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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.41 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.63 by root, Tue Jul 10 07:31:20 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License 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
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <object.h> 25#include <object.h>
27#include <living.h> 26#include <living.h>
104 ncharges = 1; 103 ncharges = 1;
105 104
106 wand->stats.food += ncharges; 105 wand->stats.food += ncharges;
107 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand)); 106 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s glows with power.", query_name (wand));
108 107
109 if (wand->arch && QUERY_FLAG (&wand->arch->clone, FLAG_ANIMATE)) 108 if (wand->arch && QUERY_FLAG (wand->arch, FLAG_ANIMATE))
110 { 109 {
111 SET_FLAG (wand, FLAG_ANIMATE); 110 SET_FLAG (wand, FLAG_ANIMATE);
112 wand->set_speed (wand->arch->clone.speed); 111 wand->set_speed (wand->arch->speed);
113 } 112 }
114 113
115 return 1; 114 return 1;
116} 115}
117 116
154 /* If it starts with a letter, presume it is a description */ 153 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 154 if (isalpha (*stringarg))
156 { 155 {
157 artifact *al = find_artifactlist (missile->type)->items; 156 artifact *al = find_artifactlist (missile->type)->items;
158 157
159 for (; al != NULL; al = al->next) 158 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 159 if (!strcasecmp (al->item->name, stringarg))
161 break; 160 break;
162 161
163 if (!al) 162 if (!al)
164 { 163 {
224 if (stringarg) 223 if (stringarg)
225 { 224 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 225 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 226 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 227 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 228 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 229 stringarg = NULL;
231 } 230 }
232 231
233 if (!stringarg) 232 if (!stringarg)
234 { 233 {
240 * We don't use flesh types because the weight values of those need 239 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 240 * to be altered from the donor.
242 */ 241 */
243 242
244 /* We assume the food items don't have multiple parts */ 243 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 244 for_all_archetypes (at_tmp)
246 { 245 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 246 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 247 {
249 /* Basically, if the food value is something that is creatable 248 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 249 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 250 * the item we have now, take it instead.
252 */ 251 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 252 if (at_tmp->stats.food <= food_value
253 && (!at
254 || at_tmp->stats.food > at->stats.food
255 || (at_tmp->stats.food == at->stats.food
256 && at_tmp->weight < at->weight)))
254 at = at_tmp; 257 at = at_tmp;
255 } 258 }
256 } 259 }
257 } 260 }
258 /* Pretty unlikely (there are some very low food items), but you never 261 /* Pretty unlikely (there are some very low food items), but you never
262 { 265 {
263 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food."); 266 new_draw_info (NDI_UNIQUE, 0, op, "You don't have enough experience to create any food.");
264 return 0; 267 return 0;
265 } 268 }
266 269
267 food_value /= at->clone.stats.food; 270 food_value /= at->stats.food;
268 new_op = arch_to_object (at); 271 new_op = arch_to_object (at);
269 new_op->nrof = food_value; 272 new_op->nrof = food_value;
270 273
271 new_op->value = 0; 274 new_op->value = 0;
272 if (new_op->nrof < 1) 275 if (new_op->nrof < 1)
398 else 401 else
399 op->contr->tmp_invis = 1; 402 op->contr->tmp_invis = 1;
400 403
401 op->contr->hidden = 0; 404 op->contr->hidden = 0;
402 } 405 }
406
403 if (makes_invisible_to (op, op)) 407 if (makes_invisible_to (op, op))
404 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 408 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
405 else 409 else
406 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!"); 410 new_draw_info (NDI_UNIQUE, 0, op, "You feel more transparent!");
407 411
408 update_object (op, UP_OBJ_FACE); 412 update_object (op, UP_OBJ_CHANGE);
409 413
410 /* Only search the active objects - only these should actually do 414 /* Only search the active objects - only these should actually do
411 * harm to the player. 415 * harm to the player.
412 */ 416 */
413 for_all_actives (tmp) 417 for_all_actives (tmp)
564} 568}
565 569
566int 570int
567perceive_self (object *op) 571perceive_self (object *op)
568{ 572{
569 char *cp = describe_item (op, op), buf[MAX_BUF]; 573 const char *cp = describe_item (op, op);
570 archetype *at = archetype::find (ARCH_DEPLETION); 574 archetype *at = archetype::find (ARCH_DEPLETION);
571 object *tmp;
572 int i;
573 575
576 dynbuf_text buf;
577
578 if (player *pl = op->contr)
579 if (object *race = archetype::find (op->race))
580 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
581
574 tmp = find_god (determine_god (op)); 582 if (object *god = find_god (determine_god (op)))
575 if (tmp) 583 buf << "You worship " << &god->name << ".\n";
576 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
577 else 584 else
578 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 585 buf << "You worship no god.\n";
579 586
580 tmp = present_arch_in_ob (at, op); 587 object *tmp = present_arch_in_ob (at, op);
581 588
582 if (*cp == '\0' && tmp == NULL) 589 if (*cp == '\0' && tmp == NULL)
583 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 590 buf << "You feel very mundane. ";
584 else 591 else
585 { 592 {
586 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 593 buf << "You have: " << cp << ".\n";
587 new_draw_info (NDI_UNIQUE, 0, op, cp); 594
588 if (tmp != NULL) 595 if (tmp)
589 {
590 for (i = 0; i < NUM_STATS; i++) 596 for (int i = 0; i < NUM_STATS; i++)
591 { 597 if (tmp->stats.stat (i) < 0)
592 if (get_attr_value (&tmp->stats, i) < 0) 598 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
593 {
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
595 }
596 }
597 }
598 } 599 }
599 600
600 if (is_dragon_pl (op)) 601 if (is_dragon_pl (op))
601 {
602 /* now grab the 'dragon_ability'-force from the player's inventory */ 602 /* now grab the 'dragon_ability'-force from the player's inventory */
603 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 603 for (tmp = op->inv; tmp; tmp = tmp->below)
604 { 604 {
605 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
606 { 606 {
607 if (tmp->stats.exp == 0) 607 if (tmp->stats.exp == 0)
608 sprintf (buf, "Your metabolism isn't focused on anything."); 608 buf << "Your metabolism isn't focused on anything.\n";
609 else 609 else
610 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 610 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
611 611
612 new_draw_info (NDI_UNIQUE, 0, op, buf);
613 break; 612 break;
614 } 613 }
615 } 614 }
616 }
617 615
618 return 1; 616 buf << '\0'; // zero-terminate
619}
620 617
621/* int cast_create_town_portal (object *op, object *caster, int dir) 618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
622 *
623 * This function cast the spell of town portal for op
624 *
625 * The spell operates in two passes. During the first one a place
626 * is marked as a destination for the portal. During the second one,
627 * 2 portals are created, one in the position the player cast it and
628 * one in the destination place. The portal are synchronized and 2 forces
629 * are inserted in the player to destruct the portal next time player
630 * creates a new portal pair.
631 * This spell has a side effect that it allows people to meet each other
632 * in a permanent, private, appartements by making a town portal from it
633 * to the town or another public place. So, check if the map is unique and if
634 * so return an error
635 *
636 * Code by Tchize (david.delbecq@usa.net)
637 */
638int
639cast_create_town_portal (object *op, object *caster, object *spell, int dir)
640{
641 object *dummy, *force, *old_force;
642 archetype *perm_portal;
643 char portal_name[1024], portal_message[1024];
644 maptile *exitmap;
645 int op_level;
646
647 /* Check to see if the map the player is currently on is a per player unique
648 * map. This can be determined in that per player unique maps have the
649 * full pathname listed.
650 */
651 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
652 {
653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
654 return 0;
655 }
656
657 /* The first thing to do is to check if we have a marked destination
658 * dummy is used to make a check inventory for the force
659 */
660 dummy = arch_to_object (spell->other_arch);
661 if (dummy == NULL)
662 {
663 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
664 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
665 return 0;
666 }
667
668 force = check_inv_recursive (op, dummy);
669
670 if (force == NULL)
671 {
672 /* Here we know there is no destination marked up.
673 * We have 2 things to do:
674 * 1. Mark the destination in the player inventory.
675 * 2. Let the player know it worked.
676 */
677 dummy->name = op->map->path;
678 EXIT_X (dummy) = op->x;
679 EXIT_Y (dummy) = op->y;
680 insert_ob_in_ob (dummy, op);
681 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.");
682 return 1;
683 }
684
685 dummy->destroy ();
686
687 /* Here we know where the town portal should go to
688 * We should kill any existing portal associated with the player.
689 * Than we should create the 2 portals.
690 * For each of them, we need:
691 * - To create the portal with the name of the player+destination map
692 * - set the owner of the town portal
693 * - To mark the position of the portal in the player's inventory
694 * for easier destruction.
695 *
696 * The mark works has follow:
697 * slaying: Existing town portal
698 * hp, sp : x & y of the associated portal
699 * name : name of the portal
700 * race : map the portal is in
701 */
702
703 /* First step: killing existing town portals */
704 dummy = get_archetype (spell->race);
705 if (dummy == NULL)
706 {
707 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
708 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
709 return 0;
710 }
711
712 perm_portal = archetype::find (spell->slaying);
713
714 /* To kill a town portal, we go trough the player's inventory,
715 * for each marked portal in player's inventory,
716 * -We try load the associated map (if impossible, consider the portal destructed)
717 * -We find any portal in the specified location.
718 * If it has the good name, we destruct it.
719 * -We destruct the force indicating that portal.
720 */
721 while ((old_force = check_inv_recursive (op, dummy)))
722 {
723 exitmap = maptile::find_sync (old_force->race, op->map);
724
725 if (exitmap)
726 {
727 exitmap->load_sync ();
728
729 int exitx = EXIT_X (old_force);
730 int exity = EXIT_Y (old_force);
731
732 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
733 {
734 if (tmp->name == old_force->name)
735 {
736 tmp->destroy ();
737 break;
738 }
739 }
740 }
741
742 old_force->destroy ();
743 }
744
745 dummy->destroy ();
746
747 /* Creating the portals.
748 * The very first thing to do is to ensure
749 * access to the destination map.
750 * If we can't, don't fizzle. Simply warn player.
751 * This ensure player pays his mana for the spell
752 * because HE is responsible of forgotting.
753 * 'force' is the destination of the town portal, which we got
754 * from the players inventory above.
755 */
756
757 /* Ensure exit map is loaded */
758 exitmap = maptile::find_sync (force->name);
759
760 /* If we were unable to load (ex. random map deleted), warn player */
761 if (!exitmap)
762 {
763 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
764 force->destroy ();
765 return 1;
766 }
767
768 exitmap->load_sync ();
769
770 op_level = caster_level (caster, spell);
771 if (op_level < 15)
772 snprintf (portal_message, 1024,
773 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
774 &op->name);
775 else if (op_level < 30)
776 snprintf (portal_message, 1024,
777 "\n%s's portal smells of ozone.\nYou do a lot of movements and finally pass\nthrough the small hole in the air\n", &op->name);
778 else if (op_level < 60)
779 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
780 else
781 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
782 &op->name);
783
784 /* Create a portal in front of player
785 * dummy contain the portal and
786 * force contain the track to kill it later
787 */
788 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
789 dummy = get_archetype (spell->slaying); /*The portal */
790 if (dummy == NULL)
791 {
792 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
793 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
794 return 0;
795 }
796
797 EXIT_PATH (dummy) = force->name;
798 EXIT_X (dummy) = EXIT_X (force);
799 EXIT_Y (dummy) = EXIT_Y (force);
800 dummy->name = dummy->name_pl = portal_name;
801 dummy->msg = portal_message;
802 dummy->race = op->name; /*Save the owner of the portal */
803 cast_create_obj (op, caster, dummy, 0);
804
805 /* Now we need to to create a town portal marker inside the player
806 * object, so on future castings, we can know that he has an active
807 * town portal.
808 */
809 object *tmp = get_archetype (spell->race);
810
811 if (!tmp)
812 {
813 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
814 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
815 return 0;
816 }
817
818 tmp->race = op->map->path;
819 tmp->name = portal_name;
820 EXIT_X (tmp) = dummy->x;
821 EXIT_Y (tmp) = dummy->y;
822 op->insert (tmp);
823
824 /* Create a portal in the destination map
825 * dummy contain the portal and
826 * force the track to kill it later
827 * the 'force' variable still contains the 'reminder' of
828 * where this portal goes to.
829 */
830 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
831 dummy = get_archetype (spell->slaying); /*The portal */
832 if (dummy == NULL)
833 {
834 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
835 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
836 return 0;
837 }
838
839 EXIT_PATH (dummy) = op->map->path;
840 EXIT_X (dummy) = op->x;
841 EXIT_Y (dummy) = op->y;
842 dummy->name = dummy->name_pl = portal_name;
843 dummy->msg = portal_message;
844 dummy->race = op->name; /*Save the owner of the portal */
845 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
846
847 /* Now we create another town portal marker that
848 * points back to the one we just made
849 */
850 tmp = get_archetype (spell->race);
851 if (tmp == NULL)
852 {
853 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
854 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
855 return 0;
856 }
857
858 tmp->race = force->name;
859 tmp->name = portal_name;
860 EXIT_X (tmp) = dummy->x;
861 EXIT_Y (tmp) = dummy->y;
862 insert_ob_in_ob (tmp, op);
863
864 /* Describe the player what happened
865 */
866 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
867 force->destroy ();
868 619
869 return 1; 620 return 1;
870} 621}
871 622
872/* This creates magic walls. Really, it can create most any object, 623/* This creates magic walls. Really, it can create most any object,
970 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
971 return 0; 722 return 0;
972 } 723 }
973 724
974 /* If this is a spellcasting wall, need to insert the spell object */ 725 /* If this is a spellcasting wall, need to insert the spell object */
975 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 726 if (tmp->other_arch && tmp->other_arch->type == SPELL)
976 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
977 728
978 /* This code causes the wall to extend some distance in 729 /* This code causes the wall to extend some distance in
979 * each direction, or until an obstruction is encountered. 730 * each direction, or until an obstruction is encountered.
980 * posblocked and negblocked help determine how far the 731 * posblocked and negblocked help determine how far the
1000 { 751 {
1001 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1002 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1003 754
1004 /* If this is a spellcasting wall, need to insert the spell object */ 755 /* If this is a spellcasting wall, need to insert the spell object */
1005 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1006 tmp2->insert (arch_to_object (tmp2->other_arch)); 757 tmp2->insert (arch_to_object (tmp2->other_arch));
1007 758
1008 } 759 }
1009 else 760 else
1010 posblocked = 1; 761 posblocked = 1;
1017 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 768 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1018 { 769 {
1019 object *tmp2 = tmp->clone (); 770 object *tmp2 = tmp->clone ();
1020 m->insert (tmp2, x, y, op); 771 m->insert (tmp2, x, y, op);
1021 772
1022 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1023 tmp2->insert (arch_to_object (tmp2->other_arch)); 774 tmp2->insert (arch_to_object (tmp2->other_arch));
1024 } 775 }
1025 else 776 else
1026 negblocked = 1; 777 negblocked = 1;
1027 } 778 }
1268 } 1019 }
1269 1020
1270 return success; 1021 return success;
1271} 1022}
1272 1023
1273
1274/* This is used for the spells that gain stats. There are no spells 1024/* This is used for the spells that gain stats. There are no spells
1275 * right now that icnrease wis/int/pow on a temp basis, so no 1025 * right now that icnrease wis/int/pow on a temp basis, so no
1276 * good comments for those. 1026 * good comments for those.
1277 */ 1027 */
1278static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1279 "You grow no stronger.", 1029 "You grow no stronger.",
1280 "You grow no more agile.", 1030 "You grow no more agile.",
1281 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1282 "no wis", 1032 "You didn't grow any more intelligent.",
1033 "You do not feel any wiser.",
1034 "You don't feel any more powerful."
1283 "You are no easier to look at.", 1035 "You are no easier to look at.",
1284 "no int",
1285 "no pow"
1286}; 1036};
1287 1037
1288int 1038int
1289cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1039cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1290{ 1040{
1341 } 1091 }
1342 else 1092 else
1343 { 1093 {
1344 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1094 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1345 } 1095 }
1096
1346 return 1; 1097 return 1;
1347 } 1098 }
1099
1348 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1100 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1349 force->speed = 1.0; 1101 force->speed = 1.0;
1350 force->speed_left = -1.0; 1102 force->speed_left = -1.0;
1351 SET_FLAG (force, FLAG_APPLIED); 1103 SET_FLAG (force, FLAG_APPLIED);
1352 1104
1358 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1110 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1359 if (force->resist[i] > 100) 1111 if (force->resist[i] > 100)
1360 force->resist[i] = 100; 1112 force->resist[i] = 100;
1361 } 1113 }
1362 } 1114 }
1115
1363 if (spell_ob->stats.hp) 1116 if (spell_ob->stats.hp)
1364 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1117 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1365 1118
1366 if (tmp->type == PLAYER) 1119 if (tmp->type == PLAYER)
1367 { 1120 {
1368 /* Stat adjustment spells */ 1121 /* Stat adjustment spells */
1369 for (i = 0; i < NUM_STATS; i++) 1122 for (i = 0; i < NUM_STATS; i++)
1370 { 1123 {
1371 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1124 if (sint8 stat = spell_ob->stats.stat (i))
1372
1373 if (stat)
1374 { 1125 {
1375 sm = 0; 1126 sint8 sm = 0;
1376 for (k = 0; k < stat; k++) 1127 for (sint8 k = 0; k < stat; k++)
1377 sm += rndm (1, 3); 1128 sm += rndm (1, 3);
1378 1129
1379 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1130 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1380 { 1131 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1381 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1132
1382 if (sm < 0) 1133 force->stats.stat (i) = sm;
1383 sm = 0; 1134
1384 }
1385 set_attr_value (&force->stats, i, sm);
1386 if (!sm) 1135 if (!sm)
1387 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1136 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1388 } 1137 }
1389 } 1138 }
1390 } 1139 }
1411 force->attacktype = spell_ob->attacktype; 1160 force->attacktype = spell_ob->attacktype;
1412 1161
1413 insert_ob_in_ob (force, tmp); 1162 insert_ob_in_ob (force, tmp);
1414 change_abil (tmp, force); /* Mostly to display any messages */ 1163 change_abil (tmp, force); /* Mostly to display any messages */
1415 tmp->update_stats (); 1164 tmp->update_stats ();
1165
1416 return 1; 1166 return 1;
1417} 1167}
1418 1168
1419/* This used to be part of cast_change_ability, but it really didn't make 1169/* This used to be part of cast_change_ability, but it really didn't make
1420 * a lot of sense, since most of the values it derives are from the god 1170 * a lot of sense, since most of the values it derives are from the god
1421 * of the caster. 1171 * of the caster.
1422 */ 1172 */
1423
1424int 1173int
1425cast_bless (object *op, object *caster, object *spell_ob, int dir) 1174cast_bless (object *op, object *caster, object *spell_ob, int dir)
1426{ 1175{
1427 int i; 1176 int i;
1428 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1762 { 1511 {
1763 identify (tmp); 1512 identify (tmp);
1764 1513
1765 if (op->type == PLAYER) 1514 if (op->type == PLAYER)
1766 { 1515 {
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1516 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1768 1517
1769 if (tmp->msg) 1518 if (tmp->msg)
1770 { 1519 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1520 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1772 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1521 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1784 * stuff on the floor. Only identify stuff on the floor if the spell 1533 * stuff on the floor. Only identify stuff on the floor if the spell
1785 * was not fully used. 1534 * was not fully used.
1786 */ 1535 */
1787 if (num_ident) 1536 if (num_ident)
1788 { 1537 {
1789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1538 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1790 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1539 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1791 { 1540 {
1792 identify (tmp); 1541 identify (tmp);
1793 1542
1794 if (op->type == PLAYER) 1543 if (op->type == PLAYER)
1795 { 1544 {
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1545 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1797 1546
1798 if (tmp->msg) 1547 if (tmp->msg)
1799 { 1548 {
1800 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1549 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1801 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1550 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2151 /* Basically, if the object is magical and not counterspell, 1900 /* Basically, if the object is magical and not counterspell,
2152 * we will more or less remove the object. Don't counterspell 1901 * we will more or less remove the object. Don't counterspell
2153 * monsters either. 1902 * monsters either.
2154 */ 1903 */
2155 1904
2156 if (head->attacktype & AT_MAGIC && 1905 if (head->attacktype & AT_MAGIC
2157 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1906 && !(head->attacktype & AT_COUNTERSPELL)
1907 && !QUERY_FLAG (head, FLAG_MONSTER)
1908 && (op->level > head->level))
2158 head->destroy (); 1909 head->destroy ();
2159 else 1910 else
2160 switch (head->type) 1911 switch (head->type)
2161 { 1912 {
2162 case SPELL_EFFECT: 1913 case SPELL_EFFECT:
1914 // XXX: Don't affect floor spelleffects. See also XXX comment
1915 // about sanctuary in spell_util.C
1916 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1917 continue;
1918
2163 if (op->level > head->level) 1919 if (op->level > head->level)
2164 head->destroy (); 1920 head->destroy ();
2165 1921
2166 break; 1922 break;
2167 1923
2234 * This code was very odd - code early on would only let players use the spell, 1990 * This code was very odd - code early on would only let players use the spell,
2235 * yet the code wass full of player checks. I've presumed that the code 1991 * yet the code wass full of player checks. I've presumed that the code
2236 * that only let players use it was correct, and removed all the other 1992 * that only let players use it was correct, and removed all the other
2237 * player checks. MSW 2003-01-06 1993 * player checks. MSW 2003-01-06
2238 */ 1994 */
2239
2240int 1995int
2241animate_weapon (object *op, object *caster, object *spell, int dir) 1996animate_weapon (object *op, object *caster, object *spell, int dir)
2242{ 1997{
2243 object *weapon, *tmp; 1998 object *weapon, *tmp;
2244 char buf[MAX_BUF]; 1999 char buf[MAX_BUF];
2245 int a, i; 2000 int a, i;
2246 sint16 x, y; 2001 sint16 x, y;
2247 maptile *m; 2002 maptile *m;
2248 materialtype_t *mt;
2249 2003
2250 if (!spell->other_arch) 2004 if (!spell->other_arch)
2251 { 2005 {
2252 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2253 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2256 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2257 if (op->type != PLAYER) 2011 if (op->type != PLAYER)
2258 return 0; 2012 return 0;
2259 2013
2260 /* if player already has a golem, abort */ 2014 /* if player already has a golem, abort */
2261 if (op->contr->ranges[range_golem]) 2015 if (object *golem = op->contr->golem)
2262 { 2016 {
2263 control_golem (op->contr->ranges[range_golem], dir); 2017 control_golem (golem, dir);
2264 return 0; 2018 return 0;
2265 } 2019 }
2266 2020
2267 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2268 if (!dir) 2022 if (!dir)
2272 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2273 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2274 2028
2275 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2276 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) ||
2277 ((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))
2278 { 2032 {
2279 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.");
2280 return 0; 2034 return 0;
2281 } 2035 }
2282 2036
2286 if (!weapon) 2040 if (!weapon)
2287 { 2041 {
2288 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!");
2289 return 0; 2043 return 0;
2290 } 2044 }
2291 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2292 { 2046 {
2293 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.");
2294 return 0; 2048 return 0;
2295 } 2049 }
2296 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2318 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2319 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2320 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2321 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2322 tmp->set_owner (op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2323 set_spell_skill (op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2324 op->contr->ranges[range_golem] = tmp;
2325 op->contr->shoottype = range_golem;
2326 2079
2327 /* 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
2328 * 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
2329 * used above. 2082 * used above.
2330 */ 2083 */
2331 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2332 weapon->remove (); 2085 weapon->remove ();
2086
2333 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2334 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2335 /* 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,
2336 * 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
2337 * body_info, skills, etc) 2091 * body_info, skills, etc)
2365 2119
2366 /* attacktype */ 2120 /* attacktype */
2367 if (!tmp->attacktype) 2121 if (!tmp->attacktype)
2368 tmp->attacktype = AT_PHYSICAL; 2122 tmp->attacktype = AT_PHYSICAL;
2369 2123
2370 mt = NULL;
2371 if (op->materialname != NULL)
2372 mt = name_to_material (op->materialname); 2124 if (materialtype_t *mt = name_to_material (op->materialname))
2373 if (mt != NULL)
2374 { 2125 {
2375 for (i = 0; i < NROFATTACKS; i++) 2126 for (i = 0; i < NROFATTACKS; i++)
2376 tmp->resist[i] = 50 - (mt->save[i] * 5); 2127 tmp->resist[i] = 50 - (mt->save[i] * 5);
2377 a = mt->save[0]; 2128 a = mt->save[0];
2378 } 2129 }
2380 { 2131 {
2381 for (i = 0; i < NROFATTACKS; i++) 2132 for (i = 0; i < NROFATTACKS; i++)
2382 tmp->resist[i] = 5; 2133 tmp->resist[i] = 5;
2383 a = 10; 2134 a = 10;
2384 } 2135 }
2136
2385 /* Set weapon's immunity */ 2137 /* Set weapon's immunity */
2386 tmp->resist[ATNR_CONFUSION] = 100; 2138 tmp->resist[ATNR_CONFUSION] = 100;
2387 tmp->resist[ATNR_POISON] = 100; 2139 tmp->resist[ATNR_POISON] = 100;
2388 tmp->resist[ATNR_SLOW] = 100; 2140 tmp->resist[ATNR_SLOW] = 100;
2389 tmp->resist[ATNR_PARALYZE] = 100; 2141 tmp->resist[ATNR_PARALYZE] = 100;
2395 2147
2396 /* Improve weapon's armour value according to best save vs. physical of its material */ 2148 /* Improve weapon's armour value according to best save vs. physical of its material */
2397 2149
2398 if (a > 14) 2150 if (a > 14)
2399 a = 14; 2151 a = 14;
2152
2400 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2153 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2401 2154
2402 /* Determine golem's speed */ 2155 /* Determine golem's speed */
2403 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2156 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2404 2157

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