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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 1.60 by root, Sun Jun 24 01:09:28 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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.
105 ncharges = 1; 104 ncharges = 1;
106 105
107 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
108 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
109 108
110 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
111 { 110 {
112 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
113 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
114 } 113 }
115 114
116 return 1; 115 return 1;
117} 116}
118 117
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 {
225 if (stringarg) 224 if (stringarg)
226 { 225 {
227 at = find_archetype_by_object_type_name (FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
228 if (at == NULL) 227 if (at == NULL)
229 at = find_archetype_by_object_type_name (DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
230 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->stats.food > food_value)
231 stringarg = NULL; 230 stringarg = NULL;
232 } 231 }
233 232
234 if (!stringarg) 233 if (!stringarg)
235 { 234 {
241 * We don't use flesh types because the weight values of those need 240 * We don't use flesh types because the weight values of those need
242 * to be altered from the donor. 241 * to be altered from the donor.
243 */ 242 */
244 243
245 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
246 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 245 for_all_archetypes (at_tmp)
247 { 246 {
248 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 247 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
249 { 248 {
250 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
251 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
252 * the item we have now, take it instead. 251 * the item we have now, take it instead.
253 */ 252 */
254 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 253 if (at_tmp->stats.food <= food_value
254 && (!at
255 || at_tmp->stats.food > at->stats.food
256 || (at_tmp->stats.food == at->stats.food
257 && at_tmp->weight < at->weight)))
255 at = at_tmp; 258 at = at_tmp;
256 } 259 }
257 } 260 }
258 } 261 }
259 /* Pretty unlikely (there are some very low food items), but you never 262 /* Pretty unlikely (there are some very low food items), but you never
263 { 266 {
264 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 267 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
265 return 0; 268 return 0;
266 } 269 }
267 270
268 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
269 new_op = arch_to_object (at); 272 new_op = arch_to_object (at);
270 new_op->nrof = food_value; 273 new_op->nrof = food_value;
271 274
272 new_op->value = 0; 275 new_op->value = 0;
273 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
374 * normal applies. 377 * normal applies.
375 */ 378 */
376int 379int
377cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
378{ 381{
379 object *tmp;
380
381 if (op->invisible > 1000) 382 if (op->invisible > 1000)
382 { 383 {
383 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further"); 384 new_draw_info (NDI_UNIQUE, 0, op, "You can not extend the duration of your invisibility any further");
384 return 0; 385 return 0;
385 } 386 }
401 else 402 else
402 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
403 404
404 op->contr->hidden = 0; 405 op->contr->hidden = 0;
405 } 406 }
407
406 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
407 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 409 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
408 else 410 else
409 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
410 412
411 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
412 414
413 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
414 * harm to the player. 416 * harm to the player.
415 */ 417 */
416 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
417 if (tmp->enemy == op) 419 if (tmp->enemy == op)
418 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
419 return 1; 422 return 1;
420} 423}
421 424
422/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
423 */ 426 */
451 next = tmp->above; 454 next = tmp->above;
452 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 455 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
453 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 456 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
454 } 457 }
455 } 458 }
459
456 return 1; 460 return 1;
457} 461}
458
459 462
460void 463void
461execute_word_of_recall (object *op) 464execute_word_of_recall (object *op)
462{ 465{
463 object *wor = op; 466 if (object *pl = op->in_player ())
464 467 {
465 while (op != NULL && op->type != PLAYER) 468 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."); 469 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 470 else
471 {
472 // remove first so we do not call update_stats
473 op->remove ();
472 op->enter_exit (wor); 474 pl->enter_exit (op);
475 }
476 }
473 477
474 wor->destroy (); 478 op->destroy ();
475} 479}
476 480
477/* Word of recall causes the player to return 'home'. 481/* Word of recall causes the player to return 'home'.
478 * we put a force into the player object, so that there is a 482 * we put a force into the player object, so that there is a
479 * time delay effect. 483 * time delay effect.
519 */ 523 */
520 EXIT_PATH (dummy) = op->contr->savebed_map; 524 EXIT_PATH (dummy) = op->contr->savebed_map;
521 EXIT_X (dummy) = op->contr->bed_x; 525 EXIT_X (dummy) = op->contr->bed_x;
522 EXIT_Y (dummy) = op->contr->bed_y; 526 EXIT_Y (dummy) = op->contr->bed_y;
523 527
524 (void) insert_ob_in_ob (dummy, op); 528 op->insert (dummy);
529
525 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 530 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
531
526 return 1; 532 return 1;
527} 533}
528 534
529/* cast_wonder 535/* cast_wonder
530 * wonder is really just a spell that will likely cast another 536 * wonder is really just a spell that will likely cast another
563} 569}
564 570
565int 571int
566perceive_self (object *op) 572perceive_self (object *op)
567{ 573{
568 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
569 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
570 object *tmp;
571 int i;
572 576
577 dynbuf_text buf;
578
579 if (player *pl = op->contr)
580 if (object *race = archetype::find (op->race))
581 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
582
573 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
574 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
575 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
576 else 585 else
577 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
578 587
579 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
580 589
581 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
582 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
583 else 592 else
584 { 593 {
585 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
586 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
587 if (tmp != NULL) 596 if (tmp)
588 {
589 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
590 { 598 if (tmp->stats.stat (i) < 0)
591 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
592 {
593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
594 }
595 }
596 }
597 } 600 }
598 601
599 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
600 {
601 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
602 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
603 { 605 {
604 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
605 { 607 {
606 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
607 {
608 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
609 }
610 else 610 else
611 {
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 } 612
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 613 break;
616 } 614 }
617 } 615 }
618 }
619 return 1;
620}
621 616
622/* int cast_create_town_portal (object *op, object *caster, int dir) 617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force, *tmp;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You fix this place in your mind.\nYou feel you are able to come here from anywhere.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::load_map_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 int exitx = EXIT_X (old_force);
729 int exity = EXIT_Y (old_force);
730
731 tmp = present_arch (perm_portal, exitmap, exitx, exity);
732 while (tmp)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739
740 tmp = tmp->above;
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::load_map_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 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",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* 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
807 * town portal.
808 */
809 tmp = get_archetype (spell->race);
810 if (tmp == NULL)
811 {
812 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);
814 return 0;
815 }
816
817 tmp->race = op->map->path;
818 tmp->name = portal_name;
819 EXIT_X (tmp) = dummy->x;
820 EXIT_Y (tmp) = dummy->y;
821 op->insert (tmp);
822
823 /* Create a portal in the destination map
824 * dummy contain the portal and
825 * force the track to kill it later
826 * the 'force' variable still contains the 'reminder' of
827 * where this portal goes to.
828 */
829 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
830 dummy = get_archetype (spell->slaying); /*The portal */
831 if (dummy == NULL)
832 {
833 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
834 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
835 return 0;
836 }
837
838 EXIT_PATH (dummy) = op->map->path;
839 EXIT_X (dummy) = op->x;
840 EXIT_Y (dummy) = op->y;
841 dummy->name = dummy->name_pl = portal_name;
842 dummy->msg = portal_message;
843 dummy->race = op->name; /*Save the owner of the portal */
844 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
845
846 /* Now we create another town portal marker that
847 * points back to the one we just made
848 */
849 tmp = get_archetype (spell->race);
850 if (tmp == NULL)
851 {
852 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
853 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
854 return 0;
855 }
856
857 tmp->race = force->name;
858 tmp->name = portal_name;
859 EXIT_X (tmp) = dummy->x;
860 EXIT_Y (tmp) = dummy->y;
861 insert_ob_in_ob (tmp, op);
862
863 /* Describe the player what happened
864 */
865 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
866 force->destroy ();
867 618
868 return 1; 619 return 1;
869} 620}
870 621
871/* This creates magic walls. Really, it can create most any object, 622/* This creates magic walls. Really, it can create most any object,
969 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 720 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
970 return 0; 721 return 0;
971 } 722 }
972 723
973 /* If this is a spellcasting wall, need to insert the spell object */ 724 /* If this is a spellcasting wall, need to insert the spell object */
974 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 725 if (tmp->other_arch && tmp->other_arch->type == SPELL)
975 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
976 727
977 /* This code causes the wall to extend some distance in 728 /* This code causes the wall to extend some distance in
978 * each direction, or until an obstruction is encountered. 729 * each direction, or until an obstruction is encountered.
979 * posblocked and negblocked help determine how far the 730 * posblocked and negblocked help determine how far the
999 { 750 {
1000 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1001 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1002 753
1003 /* If this is a spellcasting wall, need to insert the spell object */ 754 /* If this is a spellcasting wall, need to insert the spell object */
1004 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1005 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (arch_to_object (tmp2->other_arch));
1006 757
1007 } 758 }
1008 else 759 else
1009 posblocked = 1; 760 posblocked = 1;
1016 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 767 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1017 { 768 {
1018 object *tmp2 = tmp->clone (); 769 object *tmp2 = tmp->clone ();
1019 m->insert (tmp2, x, y, op); 770 m->insert (tmp2, x, y, op);
1020 771
1021 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1022 tmp2->insert (arch_to_object (tmp2->other_arch)); 773 tmp2->insert (arch_to_object (tmp2->other_arch));
1023 } 774 }
1024 else 775 else
1025 negblocked = 1; 776 negblocked = 1;
1026 } 777 }
1158 object *poison; 909 object *poison;
1159 int heal = 0, success = 0; 910 int heal = 0, success = 0;
1160 911
1161 tmp = find_target_for_friendly_spell (op, dir); 912 tmp = find_target_for_friendly_spell (op, dir);
1162 913
1163 if (tmp == NULL) 914 if (!tmp)
1164 return 0; 915 return 0;
1165 916
1166 /* Figure out how many hp this spell might cure. 917 /* Figure out how many hp this spell might cure.
1167 * could be zero if this spell heals effects, not damage. 918 * could be zero if this spell heals effects, not damage.
1168 */ 919 */
1171 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp; 922 heal += random_roll (spell->stats.hp, 6, op, PREFER_HIGH) + spell->stats.hp;
1172 923
1173 if (heal) 924 if (heal)
1174 { 925 {
1175 if (tmp->stats.hp >= tmp->stats.maxhp) 926 if (tmp->stats.hp >= tmp->stats.maxhp)
1176 {
1177 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed."); 927 new_draw_info (NDI_UNIQUE, 0, tmp, "You are already fully healed.");
1178 }
1179 else 928 else
1180 { 929 {
1181 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
1182 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
1183 * on amount of damage healed. 932 * on amount of damage healed.
1185 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1186 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
1187 tmp->stats.hp += heal; 936 tmp->stats.hp += heal;
1188 937
1189 if (tmp->stats.hp >= tmp->stats.maxhp) 938 if (tmp->stats.hp >= tmp->stats.maxhp)
1190 {
1191 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1192 }
1193 else if (heal > 50) 940 else if (heal > 50)
1194 {
1195 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1196 }
1197 else if (heal > 25) 942 else if (heal > 25)
1198 {
1199 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1200 }
1201 else if (heal > 10) 944 else if (heal > 10)
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade."); 945 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to fade.");
1204 }
1205 else 946 else
1206 {
1207 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close."); 947 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds start to close.");
1208 } 948
1209 success = 1; 949 success = 1;
1210 } 950 }
1211 } 951 }
952
1212 if (spell->attacktype & AT_DISEASE) 953 if (spell->attacktype & AT_DISEASE)
1213 if (cure_disease (tmp, op)) 954 if (cure_disease (tmp, op))
1214 success = 1; 955 success = 1;
1215 956
1216 if (spell->attacktype & AT_POISON) 957 if (spell->attacktype & AT_POISON)
1222 success = 1; 963 success = 1;
1223 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1224 poison->stats.food = 1; 965 poison->stats.food = 1;
1225 } 966 }
1226 } 967 }
968
1227 if (spell->attacktype & AT_CONFUSION) 969 if (spell->attacktype & AT_CONFUSION)
1228 { 970 {
1229 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 971 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1230 if (poison) 972 if (poison)
1231 { 973 {
1232 success = 1; 974 success = 1;
1233 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1234 poison->duration = 1; 976 poison->duration = 1;
1235 } 977 }
1236 } 978 }
979
1237 if (spell->attacktype & AT_BLIND) 980 if (spell->attacktype & AT_BLIND)
1238 { 981 {
1239 at = archetype::find ("blindness"); 982 at = archetype::find ("blindness");
1240 poison = present_arch_in_ob (at, tmp); 983 poison = present_arch_in_ob (at, tmp);
1241 if (poison) 984 if (poison)
1243 success = 1; 986 success = 1;
1244 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return."); 987 new_draw_info (NDI_UNIQUE, 0, tmp, "Your vision begins to return.");
1245 poison->stats.food = 1; 988 poison->stats.food = 1;
1246 } 989 }
1247 } 990 }
991
1248 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 992 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1249 { 993 {
1250 tmp->stats.sp += spell->last_sp; 994 tmp->stats.sp += spell->last_sp;
1251 if (tmp->stats.sp > tmp->stats.maxsp) 995 if (tmp->stats.sp > tmp->stats.maxsp)
1252 tmp->stats.sp = tmp->stats.maxsp; 996 tmp->stats.sp = tmp->stats.maxsp;
1253 success = 1; 997 success = 1;
1254 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!"); 998 new_draw_info (NDI_UNIQUE, 0, tmp, "Magical energy surges through your body!");
1255 } 999 }
1000
1256 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1001 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1257 { 1002 {
1258 tmp->stats.grace += spell->last_grace; 1003 tmp->stats.grace += spell->last_grace;
1259 if (tmp->stats.grace > tmp->stats.maxgrace) 1004 if (tmp->stats.grace > tmp->stats.maxgrace)
1260 tmp->stats.grace = tmp->stats.maxgrace; 1005 tmp->stats.grace = tmp->stats.maxgrace;
1261 success = 1; 1006 success = 1;
1262 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!"); 1007 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel redeemed with your god!");
1263 } 1008 }
1009
1264 if (spell->stats.food && tmp->stats.food < 999) 1010 if (spell->stats.food && tmp->stats.food < 999)
1265 { 1011 {
1266 tmp->stats.food += spell->stats.food; 1012 tmp->stats.food += spell->stats.food;
1267 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1268 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1269 success = 1; 1015 success = 1;
1270 /* We could do something a bit better like the messages for healing above */ 1016 /* 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"); 1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1272 } 1018 }
1019
1273 return success; 1020 return success;
1274} 1021}
1275
1276 1022
1277/* This is used for the spells that gain stats. There are no spells 1023/* This is used for the spells that gain stats. There are no spells
1278 * right now that icnrease wis/int/pow on a temp basis, so no 1024 * right now that icnrease wis/int/pow on a temp basis, so no
1279 * good comments for those. 1025 * good comments for those.
1280 */ 1026 */
1281static const char *const no_gain_msgs[NUM_STATS] = { 1027static const char *const no_gain_msgs[NUM_STATS] = {
1282 "You grow no stronger.", 1028 "You grow no stronger.",
1283 "You grow no more agile.", 1029 "You grow no more agile.",
1284 "You don't feel any healthier.", 1030 "You don't feel any healthier.",
1285 "no wis", 1031 "You didn't grow any more intelligent.",
1032 "You do not feel any wiser.",
1033 "You don't feel any more powerful."
1286 "You are no easier to look at.", 1034 "You are no easier to look at.",
1287 "no int",
1288 "no pow"
1289}; 1035};
1290 1036
1291int 1037int
1292cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1038cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1293{ 1039{
1344 } 1090 }
1345 else 1091 else
1346 { 1092 {
1347 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1093 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1348 } 1094 }
1095
1349 return 1; 1096 return 1;
1350 } 1097 }
1098
1351 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1099 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1352 force->speed = 1.0; 1100 force->speed = 1.0;
1353 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1354 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1355 1103
1361 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1109 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1362 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1363 force->resist[i] = 100; 1111 force->resist[i] = 100;
1364 } 1112 }
1365 } 1113 }
1114
1366 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1367 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1116 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1368 1117
1369 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1370 { 1119 {
1371 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1372 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1373 { 1122 {
1374 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1375
1376 if (stat)
1377 { 1124 {
1378 sm = 0; 1125 sint8 sm = 0;
1379 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1380 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1381 1128
1382 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1383 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1384 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1385 if (sm < 0) 1132 force->stats.stat (i) = sm;
1386 sm = 0; 1133
1387 }
1388 set_attr_value (&force->stats, i, sm);
1389 if (!sm) 1134 if (!sm)
1390 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1391 } 1136 }
1392 } 1137 }
1393 } 1138 }
1414 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1415 1160
1416 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1417 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1418 tmp->update_stats (); 1163 tmp->update_stats ();
1164
1419 return 1; 1165 return 1;
1420} 1166}
1421 1167
1422/* This used to be part of cast_change_ability, but it really didn't make 1168/* This used to be part of cast_change_ability, but it really didn't make
1423 * a lot of sense, since most of the values it derives are from the god 1169 * a lot of sense, since most of the values it derives are from the god
1424 * of the caster. 1170 * of the caster.
1425 */ 1171 */
1426
1427int 1172int
1428cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1429{ 1174{
1430 int i; 1175 int i;
1431 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1525 change_abil (tmp, force); /* Mostly to display any messages */ 1270 change_abil (tmp, force); /* Mostly to display any messages */
1526 insert_ob_in_ob (force, tmp); 1271 insert_ob_in_ob (force, tmp);
1527 tmp->update_stats (); 1272 tmp->update_stats ();
1528 return 1; 1273 return 1;
1529} 1274}
1530
1531
1532 1275
1533/* Alchemy code by Mark Wedel 1276/* Alchemy code by Mark Wedel
1534 * 1277 *
1535 * This code adds a new spell, called alchemy. Alchemy will turn 1278 * This code adds a new spell, called alchemy. Alchemy will turn
1536 * objects to gold nuggets, the value of the gold nuggets being 1279 * objects to gold nuggets, the value of the gold nuggets being
1546 * For example, if an item is worth 110 gold, you will get 1289 * For example, if an item is worth 110 gold, you will get
1547 * 4 large nuggets, and from 0-10 small nuggets. 1290 * 4 large nuggets, and from 0-10 small nuggets.
1548 * 1291 *
1549 * There is also a chance (1:30) that you will get nothing at all 1292 * 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 1293 * for the object. There is also a maximum weight that will be
1551 * alchemied. 1294 * alchemised.
1552 */ 1295 */
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 1296static void
1562alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1563{ 1298{
1564 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1565 1300
1566 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (This should hopefully
1567 * make it so that it isn't worth it to alchemy money, sell 1302 * make it so that it isn't worth it to alchemy money, sell
1568 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1569 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1570 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1571 * the stuff back to town. 1306 * the stuff back to town.
1572 */ 1307 */
1573
1574 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1575 value = 0; 1309 value = 0;
1576 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1577 value /= 3; 1311 value /= 3;
1578 else 1312 else
1579 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1580 1314
1581 value /= 4; // fix by GHJ, don't understand, pcg
1582
1583 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1584 { 1316 total_value += value;
1585 int count;
1586 1317
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; 1318 total_weight += obj->total_weight ();
1319
1607 obj->destroy (); 1320 obj->destroy ();
1608} 1321}
1609 1322
1610static void 1323static void
1611update_map (object *op, maptile *m, int small_nuggets, int large_nuggets, int x, int y) 1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1612{ 1325{
1613 object *tmp;
1614 int flag = 0; 1326 int flag = 0;
1615 1327
1616 /* Put any nuggets below the player, but we can only pass this 1328 /* Put any nuggets below the player, but we can only pass this
1617 * flag if we are on the same space as the player 1329 * flag if we are on the same space as the player
1618 */ 1330 */
1619 if (x == op->x && y == op->y && op->map == m) 1331 if (x == op->x && y == op->y && op->map == m)
1620 flag = INS_BELOW_ORIGINATOR; 1332 flag = INS_BELOW_ORIGINATOR;
1621 1333
1622 if (small_nuggets) 1334 if (small_nuggets)
1623 { 1335 {
1624 tmp = small->clone (); 1336 object *tmp = small->clone ();
1625 tmp->nrof = small_nuggets; 1337 tmp->nrof = small_nuggets;
1626 m->insert (tmp, x, y, op, flag); 1338 m->insert (tmp, x, y, op, flag);
1627 } 1339 }
1628 1340
1629 if (large_nuggets) 1341 if (large_nuggets)
1630 { 1342 {
1631 tmp = large->clone (); 1343 object *tmp = large->clone ();
1632 tmp->nrof = large_nuggets; 1344 tmp->nrof = large_nuggets;
1633 m->insert (tmp, x, y, op, flag); 1345 m->insert (tmp, x, y, op, flag);
1634 } 1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1635} 1351}
1636 1352
1637int 1353int
1638alchemy (object *op, object *caster, object *spell_ob) 1354alchemy (object *op, object *caster, object *spell_ob)
1639{ 1355{
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) 1356 if (op->type != PLAYER)
1646 return 0; 1357 return 0;
1647 1358
1359 object *large = get_archetype ("largenugget");
1360 object *small = get_archetype ("smallnugget");
1361
1648 /* Put a maximum weight of items that can be alchemied. Limits the power 1362 /* 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 1363 * some, and also prevents people from alchemising every table/chair/clock
1650 * in sight 1364 * in sight
1651 */ 1365 */
1652 weight_max = spell_ob->duration + +SP_level_duration_adjust (caster, spell_ob); 1366 int duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1653 weight_max *= 1000; 1367 int weight_max = duration * 1000;
1654 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1368 uint64 value_max = duration * 1000;
1655 1369
1370 int weight = 0;
1371
1656 for (y = op->y - 1; y <= op->y + 1; y++) 1372 for (int y = op->y - 1; y <= op->y + 1; y++)
1657 { 1373 {
1658 for (x = op->x - 1; x <= op->x + 1; x++) 1374 for (int x = op->x - 1; x <= op->x + 1; x++)
1659 { 1375 {
1376 uint64 value = 0;
1377
1660 nx = x; 1378 sint16 nx = x;
1661 ny = y; 1379 sint16 ny = y;
1662 1380
1663 mp = op->map; 1381 maptile *mp = op->map;
1664 1382
1665 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1383 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1666 1384
1667 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1385 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1668 continue; 1386 continue;
1669 1387
1670 /* Treat alchemy a little differently - most spell effects 1388 /* Treat alchemy a little differently - most spell effects
1672 * ground level effect. 1390 * ground level effect.
1673 */ 1391 */
1674 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1392 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1675 continue; 1393 continue;
1676 1394
1677 small_nuggets = 0; 1395 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 { 1396 {
1682 next = tmp->above; 1397 next = tmp->above;
1398
1683 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1684 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1685 { 1401 {
1686
1687 if (tmp->inv) 1402 if (tmp->inv)
1688 { 1403 {
1689 object *next1, *tmp1; 1404 object *next1, *tmp1;
1690 1405
1691 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1692 { 1407 {
1693 next1 = tmp1->below; 1408 next1 = tmp1->below;
1694 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1695 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1696 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp1, value, weight);
1697 } 1412 }
1698 } 1413 }
1414
1699 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1415 alchemy_object (tmp, value, weight);
1700 1416
1701 if (weight > weight_max) 1417 if (weight > weight_max)
1702 { 1418 break;
1703 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1704 large->destroy ();
1705 small->destroy ();
1706 return 1;
1707 } 1419 }
1708 } /* is alchemable object */ 1420 }
1709 } /* process all objects on this space */ 1421
1422 value = min (value, value_max);
1423
1424 uint64 count = value / large->value;
1425 int large_nuggets = count;
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1710 1430
1711 /* Insert all the nuggets at one time. This probably saves time, but 1431 /* Insert all the nuggets at one time. This probably saves time, but
1712 * it also prevents us from alcheming nuggets that were just created 1432 * it also prevents us from alcheming nuggets that were just created
1713 * with this spell. 1433 * with this spell.
1714 */ 1434 */
1715 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1716 }
1717 }
1718 1436
1437 if (weight > weight_max)
1438 goto bailout;
1439 }
1440 }
1441
1442bailout:
1719 large->destroy (); 1443 large->destroy ();
1720 small->destroy (); 1444 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; 1445 return 1;
1726} 1446}
1727 1447
1728 1448
1729/* This function removes the cursed/damned status on equipped 1449/* This function removes the cursed/damned status on equipped
1756 } 1476 }
1757 1477
1758 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1759 { 1479 {
1760 if (success) 1480 if (success)
1761 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1481 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now.");
1763 }
1764 else 1482 else
1765 { 1483 {
1766 if (was_one) 1484 if (was_one)
1767 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1485 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1768 else 1486 else
1792 { 1510 {
1793 identify (tmp); 1511 identify (tmp);
1794 1512
1795 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1796 { 1514 {
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1798 1516
1799 if (tmp->msg) 1517 if (tmp->msg)
1800 { 1518 {
1801 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1814 * stuff on the floor. Only identify stuff on the floor if the spell 1532 * stuff on the floor. Only identify stuff on the floor if the spell
1815 * was not fully used. 1533 * was not fully used.
1816 */ 1534 */
1817 if (num_ident) 1535 if (num_ident)
1818 { 1536 {
1819 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1537 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1820 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1821 { 1539 {
1822 identify (tmp); 1540 identify (tmp);
1823 1541
1824 if (op->type == PLAYER) 1542 if (op->type == PLAYER)
1825 { 1543 {
1826 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1544 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1827 1545
1828 if (tmp->msg) 1546 if (tmp->msg)
1829 { 1547 {
1830 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1548 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1831 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2181 /* Basically, if the object is magical and not counterspell, 1899 /* Basically, if the object is magical and not counterspell,
2182 * we will more or less remove the object. Don't counterspell 1900 * we will more or less remove the object. Don't counterspell
2183 * monsters either. 1901 * monsters either.
2184 */ 1902 */
2185 1903
2186 if (head->attacktype & AT_MAGIC && 1904 if (head->attacktype & AT_MAGIC
2187 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1905 && !(head->attacktype & AT_COUNTERSPELL)
1906 && !QUERY_FLAG (head, FLAG_MONSTER)
1907 && (op->level > head->level))
2188 head->destroy (); 1908 head->destroy ();
2189 else 1909 else
2190 switch (head->type) 1910 switch (head->type)
2191 { 1911 {
2192 case SPELL_EFFECT: 1912 case SPELL_EFFECT:
1913 // XXX: Don't affect floor spelleffects. See also XXX comment
1914 // about sanctuary in spell_util.C
1915 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1916 continue;
1917
2193 if (op->level > head->level) 1918 if (op->level > head->level)
2194 head->destroy (); 1919 head->destroy ();
2195 1920
2196 break; 1921 break;
2197 1922
2264 * This code was very odd - code early on would only let players use the spell, 1989 * This code was very odd - code early on would only let players use the spell,
2265 * yet the code wass full of player checks. I've presumed that the code 1990 * yet the code wass full of player checks. I've presumed that the code
2266 * that only let players use it was correct, and removed all the other 1991 * that only let players use it was correct, and removed all the other
2267 * player checks. MSW 2003-01-06 1992 * player checks. MSW 2003-01-06
2268 */ 1993 */
2269
2270int 1994int
2271animate_weapon (object *op, object *caster, object *spell, int dir) 1995animate_weapon (object *op, object *caster, object *spell, int dir)
2272{ 1996{
2273 object *weapon, *tmp; 1997 object *weapon, *tmp;
2274 char buf[MAX_BUF]; 1998 char buf[MAX_BUF];
2286 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2287 if (op->type != PLAYER) 2011 if (op->type != PLAYER)
2288 return 0; 2012 return 0;
2289 2013
2290 /* if player already has a golem, abort */ 2014 /* if player already has a golem, abort */
2291 if (op->contr->ranges[range_golem]) 2015 if (object *golem = op->contr->golem)
2292 { 2016 {
2293 control_golem (op->contr->ranges[range_golem], dir); 2017 control_golem (golem, dir);
2294 return 0; 2018 return 0;
2295 } 2019 }
2296 2020
2297 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2298 if (!dir) 2022 if (!dir)
2302 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2303 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2304 2028
2305 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2306 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2030 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2307 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2031 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2308 { 2032 {
2309 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2033 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2310 return 0; 2034 return 0;
2311 } 2035 }
2312 2036
2316 if (!weapon) 2040 if (!weapon)
2317 { 2041 {
2318 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2042 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2319 return 0; 2043 return 0;
2320 } 2044 }
2321 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2322 { 2046 {
2323 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2047 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2324 return 0; 2048 return 0;
2325 } 2049 }
2326 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2344 /* create the golem object */ 2068 /* create the golem object */
2345 tmp = arch_to_object (spell->other_arch); 2069 tmp = arch_to_object (spell->other_arch);
2346 2070
2347 /* if animated by a player, give the player control of the golem */ 2071 /* if animated by a player, give the player control of the golem */
2348 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2349 SET_FLAG (tmp, FLAG_FRIENDLY);
2350 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2351 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2352 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2353 tmp->set_owner (op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2354 set_spell_skill (op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2355 op->contr->ranges[range_golem] = tmp;
2356 op->contr->shoottype = range_golem;
2357 2079
2358 /* Give the weapon to the golem now. A bit of a hack to check the 2080 /* Give the weapon to the golem now. A bit of a hack to check the
2359 * removed flag - it should only be set if get_split_object was 2081 * removed flag - it should only be set if get_split_object was
2360 * used above. 2082 * used above.
2361 */ 2083 */
2362 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2363 weapon->remove (); 2085 weapon->remove ();
2086
2364 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2365 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2366 /* To do everything necessary to let a golem use the weapon is a pain, 2089 /* To do everything necessary to let a golem use the weapon is a pain,
2367 * so instead, just set it as equipped (otherwise, we need to update 2090 * so instead, just set it as equipped (otherwise, we need to update
2368 * body_info, skills, etc) 2091 * body_info, skills, etc)

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