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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | 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 |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | 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> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <object.h> |
26 | #include <object.h> |
27 | #include <living.h> |
27 | #include <living.h> |
28 | #ifndef __CEXTRACT__ |
|
|
29 | # include <sproto.h> |
28 | #include <sproto.h> |
30 | #endif |
|
|
31 | #include <spells.h> |
29 | #include <spells.h> |
32 | #include <sounds.h> |
30 | #include <sounds.h> |
33 | |
31 | |
34 | /* cast_magic_storm: This is really used mostly for spell |
32 | /* cast_magic_storm: This is really used mostly for spell |
35 | * fumbles at the like. tmp is the object to propogate. |
33 | * fumbles at the like. tmp is the object to propogate. |
… | |
… | |
156 | /* If it starts with a letter, presume it is a description */ |
154 | /* If it starts with a letter, presume it is a description */ |
157 | if (isalpha (*stringarg)) |
155 | if (isalpha (*stringarg)) |
158 | { |
156 | { |
159 | artifact *al = find_artifactlist (missile->type)->items; |
157 | artifact *al = find_artifactlist (missile->type)->items; |
160 | |
158 | |
161 | for (; al != NULL; al = al->next) |
159 | for (; al; al = al->next) |
162 | if (!strcasecmp (al->item->name, stringarg)) |
160 | if (!strcasecmp (al->item->name, stringarg)) |
163 | break; |
161 | break; |
164 | |
162 | |
165 | if (!al) |
163 | if (!al) |
166 | { |
164 | { |
… | |
… | |
375 | * normal applies. |
373 | * normal applies. |
376 | */ |
374 | */ |
377 | int |
375 | int |
378 | cast_invisible (object *op, object *caster, object *spell_ob) |
376 | cast_invisible (object *op, object *caster, object *spell_ob) |
379 | { |
377 | { |
380 | object *tmp; |
|
|
381 | |
|
|
382 | if (op->invisible > 1000) |
378 | if (op->invisible > 1000) |
383 | { |
379 | { |
384 | 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"); |
385 | return 0; |
381 | return 0; |
386 | } |
382 | } |
… | |
… | |
402 | else |
398 | else |
403 | op->contr->tmp_invis = 1; |
399 | op->contr->tmp_invis = 1; |
404 | |
400 | |
405 | op->contr->hidden = 0; |
401 | op->contr->hidden = 0; |
406 | } |
402 | } |
|
|
403 | |
407 | if (makes_invisible_to (op, op)) |
404 | if (makes_invisible_to (op, op)) |
408 | 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!"); |
409 | else |
406 | else |
410 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
407 | new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); |
411 | |
408 | |
412 | update_object (op, UP_OBJ_FACE); |
409 | update_object (op, UP_OBJ_CHANGE); |
413 | |
410 | |
414 | /* Only search the active objects - only these should actually do |
411 | /* Only search the active objects - only these should actually do |
415 | * harm to the player. |
412 | * harm to the player. |
416 | */ |
413 | */ |
417 | for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) |
414 | for_all_actives (tmp) |
418 | if (tmp->enemy == op) |
415 | if (tmp->enemy == op) |
419 | tmp->enemy = NULL; |
416 | tmp->enemy = 0; |
|
|
417 | |
420 | return 1; |
418 | return 1; |
421 | } |
419 | } |
422 | |
420 | |
423 | /* earth to dust spell. Basically destroys earthwalls in the area. |
421 | /* earth to dust spell. Basically destroys earthwalls in the area. |
424 | */ |
422 | */ |
… | |
… | |
567 | } |
565 | } |
568 | |
566 | |
569 | int |
567 | int |
570 | perceive_self (object *op) |
568 | perceive_self (object *op) |
571 | { |
569 | { |
|
|
570 | char buf[MAX_BUF]; |
572 | char *cp = describe_item (op, op), buf[MAX_BUF]; |
571 | const char *cp = describe_item (op, op); |
573 | archetype *at = archetype::find (ARCH_DEPLETION); |
572 | archetype *at = archetype::find (ARCH_DEPLETION); |
574 | object *tmp; |
573 | object *tmp; |
575 | int i; |
574 | int i; |
576 | |
575 | |
577 | tmp = find_god (determine_god (op)); |
576 | tmp = find_god (determine_god (op)); |
… | |
… | |
606 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
605 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
607 | { |
606 | { |
608 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
607 | if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) |
609 | { |
608 | { |
610 | if (tmp->stats.exp == 0) |
609 | if (tmp->stats.exp == 0) |
611 | { |
|
|
612 | sprintf (buf, "Your metabolism isn't focused on anything."); |
610 | sprintf (buf, "Your metabolism isn't focused on anything."); |
613 | } |
|
|
614 | else |
611 | else |
615 | { |
|
|
616 | 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]); |
617 | } |
613 | |
618 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
614 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
619 | break; |
615 | break; |
620 | } |
616 | } |
621 | } |
617 | } |
622 | } |
618 | } |
|
|
619 | |
623 | return 1; |
620 | return 1; |
624 | } |
621 | } |
625 | |
622 | |
626 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
623 | /* int cast_create_town_portal (object *op, object *caster, int dir) |
627 | * |
624 | * |
… | |
… | |
1164 | object *poison; |
1161 | object *poison; |
1165 | int heal = 0, success = 0; |
1162 | int heal = 0, success = 0; |
1166 | |
1163 | |
1167 | tmp = find_target_for_friendly_spell (op, dir); |
1164 | tmp = find_target_for_friendly_spell (op, dir); |
1168 | |
1165 | |
1169 | if (tmp == NULL) |
1166 | if (!tmp) |
1170 | return 0; |
1167 | return 0; |
1171 | |
1168 | |
1172 | /* Figure out how many hp this spell might cure. |
1169 | /* Figure out how many hp this spell might cure. |
1173 | * could be zero if this spell heals effects, not damage. |
1170 | * could be zero if this spell heals effects, not damage. |
1174 | */ |
1171 | */ |
… | |
… | |
1177 | 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; |
1178 | |
1175 | |
1179 | if (heal) |
1176 | if (heal) |
1180 | { |
1177 | { |
1181 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1178 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1182 | { |
|
|
1183 | 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."); |
1184 | } |
|
|
1185 | else |
1180 | else |
1186 | { |
1181 | { |
1187 | /* See how many points we actually heal. Instead of messages |
1182 | /* See how many points we actually heal. Instead of messages |
1188 | * based on type of spell, we instead do messages based |
1183 | * based on type of spell, we instead do messages based |
1189 | * on amount of damage healed. |
1184 | * on amount of damage healed. |
… | |
… | |
1191 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1186 | if (heal > (tmp->stats.maxhp - tmp->stats.hp)) |
1192 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1187 | heal = tmp->stats.maxhp - tmp->stats.hp; |
1193 | tmp->stats.hp += heal; |
1188 | tmp->stats.hp += heal; |
1194 | |
1189 | |
1195 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1190 | if (tmp->stats.hp >= tmp->stats.maxhp) |
1196 | { |
|
|
1197 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1191 | new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); |
1198 | } |
|
|
1199 | else if (heal > 50) |
1192 | else if (heal > 50) |
1200 | { |
|
|
1201 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1193 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); |
1202 | } |
|
|
1203 | else if (heal > 25) |
1194 | else if (heal > 25) |
1204 | { |
|
|
1205 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1195 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); |
1206 | } |
|
|
1207 | else if (heal > 10) |
1196 | else if (heal > 10) |
1208 | { |
|
|
1209 | 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."); |
1210 | } |
|
|
1211 | else |
1198 | else |
1212 | { |
|
|
1213 | 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."); |
1214 | } |
1200 | |
1215 | success = 1; |
1201 | success = 1; |
1216 | } |
1202 | } |
1217 | } |
1203 | } |
|
|
1204 | |
1218 | if (spell->attacktype & AT_DISEASE) |
1205 | if (spell->attacktype & AT_DISEASE) |
1219 | if (cure_disease (tmp, op)) |
1206 | if (cure_disease (tmp, op)) |
1220 | success = 1; |
1207 | success = 1; |
1221 | |
1208 | |
1222 | if (spell->attacktype & AT_POISON) |
1209 | if (spell->attacktype & AT_POISON) |
… | |
… | |
1228 | success = 1; |
1215 | success = 1; |
1229 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1216 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); |
1230 | poison->stats.food = 1; |
1217 | poison->stats.food = 1; |
1231 | } |
1218 | } |
1232 | } |
1219 | } |
|
|
1220 | |
1233 | if (spell->attacktype & AT_CONFUSION) |
1221 | if (spell->attacktype & AT_CONFUSION) |
1234 | { |
1222 | { |
1235 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1223 | poison = present_in_ob_by_name (FORCE, "confusion", tmp); |
1236 | if (poison) |
1224 | if (poison) |
1237 | { |
1225 | { |
1238 | success = 1; |
1226 | success = 1; |
1239 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1227 | new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); |
1240 | poison->duration = 1; |
1228 | poison->duration = 1; |
1241 | } |
1229 | } |
1242 | } |
1230 | } |
|
|
1231 | |
1243 | if (spell->attacktype & AT_BLIND) |
1232 | if (spell->attacktype & AT_BLIND) |
1244 | { |
1233 | { |
1245 | at = archetype::find ("blindness"); |
1234 | at = archetype::find ("blindness"); |
1246 | poison = present_arch_in_ob (at, tmp); |
1235 | poison = present_arch_in_ob (at, tmp); |
1247 | if (poison) |
1236 | if (poison) |
… | |
… | |
1249 | success = 1; |
1238 | success = 1; |
1250 | 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."); |
1251 | poison->stats.food = 1; |
1240 | poison->stats.food = 1; |
1252 | } |
1241 | } |
1253 | } |
1242 | } |
|
|
1243 | |
1254 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1244 | if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) |
1255 | { |
1245 | { |
1256 | tmp->stats.sp += spell->last_sp; |
1246 | tmp->stats.sp += spell->last_sp; |
1257 | if (tmp->stats.sp > tmp->stats.maxsp) |
1247 | if (tmp->stats.sp > tmp->stats.maxsp) |
1258 | tmp->stats.sp = tmp->stats.maxsp; |
1248 | tmp->stats.sp = tmp->stats.maxsp; |
1259 | success = 1; |
1249 | success = 1; |
1260 | 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!"); |
1261 | } |
1251 | } |
|
|
1252 | |
1262 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1253 | if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) |
1263 | { |
1254 | { |
1264 | tmp->stats.grace += spell->last_grace; |
1255 | tmp->stats.grace += spell->last_grace; |
1265 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1256 | if (tmp->stats.grace > tmp->stats.maxgrace) |
1266 | tmp->stats.grace = tmp->stats.maxgrace; |
1257 | tmp->stats.grace = tmp->stats.maxgrace; |
1267 | success = 1; |
1258 | success = 1; |
1268 | 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!"); |
1269 | } |
1260 | } |
|
|
1261 | |
1270 | if (spell->stats.food && tmp->stats.food < 999) |
1262 | if (spell->stats.food && tmp->stats.food < 999) |
1271 | { |
1263 | { |
1272 | tmp->stats.food += spell->stats.food; |
1264 | tmp->stats.food += spell->stats.food; |
1273 | if (tmp->stats.food > 999) |
1265 | if (tmp->stats.food > 999) |
1274 | tmp->stats.food = 999; |
1266 | tmp->stats.food = 999; |
1275 | success = 1; |
1267 | success = 1; |
1276 | /* 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 */ |
1277 | 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"); |
1278 | } |
1270 | } |
|
|
1271 | |
1279 | return success; |
1272 | return success; |
1280 | } |
1273 | } |
1281 | |
1274 | |
1282 | |
1275 | |
1283 | /* 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 |
… | |
… | |
1531 | change_abil (tmp, force); /* Mostly to display any messages */ |
1524 | change_abil (tmp, force); /* Mostly to display any messages */ |
1532 | insert_ob_in_ob (force, tmp); |
1525 | insert_ob_in_ob (force, tmp); |
1533 | tmp->update_stats (); |
1526 | tmp->update_stats (); |
1534 | return 1; |
1527 | return 1; |
1535 | } |
1528 | } |
1536 | |
|
|
1537 | |
|
|
1538 | |
1529 | |
1539 | /* Alchemy code by Mark Wedel |
1530 | /* Alchemy code by Mark Wedel |
1540 | * |
1531 | * |
1541 | * This code adds a new spell, called alchemy. Alchemy will turn |
1532 | * This code adds a new spell, called alchemy. Alchemy will turn |
1542 | * objects to gold nuggets, the value of the gold nuggets being |
1533 | * objects to gold nuggets, the value of the gold nuggets being |
… | |
… | |
1552 | * 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 |
1553 | * 4 large nuggets, and from 0-10 small nuggets. |
1544 | * 4 large nuggets, and from 0-10 small nuggets. |
1554 | * |
1545 | * |
1555 | * 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 |
1556 | * 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 |
1557 | * alchemied. |
1548 | * alchemised. |
1558 | */ |
1549 | */ |
1559 | |
|
|
1560 | /* I didn't feel like passing these as arguements to the |
|
|
1561 | * two functions that need them. Real values are put in them |
|
|
1562 | * when the spell is cast, and these are freed when the spell |
|
|
1563 | * is finished. |
|
|
1564 | */ |
|
|
1565 | static object *small, *large; |
|
|
1566 | |
|
|
1567 | static void |
1550 | static void |
1568 | alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) |
1551 | alchemy_object (object *obj, uint64 &total_value, int &total_weight) |
1569 | { |
1552 | { |
1570 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1553 | uint64 value = query_cost (obj, NULL, F_TRUE); |
1571 | |
1554 | |
1572 | /* Give third price when we alchemy money (This should hopefully |
1555 | /* Give third price when we alchemy money (This should hopefully |
1573 | * 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 |
1574 | * the nuggets, alchemy the gold from that, etc. |
1557 | * the nuggets, alchemy the gold from that, etc. |
1575 | * Otherwise, give 9 silver on the gold for other objects, |
1558 | * Otherwise, give 9 silver on the gold for other objects, |
1576 | * so that it would still be more affordable to haul |
1559 | * so that it would still be more affordable to haul |
1577 | * the stuff back to town. |
1560 | * the stuff back to town. |
1578 | */ |
1561 | */ |
1579 | |
|
|
1580 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1562 | if (QUERY_FLAG (obj, FLAG_UNPAID)) |
1581 | value = 0; |
1563 | value = 0; |
1582 | else if (obj->type == MONEY || obj->type == GEM) |
1564 | else if (obj->type == MONEY || obj->type == GEM) |
1583 | value /= 3; |
1565 | value /= 3; |
1584 | else |
1566 | else |
1585 | value = (value * 9) / 10; |
1567 | value = value * 9 / 10; |
1586 | |
1568 | |
1587 | value /= 4; // fix by GHJ, don't understand, pcg |
|
|
1588 | |
|
|
1589 | if ((obj->value > 0) && rndm (0, 29)) |
1569 | if (obj->value > 0 && rndm (0, 29)) |
1590 | { |
1570 | total_value += value; |
1591 | int count; |
|
|
1592 | |
1571 | |
1593 | count = value / large->value; |
|
|
1594 | *large_nuggets += count; |
|
|
1595 | value -= (uint64) count *(uint64) large->value; |
|
|
1596 | |
|
|
1597 | count = value / small->value; |
|
|
1598 | *small_nuggets += count; |
|
|
1599 | } |
|
|
1600 | |
|
|
1601 | /* Turn 25 small nuggets into 1 large nugget. If the value |
|
|
1602 | * of large nuggets is not evenly divisable by the small nugget |
|
|
1603 | * value, take off an extra small_nugget (Assuming small_nuggets!=0) |
|
|
1604 | */ |
|
|
1605 | if (*small_nuggets * small->value >= large->value) |
|
|
1606 | { |
|
|
1607 | (*large_nuggets)++; |
|
|
1608 | *small_nuggets -= large->value / small->value; |
|
|
1609 | if (*small_nuggets && large->value % small->value) |
|
|
1610 | (*small_nuggets)--; |
|
|
1611 | } |
|
|
1612 | weight += obj->weight; |
1572 | total_weight += obj->total_weight (); |
|
|
1573 | |
1613 | obj->destroy (); |
1574 | obj->destroy (); |
1614 | } |
1575 | } |
1615 | |
1576 | |
1616 | static void |
1577 | static void |
1617 | update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) |
1578 | update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y) |
1618 | { |
1579 | { |
1619 | object *tmp; |
|
|
1620 | int flag = 0; |
1580 | int flag = 0; |
1621 | |
1581 | |
1622 | /* 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 |
1623 | * flag if we are on the same space as the player |
1583 | * flag if we are on the same space as the player |
1624 | */ |
1584 | */ |
1625 | if (x == op->x && y == op->y && op->map == m) |
1585 | if (x == op->x && y == op->y && op->map == m) |
1626 | flag = INS_BELOW_ORIGINATOR; |
1586 | flag = INS_BELOW_ORIGINATOR; |
1627 | |
1587 | |
1628 | if (small_nuggets) |
1588 | if (small_nuggets) |
1629 | { |
1589 | { |
1630 | tmp = small->clone (); |
1590 | object *tmp = small->clone (); |
1631 | tmp->nrof = small_nuggets; |
1591 | tmp->nrof = small_nuggets; |
1632 | m->insert (tmp, x, y, op, flag); |
1592 | m->insert (tmp, x, y, op, flag); |
1633 | } |
1593 | } |
1634 | |
1594 | |
1635 | if (large_nuggets) |
1595 | if (large_nuggets) |
1636 | { |
1596 | { |
1637 | tmp = large->clone (); |
1597 | object *tmp = large->clone (); |
1638 | tmp->nrof = large_nuggets; |
1598 | tmp->nrof = large_nuggets; |
1639 | m->insert (tmp, x, y, op, flag); |
1599 | m->insert (tmp, x, y, op, flag); |
1640 | } |
1600 | } |
|
|
1601 | |
|
|
1602 | if (object *pl = m->at (x, y).player ()) |
|
|
1603 | if (pl->contr->ns) |
|
|
1604 | pl->contr->ns->look_position = 0; |
1641 | } |
1605 | } |
1642 | |
1606 | |
1643 | int |
1607 | int |
1644 | alchemy (object *op, object *caster, object *spell_ob) |
1608 | alchemy (object *op, object *caster, object *spell_ob) |
1645 | { |
1609 | { |
1646 | int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags; |
|
|
1647 | sint16 nx, ny; |
|
|
1648 | object *next, *tmp; |
|
|
1649 | maptile *mp; |
|
|
1650 | |
|
|
1651 | if (op->type != PLAYER) |
1610 | if (op->type != PLAYER) |
1652 | return 0; |
1611 | return 0; |
1653 | |
1612 | |
|
|
1613 | object *large = get_archetype ("largenugget"); |
|
|
1614 | object *small = get_archetype ("smallnugget"); |
|
|
1615 | |
1654 | /* 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 |
1655 | * some, and also prevents people from alcheming every table/chair/clock |
1617 | * some, and also prevents people from alchemising every table/chair/clock |
1656 | * in sight |
1618 | * in sight |
1657 | */ |
1619 | */ |
1658 | 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); |
1659 | weight_max *= 1000; |
1621 | int weight_max = duration * 1000; |
1660 | small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); |
1622 | uint64 value_max = duration * 1000; |
1661 | |
1623 | |
|
|
1624 | int weight = 0; |
|
|
1625 | |
1662 | for (y = op->y - 1; y <= op->y + 1; y++) |
1626 | for (int y = op->y - 1; y <= op->y + 1; y++) |
1663 | { |
1627 | { |
1664 | for (x = op->x - 1; x <= op->x + 1; x++) |
1628 | for (int x = op->x - 1; x <= op->x + 1; x++) |
1665 | { |
1629 | { |
|
|
1630 | uint64 value = 0; |
|
|
1631 | |
1666 | nx = x; |
1632 | sint16 nx = x; |
1667 | ny = y; |
1633 | sint16 ny = y; |
1668 | |
1634 | |
1669 | mp = op->map; |
1635 | maptile *mp = op->map; |
1670 | |
1636 | |
1671 | mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1637 | int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); |
1672 | |
1638 | |
1673 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1639 | if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) |
1674 | continue; |
1640 | continue; |
1675 | |
1641 | |
1676 | /* Treat alchemy a little differently - most spell effects |
1642 | /* Treat alchemy a little differently - most spell effects |
… | |
… | |
1678 | * ground level effect. |
1644 | * ground level effect. |
1679 | */ |
1645 | */ |
1680 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1646 | if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) |
1681 | continue; |
1647 | continue; |
1682 | |
1648 | |
1683 | small_nuggets = 0; |
1649 | for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next) |
1684 | large_nuggets = 0; |
|
|
1685 | |
|
|
1686 | for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next) |
|
|
1687 | { |
1650 | { |
1688 | next = tmp->above; |
1651 | next = tmp->above; |
|
|
1652 | |
1689 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1653 | if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && |
1690 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1654 | !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) |
1691 | { |
1655 | { |
1692 | |
|
|
1693 | if (tmp->inv) |
1656 | if (tmp->inv) |
1694 | { |
1657 | { |
1695 | object *next1, *tmp1; |
1658 | object *next1, *tmp1; |
1696 | |
1659 | |
1697 | for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) |
1660 | for (tmp1 = tmp->inv; tmp1; tmp1 = next1) |
1698 | { |
1661 | { |
1699 | next1 = tmp1->below; |
1662 | next1 = tmp1->below; |
1700 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1663 | if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && |
1701 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1664 | !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) |
1702 | alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); |
1665 | alchemy_object (tmp1, value, weight); |
1703 | } |
1666 | } |
1704 | } |
1667 | } |
|
|
1668 | |
1705 | alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); |
1669 | alchemy_object (tmp, value, weight); |
1706 | |
1670 | |
1707 | if (weight > weight_max) |
1671 | if (weight > weight_max) |
1708 | { |
1672 | break; |
1709 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
|
|
1710 | large->destroy (); |
|
|
1711 | small->destroy (); |
|
|
1712 | return 1; |
|
|
1713 | } |
1673 | } |
1714 | } /* is alchemable object */ |
1674 | } |
1715 | } /* 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; |
1716 | |
1684 | |
1717 | /* 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 |
1718 | * it also prevents us from alcheming nuggets that were just created |
1686 | * it also prevents us from alcheming nuggets that were just created |
1719 | * with this spell. |
1687 | * with this spell. |
1720 | */ |
1688 | */ |
1721 | update_map (op, mp, small_nuggets, large_nuggets, nx, ny); |
1689 | update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); |
1722 | } |
|
|
1723 | } |
|
|
1724 | |
1690 | |
|
|
1691 | if (weight > weight_max) |
|
|
1692 | goto bailout; |
|
|
1693 | } |
|
|
1694 | } |
|
|
1695 | |
|
|
1696 | bailout: |
1725 | large->destroy (); |
1697 | large->destroy (); |
1726 | small->destroy (); |
1698 | small->destroy (); |
1727 | /* reset this so that if player standing on a big pile of stuff, |
|
|
1728 | * it is redrawn properly. |
|
|
1729 | */ |
|
|
1730 | op->contr->ns->look_position = 0; |
|
|
1731 | return 1; |
1699 | return 1; |
1732 | } |
1700 | } |
1733 | |
1701 | |
1734 | |
1702 | |
1735 | /* This function removes the cursed/damned status on equipped |
1703 | /* This function removes the cursed/damned status on equipped |
… | |
… | |
1762 | } |
1730 | } |
1763 | |
1731 | |
1764 | if (op->type == PLAYER) |
1732 | if (op->type == PLAYER) |
1765 | { |
1733 | { |
1766 | if (success) |
1734 | if (success) |
1767 | { |
|
|
1768 | 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."); |
1769 | } |
|
|
1770 | else |
1736 | else |
1771 | { |
1737 | { |
1772 | if (was_one) |
1738 | if (was_one) |
1773 | 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."); |
1774 | else |
1740 | else |
… | |
… | |
2187 | /* Basically, if the object is magical and not counterspell, |
2153 | /* Basically, if the object is magical and not counterspell, |
2188 | * we will more or less remove the object. Don't counterspell |
2154 | * we will more or less remove the object. Don't counterspell |
2189 | * monsters either. |
2155 | * monsters either. |
2190 | */ |
2156 | */ |
2191 | |
2157 | |
2192 | if (head->attacktype & AT_MAGIC && |
2158 | if (head->attacktype & AT_MAGIC |
2193 | !(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)) |
2194 | head->destroy (); |
2162 | head->destroy (); |
2195 | else |
2163 | else |
2196 | switch (head->type) |
2164 | switch (head->type) |
2197 | { |
2165 | { |
2198 | 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 | |
2199 | if (op->level > head->level) |
2172 | if (op->level > head->level) |
2200 | head->destroy (); |
2173 | head->destroy (); |
2201 | |
2174 | |
2202 | break; |
2175 | break; |
2203 | |
2176 | |
… | |
… | |
2350 | /* create the golem object */ |
2323 | /* create the golem object */ |
2351 | tmp = arch_to_object (spell->other_arch); |
2324 | tmp = arch_to_object (spell->other_arch); |
2352 | |
2325 | |
2353 | /* 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 */ |
2354 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2327 | CLEAR_FLAG (tmp, FLAG_MONSTER); |
2355 | SET_FLAG (tmp, FLAG_FRIENDLY); |
|
|
2356 | tmp->stats.exp = 0; |
2328 | tmp->stats.exp = 0; |
2357 | add_friendly_object (tmp); |
2329 | add_friendly_object (tmp); |
2358 | tmp->type = GOLEM; |
2330 | tmp->type = GOLEM; |
2359 | tmp->set_owner (op); |
2331 | tmp->set_owner (op); |
2360 | set_spell_skill (op, caster, spell, tmp); |
2332 | set_spell_skill (op, caster, spell, tmp); |