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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.31 by root, Thu Jan 4 16:19:32 2007 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 */
566} 569}
567 570
568int 571int
569perceive_self (object *op) 572perceive_self (object *op)
570{ 573{
571 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 576
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
576 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
577 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 585 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
581 587
582 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
583 589
584 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
586 else 592 else
587 { 593 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
590 if (tmp != NULL) 596 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
593 { 598 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 {
596 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
597 }
598 }
599 }
600 } 600 }
601 601
602 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 605 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
608 { 607 {
609 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
610 {
611 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
612 }
613 else 610 else
614 {
615 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";
616 } 612
617 new_draw_info (NDI_UNIQUE, 0, op, buf);
618 break; 613 break;
619 } 614 }
620 } 615 }
621 }
622 return 1;
623}
624 616
625/* int cast_create_town_portal (object *op, object *caster, int dir) 617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
626 *
627 * This function cast the spell of town portal for op
628 *
629 * The spell operates in two passes. During the first one a place
630 * is marked as a destination for the portal. During the second one,
631 * 2 portals are created, one in the position the player cast it and
632 * one in the destination place. The portal are synchronized and 2 forces
633 * are inserted in the player to destruct the portal next time player
634 * creates a new portal pair.
635 * This spell has a side effect that it allows people to meet each other
636 * in a permanent, private, appartements by making a town portal from it
637 * to the town or another public place. So, check if the map is unique and if
638 * so return an error
639 *
640 * Code by Tchize (david.delbecq@usa.net)
641 */
642int
643cast_create_town_portal (object *op, object *caster, object *spell, int dir)
644{
645 object *dummy, *force, *old_force;
646 archetype *perm_portal;
647 char portal_name[1024], portal_message[1024];
648 maptile *exitmap;
649 int op_level;
650
651 /* Check to see if the map the player is currently on is a per player unique
652 * map. This can be determined in that per player unique maps have the
653 * full pathname listed.
654 */
655 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
656 {
657 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
658 return 0;
659 }
660
661 /* The first thing to do is to check if we have a marked destination
662 * dummy is used to make a check inventory for the force
663 */
664 dummy = arch_to_object (spell->other_arch);
665 if (dummy == NULL)
666 {
667 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
668 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
669 return 0;
670 }
671
672 force = check_inv_recursive (op, dummy);
673
674 if (force == NULL)
675 {
676 /* Here we know there is no destination marked up.
677 * We have 2 things to do:
678 * 1. Mark the destination in the player inventory.
679 * 2. Let the player know it worked.
680 */
681 dummy->name = op->map->path;
682 EXIT_X (dummy) = op->x;
683 EXIT_Y (dummy) = op->y;
684 insert_ob_in_ob (dummy, op);
685 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.");
686 return 1;
687 }
688
689 dummy->destroy ();
690
691 /* Here we know where the town portal should go to
692 * We should kill any existing portal associated with the player.
693 * Than we should create the 2 portals.
694 * For each of them, we need:
695 * - To create the portal with the name of the player+destination map
696 * - set the owner of the town portal
697 * - To mark the position of the portal in the player's inventory
698 * for easier destruction.
699 *
700 * The mark works has follow:
701 * slaying: Existing town portal
702 * hp, sp : x & y of the associated portal
703 * name : name of the portal
704 * race : map the portal is in
705 */
706
707 /* First step: killing existing town portals */
708 dummy = get_archetype (spell->race);
709 if (dummy == NULL)
710 {
711 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
712 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
713 return 0;
714 }
715
716 perm_portal = archetype::find (spell->slaying);
717
718 /* To kill a town portal, we go trough the player's inventory,
719 * for each marked portal in player's inventory,
720 * -We try load the associated map (if impossible, consider the portal destructed)
721 * -We find any portal in the specified location.
722 * If it has the good name, we destruct it.
723 * -We destruct the force indicating that portal.
724 */
725 while ((old_force = check_inv_recursive (op, dummy)))
726 {
727 exitmap = maptile::find_sync (old_force->race, op->map);
728
729 if (exitmap)
730 {
731 exitmap->load_sync ();
732
733 int exitx = EXIT_X (old_force);
734 int exity = EXIT_Y (old_force);
735
736 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
737 {
738 if (tmp->name == old_force->name)
739 {
740 tmp->destroy ();
741 break;
742 }
743 }
744 }
745
746 old_force->destroy ();
747 }
748
749 dummy->destroy ();
750
751 /* Creating the portals.
752 * The very first thing to do is to ensure
753 * access to the destination map.
754 * If we can't, don't fizzle. Simply warn player.
755 * This ensure player pays his mana for the spell
756 * because HE is responsible of forgotting.
757 * 'force' is the destination of the town portal, which we got
758 * from the players inventory above.
759 */
760
761 /* Ensure exit map is loaded */
762 exitmap = maptile::find_sync (force->name);
763
764 /* If we were unable to load (ex. random map deleted), warn player */
765 if (!exitmap)
766 {
767 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
768 force->destroy ();
769 return 1;
770 }
771
772 exitmap->load_sync ();
773
774 op_level = caster_level (caster, spell);
775 if (op_level < 15)
776 snprintf (portal_message, 1024,
777 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
778 &op->name);
779 else if (op_level < 30)
780 snprintf (portal_message, 1024,
781 "\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);
782 else if (op_level < 60)
783 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
784 else
785 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
786 &op->name);
787
788 /* Create a portal in front of player
789 * dummy contain the portal and
790 * force contain the track to kill it later
791 */
792 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
793 dummy = get_archetype (spell->slaying); /*The portal */
794 if (dummy == NULL)
795 {
796 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
797 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
798 return 0;
799 }
800
801 EXIT_PATH (dummy) = force->name;
802 EXIT_X (dummy) = EXIT_X (force);
803 EXIT_Y (dummy) = EXIT_Y (force);
804 dummy->name = dummy->name_pl = portal_name;
805 dummy->msg = portal_message;
806 dummy->race = op->name; /*Save the owner of the portal */
807 cast_create_obj (op, caster, dummy, 0);
808
809 /* Now we need to to create a town portal marker inside the player
810 * object, so on future castings, we can know that he has an active
811 * town portal.
812 */
813 object *tmp = get_archetype (spell->race);
814
815 if (!tmp)
816 {
817 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
818 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
819 return 0;
820 }
821
822 tmp->race = op->map->path;
823 tmp->name = portal_name;
824 EXIT_X (tmp) = dummy->x;
825 EXIT_Y (tmp) = dummy->y;
826 op->insert (tmp);
827
828 /* Create a portal in the destination map
829 * dummy contain the portal and
830 * force the track to kill it later
831 * the 'force' variable still contains the 'reminder' of
832 * where this portal goes to.
833 */
834 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
835 dummy = get_archetype (spell->slaying); /*The portal */
836 if (dummy == NULL)
837 {
838 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
839 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
840 return 0;
841 }
842
843 EXIT_PATH (dummy) = op->map->path;
844 EXIT_X (dummy) = op->x;
845 EXIT_Y (dummy) = op->y;
846 dummy->name = dummy->name_pl = portal_name;
847 dummy->msg = portal_message;
848 dummy->race = op->name; /*Save the owner of the portal */
849 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
850
851 /* Now we create another town portal marker that
852 * points back to the one we just made
853 */
854 tmp = get_archetype (spell->race);
855 if (tmp == NULL)
856 {
857 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
858 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
859 return 0;
860 }
861
862 tmp->race = force->name;
863 tmp->name = portal_name;
864 EXIT_X (tmp) = dummy->x;
865 EXIT_Y (tmp) = dummy->y;
866 insert_ob_in_ob (tmp, op);
867
868 /* Describe the player what happened
869 */
870 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
871 force->destroy ();
872 618
873 return 1; 619 return 1;
874} 620}
875 621
876/* This creates magic walls. Really, it can create most any object, 622/* This creates magic walls. Really, it can create most any object,
974 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);
975 return 0; 721 return 0;
976 } 722 }
977 723
978 /* 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 */
979 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 725 if (tmp->other_arch && tmp->other_arch->type == SPELL)
980 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
981 727
982 /* This code causes the wall to extend some distance in 728 /* This code causes the wall to extend some distance in
983 * each direction, or until an obstruction is encountered. 729 * each direction, or until an obstruction is encountered.
984 * posblocked and negblocked help determine how far the 730 * posblocked and negblocked help determine how far the
1004 { 750 {
1005 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1006 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1007 753
1008 /* 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 */
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 757
1012 } 758 }
1013 else 759 else
1014 posblocked = 1; 760 posblocked = 1;
1021 ((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)
1022 { 768 {
1023 object *tmp2 = tmp->clone (); 769 object *tmp2 = tmp->clone ();
1024 m->insert (tmp2, x, y, op); 770 m->insert (tmp2, x, y, op);
1025 771
1026 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1027 tmp2->insert (arch_to_object (tmp2->other_arch)); 773 tmp2->insert (arch_to_object (tmp2->other_arch));
1028 } 774 }
1029 else 775 else
1030 negblocked = 1; 776 negblocked = 1;
1031 } 777 }
1163 object *poison; 909 object *poison;
1164 int heal = 0, success = 0; 910 int heal = 0, success = 0;
1165 911
1166 tmp = find_target_for_friendly_spell (op, dir); 912 tmp = find_target_for_friendly_spell (op, dir);
1167 913
1168 if (tmp == NULL) 914 if (!tmp)
1169 return 0; 915 return 0;
1170 916
1171 /* Figure out how many hp this spell might cure. 917 /* Figure out how many hp this spell might cure.
1172 * could be zero if this spell heals effects, not damage. 918 * could be zero if this spell heals effects, not damage.
1173 */ 919 */
1176 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;
1177 923
1178 if (heal) 924 if (heal)
1179 { 925 {
1180 if (tmp->stats.hp >= tmp->stats.maxhp) 926 if (tmp->stats.hp >= tmp->stats.maxhp)
1181 {
1182 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.");
1183 }
1184 else 928 else
1185 { 929 {
1186 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
1187 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
1188 * on amount of damage healed. 932 * on amount of damage healed.
1190 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1191 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
1192 tmp->stats.hp += heal; 936 tmp->stats.hp += heal;
1193 937
1194 if (tmp->stats.hp >= tmp->stats.maxhp) 938 if (tmp->stats.hp >= tmp->stats.maxhp)
1195 {
1196 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1197 }
1198 else if (heal > 50) 940 else if (heal > 50)
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1201 }
1202 else if (heal > 25) 942 else if (heal > 25)
1203 {
1204 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1205 }
1206 else if (heal > 10) 944 else if (heal > 10)
1207 {
1208 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.");
1209 }
1210 else 946 else
1211 {
1212 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.");
1213 } 948
1214 success = 1; 949 success = 1;
1215 } 950 }
1216 } 951 }
952
1217 if (spell->attacktype & AT_DISEASE) 953 if (spell->attacktype & AT_DISEASE)
1218 if (cure_disease (tmp, op)) 954 if (cure_disease (tmp, op))
1219 success = 1; 955 success = 1;
1220 956
1221 if (spell->attacktype & AT_POISON) 957 if (spell->attacktype & AT_POISON)
1227 success = 1; 963 success = 1;
1228 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1229 poison->stats.food = 1; 965 poison->stats.food = 1;
1230 } 966 }
1231 } 967 }
968
1232 if (spell->attacktype & AT_CONFUSION) 969 if (spell->attacktype & AT_CONFUSION)
1233 { 970 {
1234 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 971 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1235 if (poison) 972 if (poison)
1236 { 973 {
1237 success = 1; 974 success = 1;
1238 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1239 poison->duration = 1; 976 poison->duration = 1;
1240 } 977 }
1241 } 978 }
979
1242 if (spell->attacktype & AT_BLIND) 980 if (spell->attacktype & AT_BLIND)
1243 { 981 {
1244 at = archetype::find ("blindness"); 982 at = archetype::find ("blindness");
1245 poison = present_arch_in_ob (at, tmp); 983 poison = present_arch_in_ob (at, tmp);
1246 if (poison) 984 if (poison)
1248 success = 1; 986 success = 1;
1249 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.");
1250 poison->stats.food = 1; 988 poison->stats.food = 1;
1251 } 989 }
1252 } 990 }
991
1253 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 992 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1254 { 993 {
1255 tmp->stats.sp += spell->last_sp; 994 tmp->stats.sp += spell->last_sp;
1256 if (tmp->stats.sp > tmp->stats.maxsp) 995 if (tmp->stats.sp > tmp->stats.maxsp)
1257 tmp->stats.sp = tmp->stats.maxsp; 996 tmp->stats.sp = tmp->stats.maxsp;
1258 success = 1; 997 success = 1;
1259 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!");
1260 } 999 }
1000
1261 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1001 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1262 { 1002 {
1263 tmp->stats.grace += spell->last_grace; 1003 tmp->stats.grace += spell->last_grace;
1264 if (tmp->stats.grace > tmp->stats.maxgrace) 1004 if (tmp->stats.grace > tmp->stats.maxgrace)
1265 tmp->stats.grace = tmp->stats.maxgrace; 1005 tmp->stats.grace = tmp->stats.maxgrace;
1266 success = 1; 1006 success = 1;
1267 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!");
1268 } 1008 }
1009
1269 if (spell->stats.food && tmp->stats.food < 999) 1010 if (spell->stats.food && tmp->stats.food < 999)
1270 { 1011 {
1271 tmp->stats.food += spell->stats.food; 1012 tmp->stats.food += spell->stats.food;
1272 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1273 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1274 success = 1; 1015 success = 1;
1275 /* 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 */
1276 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");
1277 } 1018 }
1019
1278 return success; 1020 return success;
1279} 1021}
1280
1281 1022
1282/* 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
1283 * 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
1284 * good comments for those. 1025 * good comments for those.
1285 */ 1026 */
1286static const char *const no_gain_msgs[NUM_STATS] = { 1027static const char *const no_gain_msgs[NUM_STATS] = {
1287 "You grow no stronger.", 1028 "You grow no stronger.",
1288 "You grow no more agile.", 1029 "You grow no more agile.",
1289 "You don't feel any healthier.", 1030 "You don't feel any healthier.",
1290 "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."
1291 "You are no easier to look at.", 1034 "You are no easier to look at.",
1292 "no int",
1293 "no pow"
1294}; 1035};
1295 1036
1296int 1037int
1297cast_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)
1298{ 1039{
1349 } 1090 }
1350 else 1091 else
1351 { 1092 {
1352 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.");
1353 } 1094 }
1095
1354 return 1; 1096 return 1;
1355 } 1097 }
1098
1356 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;
1357 force->speed = 1.0; 1100 force->speed = 1.0;
1358 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1359 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1360 1103
1366 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);
1367 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1368 force->resist[i] = 100; 1111 force->resist[i] = 100;
1369 } 1112 }
1370 } 1113 }
1114
1371 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1372 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);
1373 1117
1374 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1375 { 1119 {
1376 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1377 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1378 { 1122 {
1379 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1380
1381 if (stat)
1382 { 1124 {
1383 sm = 0; 1125 sint8 sm = 0;
1384 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1385 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1386 1128
1387 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1388 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1389 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1390 if (sm < 0) 1132 force->stats.stat (i) = sm;
1391 sm = 0; 1133
1392 }
1393 set_attr_value (&force->stats, i, sm);
1394 if (!sm) 1134 if (!sm)
1395 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1396 } 1136 }
1397 } 1137 }
1398 } 1138 }
1419 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1420 1160
1421 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1422 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1423 tmp->update_stats (); 1163 tmp->update_stats ();
1164
1424 return 1; 1165 return 1;
1425} 1166}
1426 1167
1427/* 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
1428 * 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
1429 * of the caster. 1170 * of the caster.
1430 */ 1171 */
1431
1432int 1172int
1433cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1434{ 1174{
1435 int i; 1175 int i;
1436 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1530 change_abil (tmp, force); /* Mostly to display any messages */ 1270 change_abil (tmp, force); /* Mostly to display any messages */
1531 insert_ob_in_ob (force, tmp); 1271 insert_ob_in_ob (force, tmp);
1532 tmp->update_stats (); 1272 tmp->update_stats ();
1533 return 1; 1273 return 1;
1534} 1274}
1535
1536
1537 1275
1538/* Alchemy code by Mark Wedel 1276/* Alchemy code by Mark Wedel
1539 * 1277 *
1540 * This code adds a new spell, called alchemy. Alchemy will turn 1278 * This code adds a new spell, called alchemy. Alchemy will turn
1541 * objects to gold nuggets, the value of the gold nuggets being 1279 * objects to gold nuggets, the value of the gold nuggets being
1551 * 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
1552 * 4 large nuggets, and from 0-10 small nuggets. 1290 * 4 large nuggets, and from 0-10 small nuggets.
1553 * 1291 *
1554 * 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
1555 * 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
1556 * alchemied. 1294 * alchemised.
1557 */ 1295 */
1558
1559/* I didn't feel like passing these as arguements to the
1560 * two functions that need them. Real values are put in them
1561 * when the spell is cast, and these are freed when the spell
1562 * is finished.
1563 */
1564static object *small, *large;
1565
1566static void 1296static void
1567alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1568{ 1298{
1569 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1570 1300
1571 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (This should hopefully
1572 * 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
1573 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1574 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1575 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1576 * the stuff back to town. 1306 * the stuff back to town.
1577 */ 1307 */
1578
1579 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1580 value = 0; 1309 value = 0;
1581 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1582 value /= 3; 1311 value /= 3;
1583 else 1312 else
1584 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1585 1314
1586 value /= 4; // fix by GHJ, don't understand, pcg
1587
1588 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1589 { 1316 total_value += value;
1590 int count;
1591 1317
1592 count = value / large->value;
1593 *large_nuggets += count;
1594 value -= (uint64) count *(uint64) large->value;
1595
1596 count = value / small->value;
1597 *small_nuggets += count;
1598 }
1599
1600 /* Turn 25 small nuggets into 1 large nugget. If the value
1601 * of large nuggets is not evenly divisable by the small nugget
1602 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1603 */
1604 if (*small_nuggets * small->value >= large->value)
1605 {
1606 (*large_nuggets)++;
1607 *small_nuggets -= large->value / small->value;
1608 if (*small_nuggets && large->value % small->value)
1609 (*small_nuggets)--;
1610 }
1611 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1319
1612 obj->destroy (); 1320 obj->destroy ();
1613} 1321}
1614 1322
1615static void 1323static void
1616update_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)
1617{ 1325{
1618 object *tmp;
1619 int flag = 0; 1326 int flag = 0;
1620 1327
1621 /* 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
1622 * flag if we are on the same space as the player 1329 * flag if we are on the same space as the player
1623 */ 1330 */
1624 if (x == op->x && y == op->y && op->map == m) 1331 if (x == op->x && y == op->y && op->map == m)
1625 flag = INS_BELOW_ORIGINATOR; 1332 flag = INS_BELOW_ORIGINATOR;
1626 1333
1627 if (small_nuggets) 1334 if (small_nuggets)
1628 { 1335 {
1629 tmp = small->clone (); 1336 object *tmp = small->clone ();
1630 tmp->nrof = small_nuggets; 1337 tmp->nrof = small_nuggets;
1631 m->insert (tmp, x, y, op, flag); 1338 m->insert (tmp, x, y, op, flag);
1632 } 1339 }
1633 1340
1634 if (large_nuggets) 1341 if (large_nuggets)
1635 { 1342 {
1636 tmp = large->clone (); 1343 object *tmp = large->clone ();
1637 tmp->nrof = large_nuggets; 1344 tmp->nrof = large_nuggets;
1638 m->insert (tmp, x, y, op, flag); 1345 m->insert (tmp, x, y, op, flag);
1639 } 1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1640} 1351}
1641 1352
1642int 1353int
1643alchemy (object *op, object *caster, object *spell_ob) 1354alchemy (object *op, object *caster, object *spell_ob)
1644{ 1355{
1645 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1646 sint16 nx, ny;
1647 object *next, *tmp;
1648 maptile *mp;
1649
1650 if (op->type != PLAYER) 1356 if (op->type != PLAYER)
1651 return 0; 1357 return 0;
1652 1358
1359 object *large = get_archetype ("largenugget");
1360 object *small = get_archetype ("smallnugget");
1361
1653 /* 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
1654 * some, and also prevents people from alcheming every table/chair/clock 1363 * some, and also prevents people from alchemising every table/chair/clock
1655 * in sight 1364 * in sight
1656 */ 1365 */
1657 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);
1658 weight_max *= 1000; 1367 int weight_max = duration * 1000;
1659 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1368 uint64 value_max = duration * 1000;
1660 1369
1370 int weight = 0;
1371
1661 for (y = op->y - 1; y <= op->y + 1; y++) 1372 for (int y = op->y - 1; y <= op->y + 1; y++)
1662 { 1373 {
1663 for (x = op->x - 1; x <= op->x + 1; x++) 1374 for (int x = op->x - 1; x <= op->x + 1; x++)
1664 { 1375 {
1376 uint64 value = 0;
1377
1665 nx = x; 1378 sint16 nx = x;
1666 ny = y; 1379 sint16 ny = y;
1667 1380
1668 mp = op->map; 1381 maptile *mp = op->map;
1669 1382
1670 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1383 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1671 1384
1672 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1385 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1673 continue; 1386 continue;
1674 1387
1675 /* Treat alchemy a little differently - most spell effects 1388 /* Treat alchemy a little differently - most spell effects
1677 * ground level effect. 1390 * ground level effect.
1678 */ 1391 */
1679 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1392 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1680 continue; 1393 continue;
1681 1394
1682 small_nuggets = 0; 1395 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1683 large_nuggets = 0;
1684
1685 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1686 { 1396 {
1687 next = tmp->above; 1397 next = tmp->above;
1398
1688 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1689 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1690 { 1401 {
1691
1692 if (tmp->inv) 1402 if (tmp->inv)
1693 { 1403 {
1694 object *next1, *tmp1; 1404 object *next1, *tmp1;
1695 1405
1696 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1697 { 1407 {
1698 next1 = tmp1->below; 1408 next1 = tmp1->below;
1699 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1700 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1701 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp1, value, weight);
1702 } 1412 }
1703 } 1413 }
1414
1704 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1415 alchemy_object (tmp, value, weight);
1705 1416
1706 if (weight > weight_max) 1417 if (weight > weight_max)
1707 { 1418 break;
1708 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1709 large->destroy ();
1710 small->destroy ();
1711 return 1;
1712 } 1419 }
1713 } /* is alchemable object */ 1420 }
1714 } /* 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;
1715 1430
1716 /* 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
1717 * it also prevents us from alcheming nuggets that were just created 1432 * it also prevents us from alcheming nuggets that were just created
1718 * with this spell. 1433 * with this spell.
1719 */ 1434 */
1720 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1721 }
1722 }
1723 1436
1437 if (weight > weight_max)
1438 goto bailout;
1439 }
1440 }
1441
1442bailout:
1724 large->destroy (); 1443 large->destroy ();
1725 small->destroy (); 1444 small->destroy ();
1726 /* reset this so that if player standing on a big pile of stuff,
1727 * it is redrawn properly.
1728 */
1729 op->contr->ns->look_position = 0;
1730 return 1; 1445 return 1;
1731} 1446}
1732 1447
1733 1448
1734/* This function removes the cursed/damned status on equipped 1449/* This function removes the cursed/damned status on equipped
1761 } 1476 }
1762 1477
1763 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1764 { 1479 {
1765 if (success) 1480 if (success)
1766 {
1767 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.");
1768 }
1769 else 1482 else
1770 { 1483 {
1771 if (was_one) 1484 if (was_one)
1772 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.");
1773 else 1486 else
1797 { 1510 {
1798 identify (tmp); 1511 identify (tmp);
1799 1512
1800 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1801 { 1514 {
1802 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));
1803 1516
1804 if (tmp->msg) 1517 if (tmp->msg)
1805 { 1518 {
1806 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:");
1807 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1819 * 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
1820 * was not fully used. 1533 * was not fully used.
1821 */ 1534 */
1822 if (num_ident) 1535 if (num_ident)
1823 { 1536 {
1824 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)
1825 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1826 { 1539 {
1827 identify (tmp); 1540 identify (tmp);
1828 1541
1829 if (op->type == PLAYER) 1542 if (op->type == PLAYER)
1830 { 1543 {
1831 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));
1832 1545
1833 if (tmp->msg) 1546 if (tmp->msg)
1834 { 1547 {
1835 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:");
1836 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2186 /* Basically, if the object is magical and not counterspell, 1899 /* Basically, if the object is magical and not counterspell,
2187 * we will more or less remove the object. Don't counterspell 1900 * we will more or less remove the object. Don't counterspell
2188 * monsters either. 1901 * monsters either.
2189 */ 1902 */
2190 1903
2191 if (head->attacktype & AT_MAGIC && 1904 if (head->attacktype & AT_MAGIC
2192 !(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))
2193 head->destroy (); 1908 head->destroy ();
2194 else 1909 else
2195 switch (head->type) 1910 switch (head->type)
2196 { 1911 {
2197 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
2198 if (op->level > head->level) 1918 if (op->level > head->level)
2199 head->destroy (); 1919 head->destroy ();
2200 1920
2201 break; 1921 break;
2202 1922
2269 * 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,
2270 * 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
2271 * 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
2272 * player checks. MSW 2003-01-06 1992 * player checks. MSW 2003-01-06
2273 */ 1993 */
2274
2275int 1994int
2276animate_weapon (object *op, object *caster, object *spell, int dir) 1995animate_weapon (object *op, object *caster, object *spell, int dir)
2277{ 1996{
2278 object *weapon, *tmp; 1997 object *weapon, *tmp;
2279 char buf[MAX_BUF]; 1998 char buf[MAX_BUF];
2291 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2292 if (op->type != PLAYER) 2011 if (op->type != PLAYER)
2293 return 0; 2012 return 0;
2294 2013
2295 /* if player already has a golem, abort */ 2014 /* if player already has a golem, abort */
2296 if (op->contr->ranges[range_golem]) 2015 if (object *golem = op->contr->golem)
2297 { 2016 {
2298 control_golem (op->contr->ranges[range_golem], dir); 2017 control_golem (golem, dir);
2299 return 0; 2018 return 0;
2300 } 2019 }
2301 2020
2302 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2303 if (!dir) 2022 if (!dir)
2307 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2308 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2309 2028
2310 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2311 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) ||
2312 ((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))
2313 { 2032 {
2314 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.");
2315 return 0; 2034 return 0;
2316 } 2035 }
2317 2036
2321 if (!weapon) 2040 if (!weapon)
2322 { 2041 {
2323 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!");
2324 return 0; 2043 return 0;
2325 } 2044 }
2326 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2327 { 2046 {
2328 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.");
2329 return 0; 2048 return 0;
2330 } 2049 }
2331 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2349 /* create the golem object */ 2068 /* create the golem object */
2350 tmp = arch_to_object (spell->other_arch); 2069 tmp = arch_to_object (spell->other_arch);
2351 2070
2352 /* 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 */
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2354 SET_FLAG (tmp, FLAG_FRIENDLY);
2355 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2356 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2357 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2358 tmp->set_owner (op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2359 set_spell_skill (op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2360 op->contr->ranges[range_golem] = tmp;
2361 op->contr->shoottype = range_golem;
2362 2079
2363 /* 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
2364 * 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
2365 * used above. 2082 * used above.
2366 */ 2083 */
2367 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2368 weapon->remove (); 2085 weapon->remove ();
2086
2369 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2370 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2371 /* 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,
2372 * 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
2373 * body_info, skills, etc) 2091 * body_info, skills, etc)

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