1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * 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 Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <object.h> |
26 | #include <object.h> |
… | |
… | |
73 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
73 | if (!(random_roll (0, 3, op, PREFER_HIGH))) |
74 | { |
74 | { |
75 | op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand)); |
75 | op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand)); |
76 | op->play_sound (sound_find ("ob_explode")); |
76 | op->play_sound (sound_find ("ob_explode")); |
77 | wand->destroy (); |
77 | wand->destroy (); |
78 | object *tmp = get_archetype (shstr_fireball); |
78 | object *tmp = archetype::get (shstr_fireball); |
79 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
79 | tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; |
80 | |
80 | |
81 | if (!tmp->stats.dam) |
81 | if (!tmp->stats.dam) |
82 | tmp->stats.dam = 1; |
82 | tmp->stats.dam = 1; |
83 | |
83 | |
… | |
… | |
196 | /* Can't get any money for these objects */ |
196 | /* Can't get any money for these objects */ |
197 | missile->value = 0; |
197 | missile->value = 0; |
198 | |
198 | |
199 | missile->set_flag (FLAG_IDENTIFIED); |
199 | missile->set_flag (FLAG_IDENTIFIED); |
200 | |
200 | |
201 | if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) |
201 | cast_create_obj (op, caster, missile, dir); |
|
|
202 | |
|
|
203 | if (!dir |
|
|
204 | && op->type == PLAYER |
|
|
205 | && !missile->destroyed ()) |
202 | pick_up (op, missile); |
206 | pick_up (op, missile); |
203 | |
207 | |
204 | return 1; |
208 | return 1; |
205 | } |
209 | } |
206 | |
|
|
207 | |
210 | |
208 | /* allows the choice of what sort of food object to make. |
211 | /* allows the choice of what sort of food object to make. |
209 | * If spellparam is NULL, it will create food dependent on level --PeterM*/ |
212 | * If spellparam is NULL, it will create food dependent on level --PeterM*/ |
210 | int |
213 | int |
211 | cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam) |
214 | cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam) |
… | |
… | |
389 | |
392 | |
390 | /* Remove the switch with 90% duplicate code - just handle the differences with |
393 | /* Remove the switch with 90% duplicate code - just handle the differences with |
391 | * and if statement or two. |
394 | * and if statement or two. |
392 | */ |
395 | */ |
393 | op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
396 | op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); |
|
|
397 | |
394 | /* max duration */ |
398 | /* limit duration */ |
395 | if (op->invisible > 1000) |
399 | min_it (op->invisible, 1000); |
396 | op->invisible = 1000; |
|
|
397 | |
400 | |
398 | if (op->type == PLAYER) |
401 | if (op->type == PLAYER) |
399 | { |
402 | { |
400 | op->contr->invis_race = spell_ob->race; |
403 | op->contr->invis_race = spell_ob->race; |
401 | |
404 | |
… | |
… | |
461 | |
464 | |
462 | void |
465 | void |
463 | execute_word_of_recall (object *op) |
466 | execute_word_of_recall (object *op) |
464 | { |
467 | { |
465 | if (object *pl = op->in_player ()) |
468 | if (object *pl = op->in_player ()) |
466 | { |
|
|
467 | if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST]) |
469 | if (pl->ms ().flags () & P_NO_CLERIC && !pl->flag [FLAG_WIZCAST]) |
468 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
470 | new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); |
469 | else |
471 | else |
470 | pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); |
472 | pl->player_goto (op->slaying, op->stats.hp, op->stats.sp); |
471 | } |
|
|
472 | |
473 | |
473 | op->destroy (); |
474 | op->destroy (); |
474 | } |
475 | } |
475 | |
476 | |
476 | /* Word of recall causes the player to return 'home'. |
477 | /* Word of recall causes the player to return 'home'. |
… | |
… | |
478 | * time delay effect. |
479 | * time delay effect. |
479 | */ |
480 | */ |
480 | int |
481 | int |
481 | cast_word_of_recall (object *op, object *caster, object *spell_ob) |
482 | cast_word_of_recall (object *op, object *caster, object *spell_ob) |
482 | { |
483 | { |
483 | object *dummy; |
484 | if (!op->is_player ()) |
484 | int time; |
|
|
485 | |
|
|
486 | if (op->type != PLAYER) |
|
|
487 | return 0; |
485 | return 0; |
488 | |
486 | |
489 | if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) |
487 | if (find_obj_by_type_subtype (op, SPELL_EFFECT, SP_WORD_OF_RECALL)) |
490 | { |
488 | { |
491 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
489 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
492 | return 1; |
490 | return 1; |
493 | } |
491 | } |
494 | |
492 | |
495 | dummy = get_archetype (FORCE_NAME); |
493 | object *dummy = archetype::get (FORCE_NAME); |
496 | |
494 | |
497 | if (!dummy) |
|
|
498 | { |
|
|
499 | new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); |
|
|
500 | LOG (llevError, "cast_word_of_recall: get_archetype(force) failed!\n"); |
|
|
501 | return 0; |
|
|
502 | } |
|
|
503 | |
|
|
504 | time = spell_ob->duration - SP_level_duration_adjust (caster, spell_ob); |
495 | int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob)); |
505 | if (time < 1) |
|
|
506 | time = 1; |
|
|
507 | |
496 | |
508 | /* value of speed really doesn't make much difference, as long as it is |
497 | /* value of speed really doesn't make much difference, as long as it is |
509 | * positive. Lower value may be useful so that the problem doesn't |
498 | * positive. Lower value may be useful so that the problem doesn't |
510 | * do anything really odd if it say a -1000 or something. |
499 | * do anything really odd if it say a -1000 or something. |
511 | */ |
500 | */ |
512 | dummy->set_speed (0.002); |
501 | dummy->set_speed (0.002); |
513 | dummy->speed_left = -dummy->speed * time; |
502 | dummy->speed_left = -dummy->speed * time; |
514 | dummy->type = SPELL_EFFECT; |
503 | dummy->type = SPELL_EFFECT; |
515 | dummy->subtype = SP_WORD_OF_RECALL; |
504 | dummy->subtype = SP_WORD_OF_RECALL; |
516 | |
505 | dummy->slaying = op->contr->savebed_map; |
517 | /* If we could take advantage of enter_player_savebed() here, it would be |
506 | dummy->stats.hp = op->contr->bed_x; |
518 | * nice, but until the map load fails, we can't. |
507 | dummy->stats.sp = op->contr->bed_y; |
519 | */ |
|
|
520 | EXIT_PATH (dummy) = op->contr->savebed_map; |
|
|
521 | EXIT_X (dummy) = op->contr->bed_x; |
|
|
522 | EXIT_Y (dummy) = op->contr->bed_y; |
|
|
523 | |
508 | |
524 | op->insert (dummy); |
509 | op->insert (dummy); |
525 | |
510 | |
526 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
511 | new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); |
527 | |
512 | |
… | |
… | |
1090 | |
1075 | |
1091 | new_draw_info_format (NDI_UNIQUE, 0, op, |
1076 | new_draw_info_format (NDI_UNIQUE, 0, op, |
1092 | "You create an aura of magical force. H<The effect will last for about %.10g seconds.>", |
1077 | "You create an aura of magical force. H<The effect will last for about %.10g seconds.>", |
1093 | TICK2TIME (duration)); |
1078 | TICK2TIME (duration)); |
1094 | |
1079 | |
1095 | force = get_archetype (FORCE_NAME); |
1080 | force = archetype::get (FORCE_NAME); |
1096 | force->subtype = FORCE_CHANGE_ABILITY; |
1081 | force->subtype = FORCE_CHANGE_ABILITY; |
1097 | force->duration = duration; |
1082 | force->duration = duration; |
1098 | |
1083 | |
1099 | if (spell_ob->race) |
1084 | if (spell_ob->race) |
1100 | force->name = spell_ob->race; |
1085 | force->name = spell_ob->race; |
… | |
… | |
1107 | force->speed_left = -1.0; |
1092 | force->speed_left = -1.0; |
1108 | force->set_flag (FLAG_APPLIED); |
1093 | force->set_flag (FLAG_APPLIED); |
1109 | |
1094 | |
1110 | /* Now start processing the effects. First, protections */ |
1095 | /* Now start processing the effects. First, protections */ |
1111 | for (i = 0; i < NROFATTACKS; i++) |
1096 | for (i = 0; i < NROFATTACKS; i++) |
1112 | { |
|
|
1113 | if (spell_ob->resist[i]) |
1097 | if (spell_ob->resist[i]) |
1114 | { |
|
|
1115 | force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); |
1098 | force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob)); |
1116 | if (force->resist[i] > 100) |
|
|
1117 | force->resist[i] = 100; |
|
|
1118 | } |
|
|
1119 | } |
|
|
1120 | |
1099 | |
1121 | if (spell_ob->stats.hp) |
1100 | if (spell_ob->stats.hp) |
1122 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1101 | force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); |
1123 | |
1102 | |
1124 | if (tmp->type == PLAYER) |
1103 | if (tmp->type == PLAYER) |
… | |
… | |
1210 | } |
1189 | } |
1211 | } |
1190 | } |
1212 | |
1191 | |
1213 | if (force == NULL) |
1192 | if (force == NULL) |
1214 | { |
1193 | { |
1215 | force = get_archetype (FORCE_NAME); |
1194 | force = archetype::get (FORCE_NAME); |
1216 | force->subtype = FORCE_CHANGE_ABILITY; |
1195 | force->subtype = FORCE_CHANGE_ABILITY; |
1217 | if (spell_ob->race) |
1196 | if (spell_ob->race) |
1218 | force->name = spell_ob->race; |
1197 | force->name = spell_ob->race; |
1219 | else |
1198 | else |
1220 | force->name = spell_ob->name; |
1199 | force->name = spell_ob->name; |
… | |
… | |
1235 | { |
1214 | { |
1236 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1215 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1237 | } |
1216 | } |
1238 | return 0; |
1217 | return 0; |
1239 | } |
1218 | } |
|
|
1219 | |
1240 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1220 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1241 | force->speed = 1.0; |
1221 | force->speed = 1.0; |
1242 | force->speed_left = -1.0; |
1222 | force->speed_left = -1.0; |
1243 | force->set_flag (FLAG_APPLIED); |
1223 | force->set_flag (FLAG_APPLIED); |
1244 | |
1224 | |
… | |
… | |
1280 | |
1260 | |
1281 | /* Alchemy code by Mark Wedel |
1261 | /* Alchemy code by Mark Wedel |
1282 | * |
1262 | * |
1283 | * This code adds a new spell, called alchemy. Alchemy will turn |
1263 | * This code adds a new spell, called alchemy. Alchemy will turn |
1284 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1264 | * objects to pyrite ("false gold"), henceforth called gold nuggets. |
1285 | * |
1265 | * |
1286 | * The value of the gold nuggets being about 90% of that of the item |
1266 | * The value of the gold nuggets being about 90% of that of the item |
1287 | * itself. It uses the value of the object before charisma adjustments, |
1267 | * itself. It uses the value of the object before charisma adjustments, |
1288 | * because the nuggets themselves will be will be adjusted by charisma |
1268 | * because the nuggets themselves will be will be adjusted by charisma |
1289 | * when sold. |
1269 | * when sold. |
1290 | * |
1270 | * |
… | |
… | |
1392 | } |
1372 | } |
1393 | |
1373 | |
1394 | value -= rndm (value >> 4); |
1374 | value -= rndm (value >> 4); |
1395 | value = min (value, value_max); |
1375 | value = min (value, value_max); |
1396 | |
1376 | |
1397 | for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i) |
1377 | for (int i = 0; i < array_length (nugget); ++i) |
1398 | if (int nrof = value / nugget [i]->value) |
1378 | if (int nrof = value / nugget [i]->value) |
1399 | { |
1379 | { |
1400 | value -= nrof * nugget[i]->value; |
1380 | value -= nrof * nugget[i]->value; |
1401 | |
1381 | |
1402 | object *tmp = nugget[i]->instance (); |
1382 | object *tmp = nugget[i]->instance (); |
… | |
… | |
1420 | int |
1400 | int |
1421 | remove_curse (object *op, object *caster, object *spell) |
1401 | remove_curse (object *op, object *caster, object *spell) |
1422 | { |
1402 | { |
1423 | int success = 0, was_one = 0; |
1403 | int success = 0, was_one = 0; |
1424 | |
1404 | |
|
|
1405 | int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); |
|
|
1406 | |
|
|
1407 | op->splay_marked (); |
|
|
1408 | |
|
|
1409 | int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED; |
|
|
1410 | |
1425 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1411 | for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below) |
1426 | if (tmp->flag [FLAG_APPLIED] && |
1412 | if (!tmp->invisible && tmp->flag [typeflag]) |
1427 | ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) || |
|
|
1428 | (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED]))) |
|
|
1429 | { |
1413 | { |
1430 | was_one++; |
1414 | ++was_one; |
1431 | |
1415 | |
1432 | if (tmp->level <= casting_level (caster, spell)) |
1416 | if (tmp->level <= casting_level (caster, spell)) |
1433 | { |
1417 | { |
1434 | success++; |
1418 | ++success; |
1435 | if (spell->flag [FLAG_DAMNED]) |
1419 | --num_uncurse; |
1436 | tmp->clr_flag (FLAG_DAMNED); |
|
|
1437 | |
1420 | |
|
|
1421 | tmp->clr_flag (typeflag); |
1438 | tmp->clr_flag (FLAG_CURSED); |
1422 | tmp->clr_flag (FLAG_CURSED); |
1439 | tmp->clr_flag (FLAG_KNOWN_CURSED); |
1423 | tmp->clr_flag (FLAG_KNOWN_CURSED); |
1440 | tmp->value = 0; /* Still can't sell it */ |
1424 | tmp->value = 0; /* Still can't sell it */ |
1441 | |
1425 | |
1442 | if (object *pl = tmp->visible_to ()) |
1426 | if (object *pl = tmp->visible_to ()) |
… | |
… | |
1445 | } |
1429 | } |
1446 | |
1430 | |
1447 | if (op->type == PLAYER) |
1431 | if (op->type == PLAYER) |
1448 | { |
1432 | { |
1449 | if (success) |
1433 | if (success) |
1450 | new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); |
1434 | new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>"); |
1451 | else |
1435 | else |
1452 | { |
1436 | { |
1453 | if (was_one) |
1437 | if (was_one) |
1454 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); |
1438 | new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>"); |
1455 | else |
1439 | else |
1456 | new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); |
1440 | new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>"); |
1457 | } |
1441 | } |
1458 | } |
1442 | } |
1459 | |
1443 | |
1460 | return success; |
1444 | return success; |
1461 | } |
1445 | } |
1462 | |
1446 | |
1463 | /* Identifies objects in the players inventory/on the ground */ |
1447 | /* Identifies objects in the players inventory/on the ground */ |
1464 | int |
1448 | int |
1465 | cast_identify (object *op, object *caster, object *spell) |
1449 | cast_identify (object *op, object *caster, object *spell) |
1466 | { |
1450 | { |
1467 | object *tmp; |
|
|
1468 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
1451 | dynbuf_text &buf = msg_dynbuf; buf.clear (); |
1469 | |
1452 | |
1470 | int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); |
1453 | int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); |
1471 | |
1454 | |
|
|
1455 | op->splay_marked (); |
|
|
1456 | |
1472 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1457 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1473 | { |
1458 | { |
1474 | if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ()) |
1459 | if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ()) |
1475 | { |
1460 | { |
1476 | identify (tmp); |
1461 | identify (tmp); |
1477 | |
1462 | |
… | |
… | |
1492 | * stuff on the floor. Only identify stuff on the floor if the spell |
1477 | * stuff on the floor. Only identify stuff on the floor if the spell |
1493 | * was not fully used. |
1478 | * was not fully used. |
1494 | */ |
1479 | */ |
1495 | if (num_ident) |
1480 | if (num_ident) |
1496 | { |
1481 | { |
1497 | for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1482 | for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) |
1498 | if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ()) |
1483 | if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ()) |
1499 | { |
1484 | { |
1500 | identify (tmp); |
1485 | identify (tmp); |
1501 | |
1486 | |
1502 | if (object *pl = tmp->visible_to ()) |
1487 | if (object *pl = tmp->visible_to ()) |
… | |
… | |
1529 | |
1514 | |
1530 | int |
1515 | int |
1531 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1516 | cast_detection (object *op, object *caster, object *spell, object *skill) |
1532 | { |
1517 | { |
1533 | object *tmp, *last, *god, *detect; |
1518 | object *tmp, *last, *god, *detect; |
1534 | int done_one, range, mflags, floor, level; |
1519 | int done_one, range, floor, level; |
1535 | sint16 x, y, nx, ny; |
1520 | sint16 x, y, nx, ny; |
1536 | maptile *m; |
1521 | maptile *m; |
1537 | |
1522 | |
1538 | /* We precompute some values here so that we don't have to keep |
1523 | /* We precompute some values here so that we don't have to keep |
1539 | * doing it over and over again. |
1524 | * doing it over and over again. |
… | |
… | |
2127 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2112 | /* Improve weapon's armour value according to best save vs. physical of its material */ |
2128 | |
2113 | |
2129 | if (a > 14) |
2114 | if (a > 14) |
2130 | a = 14; |
2115 | a = 14; |
2131 | |
2116 | |
2132 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); |
2117 | tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a)); |
2133 | |
2118 | |
2134 | /* Determine golem's speed */ |
2119 | /* Determine golem's speed */ |
2135 | tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); |
2120 | tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell))); |
2136 | |
2121 | |
2137 | if (!spell->race) |
2122 | if (!spell->race) |
2138 | { |
2123 | { |
2139 | sprintf (buf, "animated %s", &weapon->name); |
2124 | sprintf (buf, "animated %s", &weapon->name); |
2140 | tmp->name = buf; |
2125 | tmp->name = buf; |