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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.65 by root, Wed Aug 1 00:26:04 2007 UTC vs.
Revision 1.66 by root, Fri Aug 10 01:47:53 2007 UTC

1276} 1276}
1277 1277
1278/* Alchemy code by Mark Wedel 1278/* Alchemy code by Mark Wedel
1279 * 1279 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1280 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1281 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * about 90% of that of the item itself. It uses the value of the
1283 * object before charisma adjustments, because the nuggets themselves
1284 * will be will be adjusted by charisma when sold.
1285 * 1282 *
1286 * Large nuggets are worth 25 gp each (base). You will always get 1283 * The value of the gold nuggets being about 90% of that of the item
1287 * the maximum number of large nuggets you could get. 1284 * itself. It uses the value of the object before charisma adjustments,
1288 * Small nuggets are worth 1 gp each (base). You will get from 0 1285 * because the nuggets themselves will be will be adjusted by charisma
1289 * to the max amount of small nuggets as you could get. 1286 * when sold.
1290 *
1291 * For example, if an item is worth 110 gold, you will get
1292 * 4 large nuggets, and from 0-10 small nuggets.
1293 * 1287 *
1294 * There is also a chance (1:30) that you will get nothing at all 1288 * There is also a chance (1:30) that you will get nothing at all
1295 * for the object. There is also a maximum weight that will be 1289 * for the object. There is also a maximum weight that will be
1296 * alchemised. 1290 * alchemised.
1297 */ 1291 */
1320 total_weight += obj->total_weight (); 1314 total_weight += obj->total_weight ();
1321 1315
1322 obj->destroy (); 1316 obj->destroy ();
1323} 1317}
1324 1318
1325static void
1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1327{
1328 int flag = 0;
1329
1330 /* Put any nuggets below the player, but we can only pass this
1331 * flag if we are on the same space as the player
1332 */
1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1335
1336 if (small_nuggets)
1337 {
1338 object *tmp = small->clone ();
1339 tmp->nrof = small_nuggets;
1340 m->insert (tmp, x, y, op, flag);
1341 }
1342
1343 if (large_nuggets)
1344 {
1345 object *tmp = large->clone ();
1346 tmp->nrof = large_nuggets;
1347 m->insert (tmp, x, y, op, flag);
1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int 1319int
1356alchemy (object *op, object *caster, object *spell_ob) 1320alchemy (object *op, object *caster, object *spell_ob)
1357{ 1321{
1358 if (op->type != PLAYER) 1322 if (op->type != PLAYER)
1359 return 0; 1323 return 0;
1360 1324
1361 object *large = get_archetype ("largenugget"); 1325 archetype *nugget[3];
1362 object *small = get_archetype ("smallnugget"); 1326
1327 nugget[0] = archetype::find ("pyrite3");
1328 nugget[1] = archetype::find ("pyrite2");
1329 nugget[2] = archetype::find ("pyrite");
1363 1330
1364 /* Put a maximum weight of items that can be alchemised. Limits the power 1331 /* Put a maximum weight of items that can be alchemised. Limits the power
1365 * some, and also prevents people from alchemising every table/chair/clock 1332 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1333 * in sight
1367 */ 1334 */
1419 if (weight > weight_max) 1386 if (weight > weight_max)
1420 break; 1387 break;
1421 } 1388 }
1422 } 1389 }
1423 1390
1391 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1392 value = min (value, value_max);
1425 1393
1426 uint64 count = value / large->value; 1394 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1427 int large_nuggets = count; 1395 if (int nrof = value / nugget [i]->value)
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1433 /* Insert all the nuggets at one time. This probably saves time, but
1434 * it also prevents us from alcheming nuggets that were just created
1435 * with this spell.
1436 */ 1396 {
1437 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1397 value -= nrof * nugget[i]->value;
1398
1399 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0);
1403 }
1438 1404
1439 if (weight > weight_max) 1405 if (weight > weight_max)
1440 goto bailout; 1406 goto bailout;
1441 } 1407 }
1442 } 1408 }
1443 1409
1444bailout: 1410bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1411 return 1;
1448} 1412}
1449 1413
1450 1414
1451/* This function removes the cursed/damned status on equipped 1415/* This function removes the cursed/damned status on equipped

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