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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.37 by root, Tue Feb 6 03:21:20 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>
104 ncharges = 1; 104 ncharges = 1;
105 105
106 wand->stats.food += ncharges; 106 wand->stats.food += ncharges;
107 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));
108 108
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 109 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 110 {
111 SET_FLAG (wand, FLAG_ANIMATE); 111 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 112 wand->set_speed (wand->arch->speed);
113 } 113 }
114 114
115 return 1; 115 return 1;
116} 116}
117 117
154 /* If it starts with a letter, presume it is a description */ 154 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 155 if (isalpha (*stringarg))
156 { 156 {
157 artifact *al = find_artifactlist (missile->type)->items; 157 artifact *al = find_artifactlist (missile->type)->items;
158 158
159 for (; al != NULL; al = al->next) 159 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 160 if (!strcasecmp (al->item->name, stringarg))
161 break; 161 break;
162 162
163 if (!al) 163 if (!al)
164 { 164 {
224 if (stringarg) 224 if (stringarg)
225 { 225 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 226 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 227 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 228 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 229 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 230 stringarg = NULL;
231 } 231 }
232 232
233 if (!stringarg) 233 if (!stringarg)
234 { 234 {
240 * 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
241 * to be altered from the donor. 241 * to be altered from the donor.
242 */ 242 */
243 243
244 /* We assume the food items don't have multiple parts */ 244 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 245 for_all_archetypes (at_tmp)
246 { 246 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 247 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 248 {
249 /* Basically, if the food value is something that is creatable 249 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 250 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 251 * the item we have now, take it instead.
252 */ 252 */
253 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)))
254 at = at_tmp; 258 at = at_tmp;
255 } 259 }
256 } 260 }
257 } 261 }
258 /* 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
262 { 266 {
263 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.");
264 return 0; 268 return 0;
265 } 269 }
266 270
267 food_value /= at->clone.stats.food; 271 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 272 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 273 new_op->nrof = food_value;
270 274
271 new_op->value = 0; 275 new_op->value = 0;
272 if (new_op->nrof < 1) 276 if (new_op->nrof < 1)
373 * normal applies. 377 * normal applies.
374 */ 378 */
375int 379int
376cast_invisible (object *op, object *caster, object *spell_ob) 380cast_invisible (object *op, object *caster, object *spell_ob)
377{ 381{
378 object *tmp;
379
380 if (op->invisible > 1000) 382 if (op->invisible > 1000)
381 { 383 {
382 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");
383 return 0; 385 return 0;
384 } 386 }
400 else 402 else
401 op->contr->tmp_invis = 1; 403 op->contr->tmp_invis = 1;
402 404
403 op->contr->hidden = 0; 405 op->contr->hidden = 0;
404 } 406 }
407
405 if (makes_invisible_to (op, op)) 408 if (makes_invisible_to (op, op))
406 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!");
407 else 410 else
408 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 411 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
409 412
410 update_object (op, UP_OBJ_FACE); 413 update_object (op, UP_OBJ_CHANGE);
411 414
412 /* Only search the active objects - only these should actually do 415 /* Only search the active objects - only these should actually do
413 * harm to the player. 416 * harm to the player.
414 */ 417 */
415 for_all_actives (tmp) 418 for_all_actives (tmp)
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 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
611 else 610 else
612 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
613 612
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 613 break;
616 } 614 }
617 } 615 }
618 }
619 616
620 return 1; 617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
621}
622
623/* int cast_create_town_portal (object *op, object *caster, int dir)
624 *
625 * This function cast the spell of town portal for op
626 *
627 * The spell operates in two passes. During the first one a place
628 * is marked as a destination for the portal. During the second one,
629 * 2 portals are created, one in the position the player cast it and
630 * one in the destination place. The portal are synchronized and 2 forces
631 * are inserted in the player to destruct the portal next time player
632 * creates a new portal pair.
633 * This spell has a side effect that it allows people to meet each other
634 * in a permanent, private, appartements by making a town portal from it
635 * to the town or another public place. So, check if the map is unique and if
636 * so return an error
637 *
638 * Code by Tchize (david.delbecq@usa.net)
639 */
640int
641cast_create_town_portal (object *op, object *caster, object *spell, int dir)
642{
643 object *dummy, *force, *old_force;
644 archetype *perm_portal;
645 char portal_name[1024], portal_message[1024];
646 maptile *exitmap;
647 int op_level;
648
649 /* Check to see if the map the player is currently on is a per player unique
650 * map. This can be determined in that per player unique maps have the
651 * full pathname listed.
652 */
653 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
654 {
655 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
656 return 0;
657 }
658
659 /* The first thing to do is to check if we have a marked destination
660 * dummy is used to make a check inventory for the force
661 */
662 dummy = arch_to_object (spell->other_arch);
663 if (dummy == NULL)
664 {
665 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
666 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
667 return 0;
668 }
669
670 force = check_inv_recursive (op, dummy);
671
672 if (force == NULL)
673 {
674 /* Here we know there is no destination marked up.
675 * We have 2 things to do:
676 * 1. Mark the destination in the player inventory.
677 * 2. Let the player know it worked.
678 */
679 dummy->name = op->map->path;
680 EXIT_X (dummy) = op->x;
681 EXIT_Y (dummy) = op->y;
682 insert_ob_in_ob (dummy, op);
683 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.");
684 return 1;
685 }
686
687 dummy->destroy ();
688
689 /* Here we know where the town portal should go to
690 * We should kill any existing portal associated with the player.
691 * Than we should create the 2 portals.
692 * For each of them, we need:
693 * - To create the portal with the name of the player+destination map
694 * - set the owner of the town portal
695 * - To mark the position of the portal in the player's inventory
696 * for easier destruction.
697 *
698 * The mark works has follow:
699 * slaying: Existing town portal
700 * hp, sp : x & y of the associated portal
701 * name : name of the portal
702 * race : map the portal is in
703 */
704
705 /* First step: killing existing town portals */
706 dummy = get_archetype (spell->race);
707 if (dummy == NULL)
708 {
709 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
710 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
711 return 0;
712 }
713
714 perm_portal = archetype::find (spell->slaying);
715
716 /* To kill a town portal, we go trough the player's inventory,
717 * for each marked portal in player's inventory,
718 * -We try load the associated map (if impossible, consider the portal destructed)
719 * -We find any portal in the specified location.
720 * If it has the good name, we destruct it.
721 * -We destruct the force indicating that portal.
722 */
723 while ((old_force = check_inv_recursive (op, dummy)))
724 {
725 exitmap = maptile::find_sync (old_force->race, op->map);
726
727 if (exitmap)
728 {
729 exitmap->load_sync ();
730
731 int exitx = EXIT_X (old_force);
732 int exity = EXIT_Y (old_force);
733
734 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
735 {
736 if (tmp->name == old_force->name)
737 {
738 tmp->destroy ();
739 break;
740 }
741 }
742 }
743
744 old_force->destroy ();
745 }
746
747 dummy->destroy ();
748
749 /* Creating the portals.
750 * The very first thing to do is to ensure
751 * access to the destination map.
752 * If we can't, don't fizzle. Simply warn player.
753 * This ensure player pays his mana for the spell
754 * because HE is responsible of forgotting.
755 * 'force' is the destination of the town portal, which we got
756 * from the players inventory above.
757 */
758
759 /* Ensure exit map is loaded */
760 exitmap = maptile::find_sync (force->name);
761
762 /* If we were unable to load (ex. random map deleted), warn player */
763 if (!exitmap)
764 {
765 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
766 force->destroy ();
767 return 1;
768 }
769
770 exitmap->load_sync ();
771
772 op_level = caster_level (caster, spell);
773 if (op_level < 15)
774 snprintf (portal_message, 1024,
775 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "\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);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
784 &op->name);
785
786 /* Create a portal in front of player
787 * dummy contain the portal and
788 * force contain the track to kill it later
789 */
790 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
791 dummy = get_archetype (spell->slaying); /*The portal */
792 if (dummy == NULL)
793 {
794 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
795 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
796 return 0;
797 }
798
799 EXIT_PATH (dummy) = force->name;
800 EXIT_X (dummy) = EXIT_X (force);
801 EXIT_Y (dummy) = EXIT_Y (force);
802 dummy->name = dummy->name_pl = portal_name;
803 dummy->msg = portal_message;
804 dummy->race = op->name; /*Save the owner of the portal */
805 cast_create_obj (op, caster, dummy, 0);
806
807 /* Now we need to to create a town portal marker inside the player
808 * object, so on future castings, we can know that he has an active
809 * town portal.
810 */
811 object *tmp = get_archetype (spell->race);
812
813 if (!tmp)
814 {
815 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
816 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
817 return 0;
818 }
819
820 tmp->race = op->map->path;
821 tmp->name = portal_name;
822 EXIT_X (tmp) = dummy->x;
823 EXIT_Y (tmp) = dummy->y;
824 op->insert (tmp);
825
826 /* Create a portal in the destination map
827 * dummy contain the portal and
828 * force the track to kill it later
829 * the 'force' variable still contains the 'reminder' of
830 * where this portal goes to.
831 */
832 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
833 dummy = get_archetype (spell->slaying); /*The portal */
834 if (dummy == NULL)
835 {
836 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
837 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
838 return 0;
839 }
840
841 EXIT_PATH (dummy) = op->map->path;
842 EXIT_X (dummy) = op->x;
843 EXIT_Y (dummy) = op->y;
844 dummy->name = dummy->name_pl = portal_name;
845 dummy->msg = portal_message;
846 dummy->race = op->name; /*Save the owner of the portal */
847 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
848
849 /* Now we create another town portal marker that
850 * points back to the one we just made
851 */
852 tmp = get_archetype (spell->race);
853 if (tmp == NULL)
854 {
855 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
856 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
857 return 0;
858 }
859
860 tmp->race = force->name;
861 tmp->name = portal_name;
862 EXIT_X (tmp) = dummy->x;
863 EXIT_Y (tmp) = dummy->y;
864 insert_ob_in_ob (tmp, op);
865
866 /* Describe the player what happened
867 */
868 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
869 force->destroy ();
870 618
871 return 1; 619 return 1;
872} 620}
873 621
874/* This creates magic walls. Really, it can create most any object, 622/* This creates magic walls. Really, it can create most any object,
972 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);
973 return 0; 721 return 0;
974 } 722 }
975 723
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 725 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 727
980 /* This code causes the wall to extend some distance in 728 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 729 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 730 * posblocked and negblocked help determine how far the
1002 { 750 {
1003 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1005 753
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 757
1010 } 758 }
1011 else 759 else
1012 posblocked = 1; 760 posblocked = 1;
1019 ((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)
1020 { 768 {
1021 object *tmp2 = tmp->clone (); 769 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 770 m->insert (tmp2, x, y, op);
1023 771
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 773 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 774 }
1027 else 775 else
1028 negblocked = 1; 776 negblocked = 1;
1029 } 777 }
1161 object *poison; 909 object *poison;
1162 int heal = 0, success = 0; 910 int heal = 0, success = 0;
1163 911
1164 tmp = find_target_for_friendly_spell (op, dir); 912 tmp = find_target_for_friendly_spell (op, dir);
1165 913
1166 if (tmp == NULL) 914 if (!tmp)
1167 return 0; 915 return 0;
1168 916
1169 /* Figure out how many hp this spell might cure. 917 /* Figure out how many hp this spell might cure.
1170 * could be zero if this spell heals effects, not damage. 918 * could be zero if this spell heals effects, not damage.
1171 */ 919 */
1174 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;
1175 923
1176 if (heal) 924 if (heal)
1177 { 925 {
1178 if (tmp->stats.hp >= tmp->stats.maxhp) 926 if (tmp->stats.hp >= tmp->stats.maxhp)
1179 {
1180 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.");
1181 }
1182 else 928 else
1183 { 929 {
1184 /* See how many points we actually heal. Instead of messages 930 /* See how many points we actually heal. Instead of messages
1185 * based on type of spell, we instead do messages based 931 * based on type of spell, we instead do messages based
1186 * on amount of damage healed. 932 * on amount of damage healed.
1188 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 934 if (heal > (tmp->stats.maxhp - tmp->stats.hp))
1189 heal = tmp->stats.maxhp - tmp->stats.hp; 935 heal = tmp->stats.maxhp - tmp->stats.hp;
1190 tmp->stats.hp += heal; 936 tmp->stats.hp += heal;
1191 937
1192 if (tmp->stats.hp >= tmp->stats.maxhp) 938 if (tmp->stats.hp >= tmp->stats.maxhp)
1193 {
1194 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
1195 }
1196 else if (heal > 50) 940 else if (heal > 50)
1197 {
1198 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!"); 941 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds close!");
1199 }
1200 else if (heal > 25) 942 else if (heal > 25)
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close."); 943 new_draw_info (NDI_UNIQUE, 0, tmp, "Your wounds mostly close.");
1203 }
1204 else if (heal > 10) 944 else if (heal > 10)
1205 {
1206 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.");
1207 }
1208 else 946 else
1209 {
1210 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.");
1211 } 948
1212 success = 1; 949 success = 1;
1213 } 950 }
1214 } 951 }
952
1215 if (spell->attacktype & AT_DISEASE) 953 if (spell->attacktype & AT_DISEASE)
1216 if (cure_disease (tmp, op)) 954 if (cure_disease (tmp, op))
1217 success = 1; 955 success = 1;
1218 956
1219 if (spell->attacktype & AT_POISON) 957 if (spell->attacktype & AT_POISON)
1225 success = 1; 963 success = 1;
1226 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed"); 964 new_draw_info (NDI_UNIQUE, 0, tmp, "Your body feels cleansed");
1227 poison->stats.food = 1; 965 poison->stats.food = 1;
1228 } 966 }
1229 } 967 }
968
1230 if (spell->attacktype & AT_CONFUSION) 969 if (spell->attacktype & AT_CONFUSION)
1231 { 970 {
1232 poison = present_in_ob_by_name (FORCE, "confusion", tmp); 971 poison = present_in_ob_by_name (FORCE, "confusion", tmp);
1233 if (poison) 972 if (poison)
1234 { 973 {
1235 success = 1; 974 success = 1;
1236 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer"); 975 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
1237 poison->duration = 1; 976 poison->duration = 1;
1238 } 977 }
1239 } 978 }
979
1240 if (spell->attacktype & AT_BLIND) 980 if (spell->attacktype & AT_BLIND)
1241 { 981 {
1242 at = archetype::find ("blindness"); 982 at = archetype::find ("blindness");
1243 poison = present_arch_in_ob (at, tmp); 983 poison = present_arch_in_ob (at, tmp);
1244 if (poison) 984 if (poison)
1246 success = 1; 986 success = 1;
1247 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.");
1248 poison->stats.food = 1; 988 poison->stats.food = 1;
1249 } 989 }
1250 } 990 }
991
1251 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp) 992 if (spell->last_sp && tmp->stats.sp < tmp->stats.maxsp)
1252 { 993 {
1253 tmp->stats.sp += spell->last_sp; 994 tmp->stats.sp += spell->last_sp;
1254 if (tmp->stats.sp > tmp->stats.maxsp) 995 if (tmp->stats.sp > tmp->stats.maxsp)
1255 tmp->stats.sp = tmp->stats.maxsp; 996 tmp->stats.sp = tmp->stats.maxsp;
1256 success = 1; 997 success = 1;
1257 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!");
1258 } 999 }
1000
1259 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace) 1001 if (spell->last_grace && tmp->stats.grace < tmp->stats.maxgrace)
1260 { 1002 {
1261 tmp->stats.grace += spell->last_grace; 1003 tmp->stats.grace += spell->last_grace;
1262 if (tmp->stats.grace > tmp->stats.maxgrace) 1004 if (tmp->stats.grace > tmp->stats.maxgrace)
1263 tmp->stats.grace = tmp->stats.maxgrace; 1005 tmp->stats.grace = tmp->stats.maxgrace;
1264 success = 1; 1006 success = 1;
1265 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!");
1266 } 1008 }
1009
1267 if (spell->stats.food && tmp->stats.food < 999) 1010 if (spell->stats.food && tmp->stats.food < 999)
1268 { 1011 {
1269 tmp->stats.food += spell->stats.food; 1012 tmp->stats.food += spell->stats.food;
1270 if (tmp->stats.food > 999) 1013 if (tmp->stats.food > 999)
1271 tmp->stats.food = 999; 1014 tmp->stats.food = 999;
1272 success = 1; 1015 success = 1;
1273 /* 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 */
1274 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");
1275 } 1018 }
1019
1276 return success; 1020 return success;
1277} 1021}
1278
1279 1022
1280/* 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
1281 * 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
1282 * good comments for those. 1025 * good comments for those.
1283 */ 1026 */
1284static const char *const no_gain_msgs[NUM_STATS] = { 1027static const char *const no_gain_msgs[NUM_STATS] = {
1285 "You grow no stronger.", 1028 "You grow no stronger.",
1286 "You grow no more agile.", 1029 "You grow no more agile.",
1287 "You don't feel any healthier.", 1030 "You don't feel any healthier.",
1288 "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."
1289 "You are no easier to look at.", 1034 "You are no easier to look at.",
1290 "no int",
1291 "no pow"
1292}; 1035};
1293 1036
1294int 1037int
1295cast_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)
1296{ 1039{
1347 } 1090 }
1348 else 1091 else
1349 { 1092 {
1350 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.");
1351 } 1094 }
1095
1352 return 1; 1096 return 1;
1353 } 1097 }
1098
1354 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;
1355 force->speed = 1.0; 1100 force->speed = 1.0;
1356 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1357 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1358 1103
1364 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);
1365 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1366 force->resist[i] = 100; 1111 force->resist[i] = 100;
1367 } 1112 }
1368 } 1113 }
1114
1369 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1370 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);
1371 1117
1372 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1373 { 1119 {
1374 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1375 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1376 { 1122 {
1377 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1378
1379 if (stat)
1380 { 1124 {
1381 sm = 0; 1125 sint8 sm = 0;
1382 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1383 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1384 1128
1385 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1386 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1387 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1388 if (sm < 0) 1132 force->stats.stat (i) = sm;
1389 sm = 0; 1133
1390 }
1391 set_attr_value (&force->stats, i, sm);
1392 if (!sm) 1134 if (!sm)
1393 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1394 } 1136 }
1395 } 1137 }
1396 } 1138 }
1417 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1418 1160
1419 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1420 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1421 tmp->update_stats (); 1163 tmp->update_stats ();
1164
1422 return 1; 1165 return 1;
1423} 1166}
1424 1167
1425/* 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
1426 * 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
1427 * of the caster. 1170 * of the caster.
1428 */ 1171 */
1429
1430int 1172int
1431cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1432{ 1174{
1433 int i; 1175 int i;
1434 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1528 change_abil (tmp, force); /* Mostly to display any messages */ 1270 change_abil (tmp, force); /* Mostly to display any messages */
1529 insert_ob_in_ob (force, tmp); 1271 insert_ob_in_ob (force, tmp);
1530 tmp->update_stats (); 1272 tmp->update_stats ();
1531 return 1; 1273 return 1;
1532} 1274}
1533
1534
1535 1275
1536/* Alchemy code by Mark Wedel 1276/* Alchemy code by Mark Wedel
1537 * 1277 *
1538 * This code adds a new spell, called alchemy. Alchemy will turn 1278 * This code adds a new spell, called alchemy. Alchemy will turn
1539 * objects to gold nuggets, the value of the gold nuggets being 1279 * objects to gold nuggets, the value of the gold nuggets being
1551 * 1291 *
1552 * 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
1553 * 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
1554 * alchemised. 1294 * alchemised.
1555 */ 1295 */
1556
1557/* I didn't feel like passing these as argumeents to the
1558 * two functions that need them. Real values are put in them
1559 * when the spell is cast, and these are freed when the spell
1560 * is finished.
1561 */
1562static object *small, *large;
1563
1564static void 1296static void
1565alchemy_object (object *obj, int *small_nuggets, int *large_nuggets, int *weight) 1297alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1566{ 1298{
1567 uint64 value = query_cost (obj, NULL, F_TRUE); 1299 uint64 value = query_cost (obj, NULL, F_TRUE);
1568 1300
1569 /* Give third price when we alchemy money (This should hopefully 1301 /* Give third price when we alchemy money (This should hopefully
1570 * 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
1571 * the nuggets, alchemy the gold from that, etc. 1303 * the nuggets, alchemy the gold from that, etc.
1572 * Otherwise, give 9 silver on the gold for other objects, 1304 * Otherwise, give 9 silver on the gold for other objects,
1573 * so that it would still be more affordable to haul 1305 * so that it would still be more affordable to haul
1574 * the stuff back to town. 1306 * the stuff back to town.
1575 */ 1307 */
1576
1577 if (QUERY_FLAG (obj, FLAG_UNPAID)) 1308 if (QUERY_FLAG (obj, FLAG_UNPAID))
1578 value = 0; 1309 value = 0;
1579 else if (obj->type == MONEY || obj->type == GEM) 1310 else if (obj->type == MONEY || obj->type == GEM)
1580 value /= 3; 1311 value /= 3;
1581 else 1312 else
1582 value = (value * 9) / 10; 1313 value = value * 9 / 10;
1583
1584 value /= 4; // fix by GHJ, don't understand, pcg
1585 1314
1586 if (obj->value > 0 && rndm (0, 29)) 1315 if (obj->value > 0 && rndm (0, 29))
1587 { 1316 total_value += value;
1588 int count;
1589 1317
1590 count = value / large->value;
1591 *large_nuggets += count;
1592 value -= (uint64) count *(uint64) large->value;
1593
1594 count = value / small->value;
1595 *small_nuggets += count;
1596 }
1597
1598 /* Turn 25 small nuggets into 1 large nugget. If the value
1599 * of large nuggets is not evenly divisable by the small nugget
1600 * value, take off an extra small_nugget (Assuming small_nuggets!=0)
1601 */
1602 if (*small_nuggets * small->value >= large->value)
1603 {
1604 (*large_nuggets)++;
1605 *small_nuggets -= large->value / small->value;
1606 if (*small_nuggets && large->value % small->value)
1607 (*small_nuggets)--;
1608 }
1609
1610 weight += obj->weight; 1318 total_weight += obj->total_weight ();
1319
1611 obj->destroy (); 1320 obj->destroy ();
1612} 1321}
1613 1322
1614static void 1323static void
1615update_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)
1616{ 1325{
1617 object *tmp;
1618 int flag = 0; 1326 int flag = 0;
1619 1327
1620 /* 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
1621 * flag if we are on the same space as the player 1329 * flag if we are on the same space as the player
1622 */ 1330 */
1623 if (x == op->x && y == op->y && op->map == m) 1331 if (x == op->x && y == op->y && op->map == m)
1624 flag = INS_BELOW_ORIGINATOR; 1332 flag = INS_BELOW_ORIGINATOR;
1625 1333
1626 if (small_nuggets) 1334 if (small_nuggets)
1627 { 1335 {
1628 tmp = small->clone (); 1336 object *tmp = small->clone ();
1629 tmp->nrof = small_nuggets; 1337 tmp->nrof = small_nuggets;
1630 m->insert (tmp, x, y, op, flag); 1338 m->insert (tmp, x, y, op, flag);
1631 } 1339 }
1632 1340
1633 if (large_nuggets) 1341 if (large_nuggets)
1634 { 1342 {
1635 tmp = large->clone (); 1343 object *tmp = large->clone ();
1636 tmp->nrof = large_nuggets; 1344 tmp->nrof = large_nuggets;
1637 m->insert (tmp, x, y, op, flag); 1345 m->insert (tmp, x, y, op, flag);
1638 } 1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1639} 1351}
1640 1352
1641int 1353int
1642alchemy (object *op, object *caster, object *spell_ob) 1354alchemy (object *op, object *caster, object *spell_ob)
1643{ 1355{
1644 int x, y, weight = 0, weight_max, large_nuggets, small_nuggets, mflags;
1645 sint16 nx, ny;
1646 object *next, *tmp;
1647 maptile *mp;
1648
1649 if (op->type != PLAYER) 1356 if (op->type != PLAYER)
1650 return 0; 1357 return 0;
1651 1358
1359 object *large = get_archetype ("largenugget");
1360 object *small = get_archetype ("smallnugget");
1361
1652 /* 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
1653 * some, and also prevents people from alcheming every table/chair/clock 1363 * some, and also prevents people from alchemising every table/chair/clock
1654 * in sight 1364 * in sight
1655 */ 1365 */
1656 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);
1657 weight_max *= 1000; 1367 int weight_max = duration * 1000;
1658 small = get_archetype ("smallnugget"), large = get_archetype ("largenugget"); 1368 uint64 value_max = duration * 1000;
1659 1369
1370 int weight = 0;
1371
1660 for (y = op->y - 1; y <= op->y + 1; y++) 1372 for (int y = op->y - 1; y <= op->y + 1; y++)
1661 { 1373 {
1662 for (x = op->x - 1; x <= op->x + 1; x++) 1374 for (int x = op->x - 1; x <= op->x + 1; x++)
1663 { 1375 {
1376 uint64 value = 0;
1377
1664 nx = x; 1378 sint16 nx = x;
1665 ny = y; 1379 sint16 ny = y;
1666 1380
1667 mp = op->map; 1381 maptile *mp = op->map;
1668 1382
1669 mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny); 1383 int mflags = get_map_flags (mp, &mp, nx, ny, &nx, &ny);
1670 1384
1671 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC)) 1385 if (mflags & (P_OUT_OF_MAP | P_NO_MAGIC))
1672 continue; 1386 continue;
1673 1387
1674 /* Treat alchemy a little differently - most spell effects 1388 /* Treat alchemy a little differently - most spell effects
1676 * ground level effect. 1390 * ground level effect.
1677 */ 1391 */
1678 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK) 1392 if (GET_MAP_MOVE_BLOCK (mp, nx, ny) & MOVE_WALK)
1679 continue; 1393 continue;
1680 1394
1681 small_nuggets = 0;
1682 large_nuggets = 0;
1683
1684 for (tmp = mp->at (nx, ny).bot; tmp; tmp = next) 1395 for (object *next, *tmp = mp->at (nx, ny).bot; tmp; tmp = next)
1685 { 1396 {
1686 next = tmp->above; 1397 next = tmp->above;
1687 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))
1695 for (tmp1 = tmp->inv; tmp1; tmp1 = next1) 1406 for (tmp1 = tmp->inv; tmp1; tmp1 = next1)
1696 { 1407 {
1697 next1 = tmp1->below; 1408 next1 = tmp1->below;
1698 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) && 1409 if (tmp1->weight > 0 && !QUERY_FLAG (tmp1, FLAG_NO_PICK) &&
1699 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON)) 1410 !QUERY_FLAG (tmp1, FLAG_ALIVE) && !QUERY_FLAG (tmp1, FLAG_IS_CAULDRON))
1700 alchemy_object (tmp1, &small_nuggets, &large_nuggets, &weight); 1411 alchemy_object (tmp1, value, weight);
1701 } 1412 }
1702 } 1413 }
1703 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)
2353 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2354 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2355 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2356 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2357 tmp->set_owner (op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2358 set_spell_skill (op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2359 op->contr->ranges[range_golem] = tmp;
2360 op->contr->shoottype = range_golem;
2361 2079
2362 /* 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
2363 * 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
2364 * used above. 2082 * used above.
2365 */ 2083 */
2366 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2367 weapon->remove (); 2085 weapon->remove ();
2086
2368 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2369 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2370 /* 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,
2371 * 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
2372 * body_info, skills, etc) 2091 * body_info, skills, etc)

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