
1605 }
1606 weight += obj->weight; 1572 total_weight += obj->total_weight ();
1573
1607 obj->destroy (); 1574 obj->destroy ();
1608} 1575}
1609 1576
1610static void 1577static void
1611update_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)
1612{ 1579{
1613 object *tmp;
1614 int flag = 0; 1580 int flag = 0;
1615 1581
1616 /* 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
1617 * flag if we are on the same space as the player 1583 * flag if we are on the same space as the player
1618 */ 1584 */
1619 if (x == op->x && y == op->y && op->map == m) 1585 if (x == op->x && y == op->y && op->map == m)
1620 flag = INS_BELOW_ORIGINATOR; 1586 flag = INS_BELOW_ORIGINATOR;
1621 1587
1622 if (small_nuggets) 1588 if (small_nuggets)
1623 { 1589 {
1624 tmp = small->clone (); 1590 object *tmp = small->clone ();
1625 tmp->nrof = small_nuggets; 1591 tmp->nrof = small_nuggets;
1626 m->insert (tmp, x, y, op, flag); 1592 m->insert (tmp, x, y, op, flag);
1627 } 1593 }
1628 1594
1629 if (large_nuggets) 1595 if (large_nuggets)
1630 { 1596 {
1631 tmp = large->clone (); 1597 object *tmp = large->clone ();
1632 tmp->nrof = large_nuggets; 1598 tmp->nrof = large_nuggets;
1633 m->insert (tmp, x, y, op, flag); 1599 m->insert (tmp, x, y, op, flag);
1634 } 1600 }
1601
1602 if (object *pl = m->at (x, y).player ())
1603 if (pl->contr->ns)
1604 pl->contr->ns->look_position = 0;
1635} 1605}
1636 1606
1637int 1607int
1638alchemy (object *op, object *caster, object *spell_ob) 1608alchemy (object *op, object *caster, object *spell_ob)
1639{ 1609{
1640 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1641 sint16 nx, ny;
1642 object *next, *tmp;
1643 maptile *mp;
1644
1645 if (op->type != PLAYER) 1610 if (op->type != PLAYER)
1646 return 0; 1611 return 0;
1647 1612
1613 object *large = get_archetype ("largenugget");
1614 object *small = get_archetype ("smallnugget");
1615
1648 /* 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
1649 * some, and also prevents people from alcheming every table/chair/clock 1617 * some, and also prevents people from alchemising every table/chair/clock
1650 * in sight 1618 * in sight
1651 */ 1619 */
1652 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);
1653 weight_max *= 1000; 1621 int weight_max = duration * 1000;
1654 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1622 uint64 value_max = duration * 1000;
1655 1623
1624 int weight = 0;
1625
1656 for (y = op->y - 1; y <= op->y + 1; y++) 1626 for (int y = op->y - 1; y <= op->y + 1; y++)
1657 { 1627 {
1658 for (x = op->x - 1; x <= op->x + 1; x++) 1628 for (int x = op->x - 1; x <= op->x + 1; x++)
1659 { 1629 {
1630 uint64 value = 0;
1631
1660 nx = x; 1632 sint16 nx = x;
1661 ny = y; 1633 sint16 ny = y;
1662 1634
1663 mp = op->map; 1635 maptile *mp = op->map;
1664 1636
1665 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1637 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1666 1638
1667 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1639 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1668 continue; 1640 continue;
1669 1641
1670 /* Treat alchemy a little differently - most spell effects 1642 /* Treat alchemy a little differently - most spell effects
1672 * ground level effect. 1644 * ground level effect.
1673 */ 1645 */
1674 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1646 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1675 continue; 1647 continue;
1676 1648
1677 small_nuggets = 0; 1649 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1678 large_nuggets = 0;
1679
1680 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1681 { 1650 {
1682 next = tmp->above; 1651 next = tmp->above;
1652
1683 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1653 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1684 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1654 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1685 { 1655 {
1686
1687 if (tmp->inv) 1656 if (tmp->inv)
1688 { 1657 {
1689 object *next1, *tmp1; 1658 object *next1, *tmp1;
1690 1659
1691 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1660 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1692 { 1661 {
1693 next1 = tmp1->below; 1662 next1 = tmp1->below;
1694 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1663 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1695 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1664 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1696 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1665 alchemy_object (tmp1, value, weight);
1697 } 1666 }
1698 } 1667 }
1668
1699 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1669 alchemy_object (tmp, value, weight);
1700 1670
1701 if (weight > weight_max) 1671 if (weight > weight_max)
1702 { 1672 break;
1703 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1704 large->destroy ();
1705 small->destroy ();
1706 return 1;
1707 } 1673 }
1708 } /* is alchemable object */ 1674 }
1709 } /* 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;
1710 1684
1711 /* 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
1712 * it also prevents us from alcheming nuggets that were just created 1686 * it also prevents us from alcheming nuggets that were just created
1713 * with this spell. 1687 * with this spell.
1714 */ 1688 */
1715 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1689 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1716 }
1717 }
1718 1690
1691 if (weight > weight_max)
1692 goto bailout;
1693 }
1694 }
1695
1696bailout:
1719 large->destroy (); 1697 large->destroy ();
1720 small->destroy (); 1698 small->destroy ();
1721 /* reset this so that if player standing on a big pile of stuff,
1722 * it is redrawn properly.
1723 */
1724 op->contr->ns->look_position = 0;
1725 return 1; 1699 return 1;
1726} 1700}
1727 1701
1728 1702
1729/* This function removes the cursed/damned status on equipped 1703/* This function removes the cursed/damned status on equipped
1756 } 1730 }
1757 1731
1758 if (op->type == PLAYER) 1732 if (op->type == PLAYER)
1759 { 1733 {
1760 if (success) 1734 if (success)
1761 {
1762 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.");
1763 }
1764 else 1736 else
1765 { 1737 {
1766 if (was_one) 1738 if (was_one)
1767 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.");
1768 else 1740 else
2181 /* Basically, if the object is magical and not counterspell, 2153 /* Basically, if the object is magical and not counterspell,
2182 * we will more or less remove the object. Don't counterspell 2154 * we will more or less remove the object. Don't counterspell
2183 * monsters either. 2155 * monsters either.
2184 */ 2156 */
2185 2157
2186 if (head->attacktype & AT_MAGIC && 2158 if (head->attacktype & AT_MAGIC
2187 !(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))
2188 head->destroy (); 2162 head->destroy ();
2189 else 2163 else
2190 switch (head->type) 2164 switch (head->type)
2191 { 2165 {
2192 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
2193 if (op->level > head->level) 2172 if (op->level > head->level)
2194 head->destroy (); 2173 head->destroy ();
2195 2174
2196 break; 2175 break;
2197 2176
2344 /* create the golem object */ 2323 /* create the golem object */
2345 tmp = arch_to_object (spell->other_arch); 2324 tmp = arch_to_object (spell->other_arch);
2346 2325
2347 /* 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 */
2348 CLEAR_FLAG (tmp, FLAG_MONSTER); 2327 CLEAR_FLAG (tmp, FLAG_MONSTER);
2349 SET_FLAG (tmp, FLAG_FRIENDLY);
2350 tmp->stats.exp = 0; 2328 tmp->stats.exp = 0;
2351 add_friendly_object (tmp); 2329 add_friendly_object (tmp);
2352 tmp->type = GOLEM; 2330 tmp->type = GOLEM;
2353 tmp->set_owner (op); 2331 tmp->set_owner (op);
2354 set_spell_skill (op, caster, spell, tmp); 2332 set_spell_skill (op, caster, spell, tmp);

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