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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.50 by root, Sat May 12 08:36:35 2007 UTC vs.
Revision 1.64 by root, Thu Jul 26 00:27:09 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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>
70 return 0; 69 return 0;
71 } 70 }
72 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
73 { 72 {
74 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
75 play_sound_map (op->map, op->x, op->y, SOUND_OB_EXPLODE); 74 op->play_sound (sound_find ("ob_explode"));
76 esrv_del_item (op->contr, wand->count); 75 esrv_del_item (op->contr, wand->count);
77 wand->destroy (); 76 wand->destroy ();
78 tmp = get_archetype ("fireball"); 77 tmp = get_archetype ("fireball");
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 79
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
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)
565} 568}
566 569
567int 570int
568perceive_self (object *op) 571perceive_self (object *op)
569{ 572{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 573 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 574 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 575
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
576 tmp = find_god (determine_god (op)); 582 if (object *god = find_god (determine_god (op)))
577 if (tmp) 583 buf << "You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 584 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 585 buf << "You worship no god.\n";
581 586
582 tmp = present_arch_in_ob (at, op); 587 object *tmp = present_arch_in_ob (at, op);
583 588
584 if (*cp == '\0' && tmp == NULL) 589 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 590 buf << "You feel very mundane. ";
586 else 591 else
587 { 592 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 593 buf << "You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp); 594
590 if (tmp != NULL) 595 if (tmp)
591 {
592 for (i = 0; i < NUM_STATS; i++) 596 for (int i = 0; i < NUM_STATS; i++)
593 { 597 if (tmp->stats.stat (i) < 0)
594 if (get_attr_value (&tmp->stats, i) < 0) 598 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 } 599 }
601 600
602 if (is_dragon_pl (op)) 601 if (is_dragon_pl (op))
603 {
604 /* now grab the 'dragon_ability'-force from the player's inventory */ 602 /* now grab the 'dragon_ability'-force from the player's inventory */
605 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 603 for (tmp = op->inv; tmp; tmp = tmp->below)
606 { 604 {
607 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 605 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
608 { 606 {
609 if (tmp->stats.exp == 0) 607 if (tmp->stats.exp == 0)
610 sprintf (buf, "Your metabolism isn't focused on anything."); 608 buf << "Your metabolism isn't focused on anything.\n";
611 else 609 else
612 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";
613 611
614 new_draw_info (NDI_UNIQUE, 0, op, buf);
615 break; 612 break;
616 } 613 }
617 } 614 }
618 }
619 615
620 return 1; 616 buf << '\0'; // zero-terminate
621}
622 617
623/* int cast_create_town_portal (object *op, object *caster, int dir) 618 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
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. You 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. You 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 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
776 &op->name);
777 else if (op_level < 30)
778 snprintf (portal_message, 1024,
779 "%s's portal smells of ozone. You do a lot of movements and finally pass through the small hole in the air\n", &op->name);
780 else if (op_level < 60)
781 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
782 else
783 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You 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 ();
870 619
871 return 1; 620 return 1;
872} 621}
873 622
874/* This creates magic walls. Really, it can create most any object, 623/* 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); 721 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
973 return 0; 722 return 0;
974 } 723 }
975 724
976 /* 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 */
977 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 726 if (tmp->other_arch && tmp->other_arch->type == SPELL)
978 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 727 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
979 728
980 /* This code causes the wall to extend some distance in 729 /* This code causes the wall to extend some distance in
981 * each direction, or until an obstruction is encountered. 730 * each direction, or until an obstruction is encountered.
982 * posblocked and negblocked help determine how far the 731 * posblocked and negblocked help determine how far the
1002 { 751 {
1003 object *tmp2 = tmp->clone (); 752 object *tmp2 = tmp->clone ();
1004 m->insert (tmp2, x, y, op); 753 m->insert (tmp2, x, y, op);
1005 754
1006 /* 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 */
1007 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 756 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1008 tmp2->insert (arch_to_object (tmp2->other_arch)); 757 tmp2->insert (arch_to_object (tmp2->other_arch));
1009 758
1010 } 759 }
1011 else 760 else
1012 posblocked = 1; 761 posblocked = 1;
1019 ((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)
1020 { 769 {
1021 object *tmp2 = tmp->clone (); 770 object *tmp2 = tmp->clone ();
1022 m->insert (tmp2, x, y, op); 771 m->insert (tmp2, x, y, op);
1023 772
1024 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 773 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1025 tmp2->insert (arch_to_object (tmp2->other_arch)); 774 tmp2->insert (arch_to_object (tmp2->other_arch));
1026 } 775 }
1027 else 776 else
1028 negblocked = 1; 777 negblocked = 1;
1029 } 778 }
1270 } 1019 }
1271 1020
1272 return success; 1021 return success;
1273} 1022}
1274 1023
1275
1276/* 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
1277 * 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
1278 * good comments for those. 1026 * good comments for those.
1279 */ 1027 */
1280static const char *const no_gain_msgs[NUM_STATS] = { 1028static const char *const no_gain_msgs[NUM_STATS] = {
1281 "You grow no stronger.", 1029 "You grow no stronger.",
1282 "You grow no more agile.", 1030 "You grow no more agile.",
1283 "You don't feel any healthier.", 1031 "You don't feel any healthier.",
1284 "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."
1285 "You are no easier to look at.", 1035 "You are no easier to look at.",
1286 "no int",
1287 "no pow"
1288}; 1036};
1289 1037
1290int 1038int
1291cast_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)
1292{ 1040{
1343 } 1091 }
1344 else 1092 else
1345 { 1093 {
1346 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.");
1347 } 1095 }
1096
1348 return 1; 1097 return 1;
1349 } 1098 }
1099
1350 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;
1351 force->speed = 1.0; 1101 force->speed = 1.0;
1352 force->speed_left = -1.0; 1102 force->speed_left = -1.0;
1353 SET_FLAG (force, FLAG_APPLIED); 1103 SET_FLAG (force, FLAG_APPLIED);
1354 1104
1360 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);
1361 if (force->resist[i] > 100) 1111 if (force->resist[i] > 100)
1362 force->resist[i] = 100; 1112 force->resist[i] = 100;
1363 } 1113 }
1364 } 1114 }
1115
1365 if (spell_ob->stats.hp) 1116 if (spell_ob->stats.hp)
1366 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);
1367 1118
1368 if (tmp->type == PLAYER) 1119 if (tmp->type == PLAYER)
1369 { 1120 {
1370 /* Stat adjustment spells */ 1121 /* Stat adjustment spells */
1371 for (i = 0; i < NUM_STATS; i++) 1122 for (i = 0; i < NUM_STATS; i++)
1372 { 1123 {
1373 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1124 if (sint8 stat = spell_ob->stats.stat (i))
1374
1375 if (stat)
1376 { 1125 {
1377 sm = 0; 1126 sint8 sm = 0;
1378 for (k = 0; k < stat; k++) 1127 for (sint8 k = 0; k < stat; k++)
1379 sm += rndm (1, 3); 1128 sm += rndm (1, 3);
1380 1129
1381 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1130 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1382 { 1131 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1383 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1132
1384 if (sm < 0) 1133 force->stats.stat (i) = sm;
1385 sm = 0; 1134
1386 }
1387 set_attr_value (&force->stats, i, sm);
1388 if (!sm) 1135 if (!sm)
1389 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1136 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1390 } 1137 }
1391 } 1138 }
1392 } 1139 }
1413 force->attacktype = spell_ob->attacktype; 1160 force->attacktype = spell_ob->attacktype;
1414 1161
1415 insert_ob_in_ob (force, tmp); 1162 insert_ob_in_ob (force, tmp);
1416 change_abil (tmp, force); /* Mostly to display any messages */ 1163 change_abil (tmp, force); /* Mostly to display any messages */
1417 tmp->update_stats (); 1164 tmp->update_stats ();
1165
1418 return 1; 1166 return 1;
1419} 1167}
1420 1168
1421/* 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
1422 * 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
1423 * of the caster. 1171 * of the caster.
1424 */ 1172 */
1425
1426int 1173int
1427cast_bless (object *op, object *caster, object *spell_ob, int dir) 1174cast_bless (object *op, object *caster, object *spell_ob, int dir)
1428{ 1175{
1429 int i; 1176 int i;
1430 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1177 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
2251 object *weapon, *tmp; 1998 object *weapon, *tmp;
2252 char buf[MAX_BUF]; 1999 char buf[MAX_BUF];
2253 int a, i; 2000 int a, i;
2254 sint16 x, y; 2001 sint16 x, y;
2255 maptile *m; 2002 maptile *m;
2256 materialtype_t *mt;
2257 2003
2258 if (!spell->other_arch) 2004 if (!spell->other_arch)
2259 { 2005 {
2260 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2261 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);
2280 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2281 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2282 2028
2283 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2284 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) ||
2285 ((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))
2286 { 2032 {
2287 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.");
2288 return 0; 2034 return 0;
2289 } 2035 }
2290 2036
2294 if (!weapon) 2040 if (!weapon)
2295 { 2041 {
2296 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!");
2297 return 0; 2043 return 0;
2298 } 2044 }
2299 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2300 { 2046 {
2301 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.");
2302 return 0; 2048 return 0;
2303 } 2049 }
2304 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2373 2119
2374 /* attacktype */ 2120 /* attacktype */
2375 if (!tmp->attacktype) 2121 if (!tmp->attacktype)
2376 tmp->attacktype = AT_PHYSICAL; 2122 tmp->attacktype = AT_PHYSICAL;
2377 2123
2378 mt = NULL;
2379 if (op->materialname != NULL)
2380 mt = name_to_material (op->materialname); 2124 if (materialtype_t *mt = name_to_material (op->materialname))
2381 if (mt != NULL)
2382 { 2125 {
2383 for (i = 0; i < NROFATTACKS; i++) 2126 for (i = 0; i < NROFATTACKS; i++)
2384 tmp->resist[i] = 50 - (mt->save[i] * 5); 2127 tmp->resist[i] = 50 - (mt->save[i] * 5);
2385 a = mt->save[0]; 2128 a = mt->save[0];
2386 } 2129 }
2388 { 2131 {
2389 for (i = 0; i < NROFATTACKS; i++) 2132 for (i = 0; i < NROFATTACKS; i++)
2390 tmp->resist[i] = 5; 2133 tmp->resist[i] = 5;
2391 a = 10; 2134 a = 10;
2392 } 2135 }
2136
2393 /* Set weapon's immunity */ 2137 /* Set weapon's immunity */
2394 tmp->resist[ATNR_CONFUSION] = 100; 2138 tmp->resist[ATNR_CONFUSION] = 100;
2395 tmp->resist[ATNR_POISON] = 100; 2139 tmp->resist[ATNR_POISON] = 100;
2396 tmp->resist[ATNR_SLOW] = 100; 2140 tmp->resist[ATNR_SLOW] = 100;
2397 tmp->resist[ATNR_PARALYZE] = 100; 2141 tmp->resist[ATNR_PARALYZE] = 100;
2403 2147
2404 /* 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 */
2405 2149
2406 if (a > 14) 2150 if (a > 14)
2407 a = 14; 2151 a = 14;
2152
2408 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));
2409 2154
2410 /* Determine golem's speed */ 2155 /* Determine golem's speed */
2411 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)));
2412 2157

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