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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.32 by pippijn, Sat Jan 6 14:42:31 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <living.h> 27#include <living.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 28#include <sproto.h>
30#endif
31#include <spells.h> 29#include <spells.h>
32#include <sounds.h> 30#include <sounds.h>
33 31
34/* cast_magic_storm: This is really used mostly for spell 32/* cast_magic_storm: This is really used mostly for spell
35 * fumbles at the like. tmp is the object to propogate. 33 * fumbles at the like. tmp is the object to propogate.
106 ncharges = 1; 104 ncharges = 1;
107 105
108 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
109 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));
110 108
111 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
112 { 110 {
113 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
114 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
115 } 113 }
116 114
117 return 1; 115 return 1;
118} 116}
119 117
156 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
157 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
158 { 156 {
159 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
160 158
161 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
162 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
163 break; 161 break;
164 162
165 if (!al) 163 if (!al)
166 { 164 {
226 if (stringarg) 224 if (stringarg)
227 { 225 {
228 at = find_archetype_by_object_type_name (FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
229 if (at == NULL) 227 if (at == NULL)
230 at = find_archetype_by_object_type_name (DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
231 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->stats.food > food_value)
232 stringarg = NULL; 230 stringarg = NULL;
233 } 231 }
234 232
235 if (!stringarg) 233 if (!stringarg)
236 { 234 {
242 * 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
243 * to be altered from the donor. 241 * to be altered from the donor.
244 */ 242 */
245 243
246 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
247 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 245 for_all_archetypes (at_tmp)
248 { 246 {
249 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 247 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
250 { 248 {
251 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
252 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
253 * the item we have now, take it instead. 251 * the item we have now, take it instead.
254 */ 252 */
255 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)))
256 at = at_tmp; 258 at = at_tmp;
257 } 259 }
258 } 260 }
259 } 261 }
260 /* 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
264 { 266 {
265 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.");
266 return 0; 268 return 0;
267 } 269 }
268 270
269 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
270 new_op = arch_to_object (at); 272 new_op = arch_to_object (at);
271 new_op->nrof = food_value; 273 new_op->nrof = food_value;
272 274
273 new_op->value = 0; 275 new_op->value = 0;
274 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
375 * normal applies. 377 * normal applies.
376 */ 378 */
377int 379int
378cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
379{ 381{
380 object *tmp;
381
382 if (op->invisible > 1000) 382 if (op->invisible > 1000)
383 { 383 {
384 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");
385 return 0; 385 return 0;
386 } 386 }
402 else 402 else
403 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
404 404
405 op->contr->hidden = 0; 405 op->contr->hidden = 0;
406 } 406 }
407
407 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
408 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!");
409 else 410 else
410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
411 412
412 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
413 414
414 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
415 * harm to the player. 416 * harm to the player.
416 */ 417 */
417 for (tmp = active_objects; tmp != NULL; tmp = tmp->active_next) 418 for_all_actives (tmp)
418 if (tmp->enemy == op) 419 if (tmp->enemy == op)
419 tmp->enemy = NULL; 420 tmp->enemy = 0;
421
420 return 1; 422 return 1;
421} 423}
422 424
423/* earth to dust spell. Basically destroys earthwalls in the area. 425/* earth to dust spell. Basically destroys earthwalls in the area.
424 */ 426 */
567} 569}
568 570
569int 571int
570perceive_self (object *op) 572perceive_self (object *op)
571{ 573{
572 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
573 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
574 object *tmp;
575 int i;
576 576
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
577 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
578 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
579 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
580 else 585 else
581 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
582 587
583 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
584 589
585 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
586 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
587 else 592 else
588 { 593 {
589 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
590 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
591 if (tmp != NULL) 596 if (tmp)
592 {
593 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
594 { 598 if (tmp->stats.stat (i) < 0)
595 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
596 {
597 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
598 }
599 }
600 }
601 } 600 }
602 601
603 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
604 {
605 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
606 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
607 { 605 {
608 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
609 { 607 {
610 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
611 {
612 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
613 }
614 else 610 else
615 {
616 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";
617 } 612
618 new_draw_info (NDI_UNIQUE, 0, op, buf);
619 break; 613 break;
620 } 614 }
621 } 615 }
622 }
623 return 1;
624}
625 616
626/* int cast_create_town_portal (object *op, object *caster, int dir) 617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
627 *
628 * This function cast the spell of town portal for op
629 *
630 * The spell operates in two passes. During the first one a place
631 * is marked as a destination for the portal. During the second one,
632 * 2 portals are created, one in the position the player cast it and
633 * one in the destination place. The portal are synchronized and 2 forces
634 * are inserted in the player to destruct the portal next time player
635 * creates a new portal pair.
636 * This spell has a side effect that it allows people to meet each other
637 * in a permanent, private, appartements by making a town portal from it
638 * to the town or another public place. So, check if the map is unique and if
639 * so return an error
640 *
641 * Code by Tchize (david.delbecq@usa.net)
642 */
643int
644cast_create_town_portal (object *op, object *caster, object *spell, int dir)
645{
646 object *dummy, *force, *old_force;
647 archetype *perm_portal;
648 char portal_name[1024], portal_message[1024];
649 maptile *exitmap;
650 int op_level;
651
652 /* Check to see if the map the player is currently on is a per player unique
653 * map. This can be determined in that per player unique maps have the
654 * full pathname listed.
655 */
656 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
657 {
658 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
659 return 0;
660 }
661
662 /* The first thing to do is to check if we have a marked destination
663 * dummy is used to make a check inventory for the force
664 */
665 dummy = arch_to_object (spell->other_arch);
666 if (dummy == NULL)
667 {
668 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
669 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
670 return 0;
671 }
672
673 force = check_inv_recursive (op, dummy);
674
675 if (force == NULL)
676 {
677 /* Here we know there is no destination marked up.
678 * We have 2 things to do:
679 * 1. Mark the destination in the player inventory.
680 * 2. Let the player know it worked.
681 */
682 dummy->name = op->map->path;
683 EXIT_X (dummy) = op->x;
684 EXIT_Y (dummy) = op->y;
685 insert_ob_in_ob (dummy, op);
686 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.");
687 return 1;
688 }
689
690 dummy->destroy ();
691
692 /* Here we know where the town portal should go to
693 * We should kill any existing portal associated with the player.
694 * Than we should create the 2 portals.
695 * For each of them, we need:
696 * - To create the portal with the name of the player+destination map
697 * - set the owner of the town portal
698 * - To mark the position of the portal in the player's inventory
699 * for easier destruction.
700 *
701 * The mark works has follow:
702 * slaying: Existing town portal
703 * hp, sp : x & y of the associated portal
704 * name : name of the portal
705 * race : map the portal is in
706 */
707
708 /* First step: killing existing town portals */
709 dummy = get_archetype (spell->race);
710 if (dummy == NULL)
711 {
712 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
713 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
714 return 0;
715 }
716
717 perm_portal = archetype::find (spell->slaying);
718
719 /* To kill a town portal, we go trough the player's inventory,
720 * for each marked portal in player's inventory,
721 * -We try load the associated map (if impossible, consider the portal destructed)
722 * -We find any portal in the specified location.
723 * If it has the good name, we destruct it.
724 * -We destruct the force indicating that portal.
725 */
726 while ((old_force = check_inv_recursive (op, dummy)))
727 {
728 exitmap = maptile::find_sync (old_force->race, op->map);
729
730 if (exitmap)
731 {
732 exitmap->load_sync ();
733
734 int exitx = EXIT_X (old_force);
735 int exity = EXIT_Y (old_force);
736
737 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
738 {
739 if (tmp->name == old_force->name)
740 {
741 tmp->destroy ();
742 break;
743 }
744 }
745 }
746
747 old_force->destroy ();
748 }
749
750 dummy->destroy ();
751
752 /* Creating the portals.
753 * The very first thing to do is to ensure
754 * access to the destination map.
755 * If we can't, don't fizzle. Simply warn player.
756 * This ensure player pays his mana for the spell
757 * because HE is responsible of forgotting.
758 * 'force' is the destination of the town portal, which we got
759 * from the players inventory above.
760 */
761
762 /* Ensure exit map is loaded */
763 exitmap = maptile::find_sync (force->name);
764
765 /* If we were unable to load (ex. random map deleted), warn player */
766 if (!exitmap)
767 {
768 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
769 force->destroy ();
770 return 1;
771 }
772
773 exitmap->load_sync ();
774
775 op_level = caster_level (caster, spell);
776 if (op_level < 15)
777 snprintf (portal_message, 1024,
778 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
779 &op->name);
780 else if (op_level < 30)
781 snprintf (portal_message, 1024,
782 "\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);
783 else if (op_level < 60)
784 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
785 else
786 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
787 &op->name);
788
789 /* Create a portal in front of player
790 * dummy contain the portal and
791 * force contain the track to kill it later
792 */
793 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
794 dummy = get_archetype (spell->slaying); /*The portal */
795 if (dummy == NULL)
796 {
797 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
798 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
799 return 0;
800 }
801
802 EXIT_PATH (dummy) = force->name;
803 EXIT_X (dummy) = EXIT_X (force);
804 EXIT_Y (dummy) = EXIT_Y (force);
805 dummy->name = dummy->name_pl = portal_name;
806 dummy->msg = portal_message;
807 dummy->race = op->name; /*Save the owner of the portal */
808 cast_create_obj (op, caster, dummy, 0);
809
810 /* Now we need to to create a town portal marker inside the player
811 * object, so on future castings, we can know that he has an active
812 * town portal.
813 */
814 object *tmp = get_archetype (spell->race);
815
816 if (!tmp)
817 {
818 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
819 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
820 return 0;
821 }
822
823 tmp->race = op->map->path;
824 tmp->name = portal_name;
825 EXIT_X (tmp) = dummy->x;
826 EXIT_Y (tmp) = dummy->y;
827 op->insert (tmp);
828
829 /* Create a portal in the destination map
830 * dummy contain the portal and
831 * force the track to kill it later
832 * the 'force' variable still contains the 'reminder' of
833 * where this portal goes to.
834 */
835 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
836 dummy = get_archetype (spell->slaying); /*The portal */
837 if (dummy == NULL)
838 {
839 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
840 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
841 return 0;
842 }
843
844 EXIT_PATH (dummy) = op->map->path;
845 EXIT_X (dummy) = op->x;
846 EXIT_Y (dummy) = op->y;
847 dummy->name = dummy->name_pl = portal_name;
848 dummy->msg = portal_message;
849 dummy->race = op->name; /*Save the owner of the portal */
850 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
851
852 /* Now we create another town portal marker that
853 * points back to the one we just made
854 */
855 tmp = get_archetype (spell->race);
856 if (tmp == NULL)
857 {
858 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
859 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
860 return 0;
861 }
862
863 tmp->race = force->name;
864 tmp->name = portal_name;
865 EXIT_X (tmp) = dummy->x;
866 EXIT_Y (tmp) = dummy->y;
867 insert_ob_in_ob (tmp, op);
868
869 /* Describe the player what happened
870 */
871 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
872 force->destroy ();
873 618
874 return 1; 619 return 1;
875} 620}
876 621
877/* This creates magic walls. Really, it can create most any object, 622/* This creates magic walls. Really, it can create most any object,
975 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);
976 return 0; 721 return 0;
977 } 722 }
978 723
979 /* 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 */
980 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 725 if (tmp->other_arch && tmp->other_arch->type == SPELL)
981 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
982 727
983 /* This code causes the wall to extend some distance in 728 /* This code causes the wall to extend some distance in
984 * each direction, or until an obstruction is encountered. 729 * each direction, or until an obstruction is encountered.
985 * posblocked and negblocked help determine how far the 730 * posblocked and negblocked help determine how far the
1005 { 750 {
1006 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1008 753
1009 /* 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 */
1010 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1011 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (arch_to_object (tmp2->other_arch));
1012 757
1013 } 758 }
1014 else 759 else
1015 posblocked = 1; 760 posblocked = 1;
1022 ((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)
1023 { 768 {
1024 object *tmp2 = tmp->clone (); 769 object *tmp2 = tmp->clone ();
1025 m->insert (tmp2, x, y, op); 770 m->insert (tmp2, x, y, op);
1026 771
1027 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1028 tmp2->insert (arch_to_object (tmp2->other_arch)); 773 tmp2->insert (arch_to_object (tmp2->other_arch));
1029 } 774 }
1030 else 775 else
1031 negblocked = 1; 776 negblocked = 1;
1032 } 777 }
1164 object *poison; 909 object *poison;
1165 int heal = 0, success = 0; 910 int heal = 0, success = 0;
1166 911
1167 tmp = find_target_for_friendly_spell (op, dir); 912 tmp = find_target_for_friendly_spell (op, dir);
1168 913
1169 if (tmp == NULL) 914 if (!tmp)
1170 return 0; 915 return 0;
1171 916
1172 /* Figure out how many hp this spell might cure. 917 /* Figure out how many hp this spell might cure.
1173 * could be zero if this spell heals effects, not damage. 918 * could be zero if this spell heals effects, not damage.
1174 */ 919 */
1177 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;
1178 923
1179 if (heal) 924 if (heal)
1180 { 925 {
1181 if (tmp->stats.hp >= tmp->stats.maxhp) 926 if (tmp->stats.hp >= tmp->stats.maxhp)
1182 {
1183 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.");
1184 }
1185 else 928 else
1186 { 929 {
1187 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
1188 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
1189 * on amount of damage healed. 932 * on amount of damage healed.
1191 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1192 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
1193 tmp->stats.hp += heal; 936 tmp->stats.hp += heal;
1194 937
1195 if (tmp->stats.hp >= tmp->stats.maxhp) 938 if (tmp->stats.hp >= tmp->stats.maxhp)
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1198 }
1199 else if (heal > 50) 940 else if (heal > 50)
1200 {
1201 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1202 }
1203 else if (heal > 25) 942 else if (heal > 25)
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1206 }
1207 else if (heal > 10) 944 else if (heal > 10)
1208 {
1209 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.");
1210 }
1211 else 946 else
1212 {
1213 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.");
1214 } 948
1215 success = 1; 949 success = 1;
1216 } 950 }
1217 } 951 }
952
1218 if (spell->attacktype & AT_DISEASE) 953 if (spell->attacktype & AT_DISEASE)
1219 if (cure_disease (tmp, op)) 954 if (cure_disease (tmp, op))
1220 success = 1; 955 success = 1;
1221 956
1222 if (spell->attacktype & AT_POISON) 957 if (spell->attacktype & AT_POISON)
1228 success = 1; 963 success = 1;
1229 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1230 poison->stats.food = 1; 965 poison->stats.food = 1;
1231 } 966 }
1232 } 967 }
968
1233 if (spell->attacktype & AT_CONFUSION) 969 if (spell->attacktype & AT_CONFUSION)
1234 { 970 {
1235 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 971 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1236 if (poison) 972 if (poison)
1237 { 973 {
1238 success = 1; 974 success = 1;
1239 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1240 poison->duration = 1; 976 poison->duration = 1;
1241 } 977 }
1242 } 978 }
979
1243 if (spell->attacktype & AT_BLIND) 980 if (spell->attacktype & AT_BLIND)
1244 { 981 {
1245 at = archetype::find ("blindness"); 982 at = archetype::find ("blindness");
1246 poison = present_arch_in_ob (at, tmp); 983 poison = present_arch_in_ob (at, tmp);
1247 if (poison) 984 if (poison)
1249 success = 1; 986 success = 1;
1250 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.");
1251 poison->stats.food = 1; 988 poison->stats.food = 1;
1252 } 989 }
1253 } 990 }
991
1254 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 992 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1255 { 993 {
1256 tmp->stats.sp += spell->last_sp; 994 tmp->stats.sp += spell->last_sp;
1257 if (tmp->stats.sp > tmp->stats.maxsp) 995 if (tmp->stats.sp > tmp->stats.maxsp)
1258 tmp->stats.sp = tmp->stats.maxsp; 996 tmp->stats.sp = tmp->stats.maxsp;
1259 success = 1; 997 success = 1;
1260 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!");
1261 } 999 }
1000
1262 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1001 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1263 { 1002 {
1264 tmp->stats.grace += spell->last_grace; 1003 tmp->stats.grace += spell->last_grace;
1265 if (tmp->stats.grace > tmp->stats.maxgrace) 1004 if (tmp->stats.grace > tmp->stats.maxgrace)
1266 tmp->stats.grace = tmp->stats.maxgrace; 1005 tmp->stats.grace = tmp->stats.maxgrace;
1267 success = 1; 1006 success = 1;
1268 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!");
1269 } 1008 }
1009
1270 if (spell->stats.food && tmp->stats.food < 999) 1010 if (spell->stats.food && tmp->stats.food < 999)
1271 { 1011 {
1272 tmp->stats.food += spell->stats.food; 1012 tmp->stats.food += spell->stats.food;
1273 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1274 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1275 success = 1; 1015 success = 1;
1276 /* 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 */
1277 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");
1278 } 1018 }
1019
1279 return success; 1020 return success;
1280} 1021}
1281
1282 1022
1283/* 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
1284 * 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
1285 * good comments for those. 1025 * good comments for those.
1286 */ 1026 */
1287static const char *const no_gain_msgs[NUM_STATS] = { 1027static const char *const no_gain_msgs[NUM_STATS] = {
1288 "You grow no stronger.", 1028 "You grow no stronger.",
1289 "You grow no more agile.", 1029 "You grow no more agile.",
1290 "You don't feel any healthier.", 1030 "You don't feel any healthier.",
1291 "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."
1292 "You are no easier to look at.", 1034 "You are no easier to look at.",
1293 "no int",
1294 "no pow"
1295}; 1035};
1296 1036
1297int 1037int
1298cast_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)
1299{ 1039{
1350 } 1090 }
1351 else 1091 else
1352 { 1092 {
1353 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.");
1354 } 1094 }
1095
1355 return 1; 1096 return 1;
1356 } 1097 }
1098
1357 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;
1358 force->speed = 1.0; 1100 force->speed = 1.0;
1359 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1360 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1361 1103
1367 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);
1368 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1369 force->resist[i] = 100; 1111 force->resist[i] = 100;
1370 } 1112 }
1371 } 1113 }
1114
1372 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1373 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);
1374 1117
1375 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1376 { 1119 {
1377 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1378 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1379 { 1122 {
1380 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1381
1382 if (stat)
1383 { 1124 {
1384 sm = 0; 1125 sint8 sm = 0;
1385 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1386 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1387 1128
1388 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1389 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1390 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1391 if (sm < 0) 1132 force->stats.stat (i) = sm;
1392 sm = 0; 1133
1393 }
1394 set_attr_value (&force->stats, i, sm);
1395 if (!sm) 1134 if (!sm)
1396 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1397 } 1136 }
1398 } 1137 }
1399 } 1138 }
1420 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1421 1160
1422 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1423 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1424 tmp->update_stats (); 1163 tmp->update_stats ();
1164
1425 return 1; 1165 return 1;
1426} 1166}
1427 1167
1428/* 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
1429 * 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
1430 * of the caster. 1170 * of the caster.
1431 */ 1171 */
1432
1433int 1172int
1434cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1435{ 1174{
1436 int i; 1175 int i;
1437 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1531 change_abil (tmp, force); /* Mostly to display any messages */ 1270 change_abil (tmp, force); /* Mostly to display any messages */
1532 insert_ob_in_ob (force, tmp); 1271 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1272 tmp->update_stats ();
1534 return 1; 1273 return 1;
1535} 1274}
1536
1537
1538 1275
1539/* Alchemy code by Mark Wedel 1276/* Alchemy code by Mark Wedel
1540 * 1277 *
1541 * This code adds a new spell, called alchemy. Alchemy will turn 1278 * This code adds a new spell, called alchemy. Alchemy will turn
1542 * objects to gold nuggets, the value of the gold nuggets being 1279 * objects to gold nuggets, the value of the gold nuggets being
1552 * 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
1553 * 4 large nuggets, and from 0-10 small nuggets. 1290 * 4 large nuggets, and from 0-10 small nuggets.
1554 * 1291 *
1555 * 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
1556 * 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
1557 * alchemied. 1294 * alchemised.
1558 */ 1295 */
1559
1560/* I didn't feel like passing these as arguements to the
1561 * two functions that need them. Real values are put in them
1562 * when the spell is cast, and these are freed when the spell
1563 * is finished.
1564 */
1565static object *small, *large;
1566
1567static void 1296static void
1568alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1569{ 1298{
1570 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1571 1300
1572 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (This should hopefully
1573 * 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
1574 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1575 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1576 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1577 * the stuff back to town. 1306 * the stuff back to town.
1578 */ 1307 */
1579
1580 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1581 value = 0; 1309 value = 0;
1582 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1583 value /= 3; 1311 value /= 3;
1584 else 1312 else
1585 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1586 1314
1587 value /= 4; // fix by GHJ, don't understand, pcg
1588
1589 if ((obj->value > 0) && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1590 { 1316 total_value += value;
1591 int count;
1592 1317
1593 count = value / large->value;
1594 *large_nuggets += count;
1595 value -= (uint64) count *(uint64) large->value;
1596
1597 count = value / small->value;
1598 *small_nuggets += count;
1599 }
1600
1601 /* Turn 25 small nuggets into 1 large nugget. If the value
1602 * of large nuggets is not evenly divisable by the small nugget
1603 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1604 */
1605 if (*small_nuggets * small->value >= large->value)
1606 {
1607 (*large_nuggets)++;
1608 *small_nuggets -= large->value / small->value;
1609 if (*small_nuggets && large->value % small->value)
1610 (*small_nuggets)--;
1611 }
1612 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1319
1613 obj->destroy (); 1320 obj->destroy ();
1614} 1321}
1615 1322
1616static void 1323static void
1617update_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)
1618{ 1325{
1619 object *tmp;
1620 int flag = 0; 1326 int flag = 0;
1621 1327
1622 /* 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
1623 * flag if we are on the same space as the player 1329 * flag if we are on the same space as the player
1624 */ 1330 */
1625 if (x == op->x && y == op->y && op->map == m) 1331 if (x == op->x && y == op->y && op->map == m)
1626 flag = INS_BELOW_ORIGINATOR; 1332 flag = INS_BELOW_ORIGINATOR;
1627 1333
1628 if (small_nuggets) 1334 if (small_nuggets)
1629 { 1335 {
1630 tmp = small->clone (); 1336 object *tmp = small->clone ();
1631 tmp->nrof = small_nuggets; 1337 tmp->nrof = small_nuggets;
1632 m->insert (tmp, x, y, op, flag); 1338 m->insert (tmp, x, y, op, flag);
1633 } 1339 }
1634 1340
1635 if (large_nuggets) 1341 if (large_nuggets)
1636 { 1342 {
1637 tmp = large->clone (); 1343 object *tmp = large->clone ();
1638 tmp->nrof = large_nuggets; 1344 tmp->nrof = large_nuggets;
1639 m->insert (tmp, x, y, op, flag); 1345 m->insert (tmp, x, y, op, flag);
1640 } 1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1641} 1351}
1642 1352
1643int 1353int
1644alchemy (object *op, object *caster, object *spell_ob) 1354alchemy (object *op, object *caster, object *spell_ob)
1645{ 1355{
1646 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1647 sint16 nx, ny;
1648 object *next, *tmp;
1649 maptile *mp;
1650
1651 if (op->type != PLAYER) 1356 if (op->type != PLAYER)
1652 return 0; 1357 return 0;
1653 1358
1359 object *large = get_archetype ("largenugget");
1360 object *small = get_archetype ("smallnugget");
1361
1654 /* 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
1655 * some, and also prevents people from alcheming every table/chair/clock 1363 * some, and also prevents people from alchemising every table/chair/clock
1656 * in sight 1364 * in sight
1657 */ 1365 */
1658 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);
1659 weight_max *= 1000; 1367 int weight_max = duration * 1000;
1660 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1368 uint64 value_max = duration * 1000;
1661 1369
1370 int weight = 0;
1371
1662 for (y = op->y - 1; y <= op->y + 1; y++) 1372 for (int y = op->y - 1; y <= op->y + 1; y++)
1663 { 1373 {
1664 for (x = op->x - 1; x <= op->x + 1; x++) 1374 for (int x = op->x - 1; x <= op->x + 1; x++)
1665 { 1375 {
1376 uint64 value = 0;
1377
1666 nx = x; 1378 sint16 nx = x;
1667 ny = y; 1379 sint16 ny = y;
1668 1380
1669 mp = op->map; 1381 maptile *mp = op->map;
1670 1382
1671 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1383 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1672 1384
1673 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1385 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1674 continue; 1386 continue;
1675 1387
1676 /* Treat alchemy a little differently - most spell effects 1388 /* Treat alchemy a little differently - most spell effects
1678 * ground level effect. 1390 * ground level effect.
1679 */ 1391 */
1680 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1392 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1681 continue; 1393 continue;
1682 1394
1683 small_nuggets = 0; 1395 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1684 large_nuggets = 0;
1685
1686 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1687 { 1396 {
1688 next = tmp->above; 1397 next = tmp->above;
1398
1689 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1399 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1690 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1400 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1691 { 1401 {
1692
1693 if (tmp->inv) 1402 if (tmp->inv)
1694 { 1403 {
1695 object *next1, *tmp1; 1404 object *next1, *tmp1;
1696 1405
1697 for (tmp1 = tmp->inv; tmp1 != NULL; tmp1 = next1) 1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1698 { 1407 {
1699 next1 = tmp1->below; 1408 next1 = tmp1->below;
1700 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1701 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1702 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp1, value, weight);
1703 } 1412 }
1704 } 1413 }
1414
1705 alchemy_object (tmp, &small_nuggets, &large_nuggets, &weight); 1415 alchemy_object (tmp, value, weight);
1706 1416
1707 if (weight > weight_max) 1417 if (weight > weight_max)
1708 { 1418 break;
1709 update_map (op, mp, small_nuggets, large_nuggets, nx, ny);
1710 large->destroy ();
1711 small->destroy ();
1712 return 1;
1713 } 1419 }
1714 } /* is alchemable object */ 1420 }
1715 } /* 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;
1716 1430
1717 /* 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
1718 * it also prevents us from alcheming nuggets that were just created 1432 * it also prevents us from alcheming nuggets that were just created
1719 * with this spell. 1433 * with this spell.
1720 */ 1434 */
1721 update_map (op, mp, small_nuggets, large_nuggets, nx, ny); 1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny);
1722 }
1723 }
1724 1436
1437 if (weight > weight_max)
1438 goto bailout;
1439 }
1440 }
1441
1442bailout:
1725 large->destroy (); 1443 large->destroy ();
1726 small->destroy (); 1444 small->destroy ();
1727 /* reset this so that if player standing on a big pile of stuff,
1728 * it is redrawn properly.
1729 */
1730 op->contr->ns->look_position = 0;
1731 return 1; 1445 return 1;
1732} 1446}
1733 1447
1734 1448
1735/* This function removes the cursed/damned status on equipped 1449/* This function removes the cursed/damned status on equipped
1762 } 1476 }
1763 1477
1764 if (op->type == PLAYER) 1478 if (op->type == PLAYER)
1765 { 1479 {
1766 if (success) 1480 if (success)
1767 {
1768 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.");
1769 }
1770 else 1482 else
1771 { 1483 {
1772 if (was_one) 1484 if (was_one)
1773 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.");
1774 else 1486 else
1798 { 1510 {
1799 identify (tmp); 1511 identify (tmp);
1800 1512
1801 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1802 { 1514 {
1803 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));
1804 1516
1805 if (tmp->msg) 1517 if (tmp->msg)
1806 { 1518 {
1807 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:");
1808 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1820 * 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
1821 * was not fully used. 1533 * was not fully used.
1822 */ 1534 */
1823 if (num_ident) 1535 if (num_ident)
1824 { 1536 {
1825 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)
1826 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1827 { 1539 {
1828 identify (tmp); 1540 identify (tmp);
1829 1541
1830 if (op->type == PLAYER) 1542 if (op->type == PLAYER)
1831 { 1543 {
1832 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));
1833 1545
1834 if (tmp->msg) 1546 if (tmp->msg)
1835 { 1547 {
1836 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:");
1837 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2187 /* Basically, if the object is magical and not counterspell, 1899 /* Basically, if the object is magical and not counterspell,
2188 * we will more or less remove the object. Don't counterspell 1900 * we will more or less remove the object. Don't counterspell
2189 * monsters either. 1901 * monsters either.
2190 */ 1902 */
2191 1903
2192 if (head->attacktype & AT_MAGIC && 1904 if (head->attacktype & AT_MAGIC
2193 !(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))
2194 head->destroy (); 1908 head->destroy ();
2195 else 1909 else
2196 switch (head->type) 1910 switch (head->type)
2197 { 1911 {
2198 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
2199 if (op->level > head->level) 1918 if (op->level > head->level)
2200 head->destroy (); 1919 head->destroy ();
2201 1920
2202 break; 1921 break;
2203 1922
2270 * 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,
2271 * 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
2272 * 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
2273 * player checks. MSW 2003-01-06 1992 * player checks. MSW 2003-01-06
2274 */ 1993 */
2275
2276int 1994int
2277animate_weapon (object *op, object *caster, object *spell, int dir) 1995animate_weapon (object *op, object *caster, object *spell, int dir)
2278{ 1996{
2279 object *weapon, *tmp; 1997 object *weapon, *tmp;
2280 char buf[MAX_BUF]; 1998 char buf[MAX_BUF];
2292 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2293 if (op->type != PLAYER) 2011 if (op->type != PLAYER)
2294 return 0; 2012 return 0;
2295 2013
2296 /* if player already has a golem, abort */ 2014 /* if player already has a golem, abort */
2297 if (op->contr->ranges[range_golem]) 2015 if (object *golem = op->contr->golem)
2298 { 2016 {
2299 control_golem (op->contr->ranges[range_golem], dir); 2017 control_golem (golem, dir);
2300 return 0; 2018 return 0;
2301 } 2019 }
2302 2020
2303 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2304 if (!dir) 2022 if (!dir)
2308 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2309 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2310 2028
2311 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2312 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) ||
2313 ((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))
2314 { 2032 {
2315 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.");
2316 return 0; 2034 return 0;
2317 } 2035 }
2318 2036
2322 if (!weapon) 2040 if (!weapon)
2323 { 2041 {
2324 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!");
2325 return 0; 2043 return 0;
2326 } 2044 }
2327 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2328 { 2046 {
2329 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.");
2330 return 0; 2048 return 0;
2331 } 2049 }
2332 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2350 /* create the golem object */ 2068 /* create the golem object */
2351 tmp = arch_to_object (spell->other_arch); 2069 tmp = arch_to_object (spell->other_arch);
2352 2070
2353 /* 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 */
2354 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2355 SET_FLAG (tmp, FLAG_FRIENDLY);
2356 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2357 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2358 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2359 tmp->set_owner (op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2360 set_spell_skill (op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2361 op->contr->ranges[range_golem] = tmp;
2362 op->contr->shoottype = range_golem;
2363 2079
2364 /* 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
2365 * 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
2366 * used above. 2082 * used above.
2367 */ 2083 */
2368 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2369 weapon->remove (); 2085 weapon->remove ();
2086
2370 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2371 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2372 /* 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,
2373 * 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
2374 * body_info, skills, etc) 2091 * body_info, skills, etc)

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