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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.42 by root, Wed Mar 14 04:12:29 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)
565} 569}
566 570
567int 571int
568perceive_self (object *op) 572perceive_self (object *op)
569{ 573{
570 char *cp = describe_item (op, op), buf[MAX_BUF]; 574 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
572 object *tmp;
573 int i;
574 576
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
575 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
576 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
577 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
578 else 585 else
579 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
580 587
581 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
582 589
583 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
584 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
585 else 592 else
586 { 593 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
588 new_draw_info (NDI_UNIQUE, 0, op, cp); 595
589 if (tmp != NULL) 596 if (tmp)
590 {
591 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
592 { 598 if (tmp->stats.stat (i) < 0)
593 if (get_attr_value (&tmp->stats, i) < 0) 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
594 {
595 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -(get_attr_value (&tmp->stats, i)));
596 }
597 }
598 }
599 } 600 }
600 601
601 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
602 {
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 605 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
607 { 607 {
608 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
609 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
610 else 610 else
611 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";
612 612
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 613 break;
615 } 614 }
616 } 615 }
617 }
618 616
619 return 1; 617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
620}
621
622/* int cast_create_town_portal (object *op, object *caster, int dir)
623 *
624 * This function cast the spell of town portal for op
625 *
626 * The spell operates in two passes. During the first one a place
627 * is marked as a destination for the portal. During the second one,
628 * 2 portals are created, one in the position the player cast it and
629 * one in the destination place. The portal are synchronized and 2 forces
630 * are inserted in the player to destruct the portal next time player
631 * creates a new portal pair.
632 * This spell has a side effect that it allows people to meet each other
633 * in a permanent, private, appartements by making a town portal from it
634 * to the town or another public place. So, check if the map is unique and if
635 * so return an error
636 *
637 * Code by Tchize (david.delbecq@usa.net)
638 */
639int
640cast_create_town_portal (object *op, object *caster, object *spell, int dir)
641{
642 object *dummy, *force, *old_force;
643 archetype *perm_portal;
644 char portal_name[1024], portal_message[1024];
645 maptile *exitmap;
646 int op_level;
647
648 /* Check to see if the map the player is currently on is a per player unique
649 * map. This can be determined in that per player unique maps have the
650 * full pathname listed.
651 */
652 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
653 {
654 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
655 return 0;
656 }
657
658 /* The first thing to do is to check if we have a marked destination
659 * dummy is used to make a check inventory for the force
660 */
661 dummy = arch_to_object (spell->other_arch);
662 if (dummy == NULL)
663 {
664 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
665 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
666 return 0;
667 }
668
669 force = check_inv_recursive (op, dummy);
670
671 if (force == NULL)
672 {
673 /* Here we know there is no destination marked up.
674 * We have 2 things to do:
675 * 1. Mark the destination in the player inventory.
676 * 2. Let the player know it worked.
677 */
678 dummy->name = op->map->path;
679 EXIT_X (dummy) = op->x;
680 EXIT_Y (dummy) = op->y;
681 insert_ob_in_ob (dummy, op);
682 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.");
683 return 1;
684 }
685
686 dummy->destroy ();
687
688 /* Here we know where the town portal should go to
689 * We should kill any existing portal associated with the player.
690 * Than we should create the 2 portals.
691 * For each of them, we need:
692 * - To create the portal with the name of the player+destination map
693 * - set the owner of the town portal
694 * - To mark the position of the portal in the player's inventory
695 * for easier destruction.
696 *
697 * The mark works has follow:
698 * slaying: Existing town portal
699 * hp, sp : x & y of the associated portal
700 * name : name of the portal
701 * race : map the portal is in
702 */
703
704 /* First step: killing existing town portals */
705 dummy = get_archetype (spell->race);
706 if (dummy == NULL)
707 {
708 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
709 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
710 return 0;
711 }
712
713 perm_portal = archetype::find (spell->slaying);
714
715 /* To kill a town portal, we go trough the player's inventory,
716 * for each marked portal in player's inventory,
717 * -We try load the associated map (if impossible, consider the portal destructed)
718 * -We find any portal in the specified location.
719 * If it has the good name, we destruct it.
720 * -We destruct the force indicating that portal.
721 */
722 while ((old_force = check_inv_recursive (op, dummy)))
723 {
724 exitmap = maptile::find_sync (old_force->race, op->map);
725
726 if (exitmap)
727 {
728 exitmap->load_sync ();
729
730 int exitx = EXIT_X (old_force);
731 int exity = EXIT_Y (old_force);
732
733 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
734 {
735 if (tmp->name == old_force->name)
736 {
737 tmp->destroy ();
738 break;
739 }
740 }
741 }
742
743 old_force->destroy ();
744 }
745
746 dummy->destroy ();
747
748 /* Creating the portals.
749 * The very first thing to do is to ensure
750 * access to the destination map.
751 * If we can't, don't fizzle. Simply warn player.
752 * This ensure player pays his mana for the spell
753 * because HE is responsible of forgotting.
754 * 'force' is the destination of the town portal, which we got
755 * from the players inventory above.
756 */
757
758 /* Ensure exit map is loaded */
759 exitmap = maptile::find_sync (force->name);
760
761 /* If we were unable to load (ex. random map deleted), warn player */
762 if (!exitmap)
763 {
764 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens.\nYou can't remember where to go!?");
765 force->destroy ();
766 return 1;
767 }
768
769 exitmap->load_sync ();
770
771 op_level = caster_level (caster, spell);
772 if (op_level < 15)
773 snprintf (portal_message, 1024,
774 "\nThe air moves around you and\na huge smell of ammonia\nsurounds you as you pass\nthrough %s's tiny portal\nPouah!\n",
775 &op->name);
776 else if (op_level < 30)
777 snprintf (portal_message, 1024,
778 "\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);
779 else if (op_level < 60)
780 snprintf (portal_message, 1024, "\nA shining door opens in the air in front of you,\nshowing you the path to another place.\n");
781 else
782 snprintf (portal_message, 1024, "\nAs you walk through %s's portal, flowers come out\nfrom the ground around you.\nYou feel awed.\n",
783 &op->name);
784
785 /* Create a portal in front of player
786 * dummy contain the portal and
787 * force contain the track to kill it later
788 */
789 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
790 dummy = get_archetype (spell->slaying); /*The portal */
791 if (dummy == NULL)
792 {
793 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
794 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
795 return 0;
796 }
797
798 EXIT_PATH (dummy) = force->name;
799 EXIT_X (dummy) = EXIT_X (force);
800 EXIT_Y (dummy) = EXIT_Y (force);
801 dummy->name = dummy->name_pl = portal_name;
802 dummy->msg = portal_message;
803 dummy->race = op->name; /*Save the owner of the portal */
804 cast_create_obj (op, caster, dummy, 0);
805
806 /* Now we need to to create a town portal marker inside the player
807 * object, so on future castings, we can know that he has an active
808 * town portal.
809 */
810 object *tmp = get_archetype (spell->race);
811
812 if (!tmp)
813 {
814 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
815 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
816 return 0;
817 }
818
819 tmp->race = op->map->path;
820 tmp->name = portal_name;
821 EXIT_X (tmp) = dummy->x;
822 EXIT_Y (tmp) = dummy->y;
823 op->insert (tmp);
824
825 /* Create a portal in the destination map
826 * dummy contain the portal and
827 * force the track to kill it later
828 * the 'force' variable still contains the 'reminder' of
829 * where this portal goes to.
830 */
831 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
832 dummy = get_archetype (spell->slaying); /*The portal */
833 if (dummy == NULL)
834 {
835 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
836 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
837 return 0;
838 }
839
840 EXIT_PATH (dummy) = op->map->path;
841 EXIT_X (dummy) = op->x;
842 EXIT_Y (dummy) = op->y;
843 dummy->name = dummy->name_pl = portal_name;
844 dummy->msg = portal_message;
845 dummy->race = op->name; /*Save the owner of the portal */
846 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
847
848 /* Now we create another town portal marker that
849 * points back to the one we just made
850 */
851 tmp = get_archetype (spell->race);
852 if (tmp == NULL)
853 {
854 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
855 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
856 return 0;
857 }
858
859 tmp->race = force->name;
860 tmp->name = portal_name;
861 EXIT_X (tmp) = dummy->x;
862 EXIT_Y (tmp) = dummy->y;
863 insert_ob_in_ob (tmp, op);
864
865 /* Describe the player what happened
866 */
867 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
868 force->destroy ();
869 618
870 return 1; 619 return 1;
871} 620}
872 621
873/* This creates magic walls. Really, it can create most any object, 622/* This creates magic walls. Really, it can create most any object,
971 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);
972 return 0; 721 return 0;
973 } 722 }
974 723
975 /* 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 */
976 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 725 if (tmp->other_arch && tmp->other_arch->type == SPELL)
977 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 726 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
978 727
979 /* This code causes the wall to extend some distance in 728 /* This code causes the wall to extend some distance in
980 * each direction, or until an obstruction is encountered. 729 * each direction, or until an obstruction is encountered.
981 * posblocked and negblocked help determine how far the 730 * posblocked and negblocked help determine how far the
1001 { 750 {
1002 object *tmp2 = tmp->clone (); 751 object *tmp2 = tmp->clone ();
1003 m->insert (tmp2, x, y, op); 752 m->insert (tmp2, x, y, op);
1004 753
1005 /* 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 */
1006 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 755 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1007 tmp2->insert (arch_to_object (tmp2->other_arch)); 756 tmp2->insert (arch_to_object (tmp2->other_arch));
1008 757
1009 } 758 }
1010 else 759 else
1011 posblocked = 1; 760 posblocked = 1;
1018 ((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)
1019 { 768 {
1020 object *tmp2 = tmp->clone (); 769 object *tmp2 = tmp->clone ();
1021 m->insert (tmp2, x, y, op); 770 m->insert (tmp2, x, y, op);
1022 771
1023 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 772 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1024 tmp2->insert (arch_to_object (tmp2->other_arch)); 773 tmp2->insert (arch_to_object (tmp2->other_arch));
1025 } 774 }
1026 else 775 else
1027 negblocked = 1; 776 negblocked = 1;
1028 } 777 }
1269 } 1018 }
1270 1019
1271 return success; 1020 return success;
1272} 1021}
1273 1022
1274
1275/* 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
1276 * 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
1277 * good comments for those. 1025 * good comments for those.
1278 */ 1026 */
1279static const char *const no_gain_msgs[NUM_STATS] = { 1027static const char *const no_gain_msgs[NUM_STATS] = {
1280 "You grow no stronger.", 1028 "You grow no stronger.",
1281 "You grow no more agile.", 1029 "You grow no more agile.",
1282 "You don't feel any healthier.", 1030 "You don't feel any healthier.",
1283 "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."
1284 "You are no easier to look at.", 1034 "You are no easier to look at.",
1285 "no int",
1286 "no pow"
1287}; 1035};
1288 1036
1289int 1037int
1290cast_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)
1291{ 1039{
1342 } 1090 }
1343 else 1091 else
1344 { 1092 {
1345 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.");
1346 } 1094 }
1095
1347 return 1; 1096 return 1;
1348 } 1097 }
1098
1349 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;
1350 force->speed = 1.0; 1100 force->speed = 1.0;
1351 force->speed_left = -1.0; 1101 force->speed_left = -1.0;
1352 SET_FLAG (force, FLAG_APPLIED); 1102 SET_FLAG (force, FLAG_APPLIED);
1353 1103
1359 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);
1360 if (force->resist[i] > 100) 1110 if (force->resist[i] > 100)
1361 force->resist[i] = 100; 1111 force->resist[i] = 100;
1362 } 1112 }
1363 } 1113 }
1114
1364 if (spell_ob->stats.hp) 1115 if (spell_ob->stats.hp)
1365 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);
1366 1117
1367 if (tmp->type == PLAYER) 1118 if (tmp->type == PLAYER)
1368 { 1119 {
1369 /* Stat adjustment spells */ 1120 /* Stat adjustment spells */
1370 for (i = 0; i < NUM_STATS; i++) 1121 for (i = 0; i < NUM_STATS; i++)
1371 { 1122 {
1372 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1123 if (sint8 stat = spell_ob->stats.stat (i))
1373
1374 if (stat)
1375 { 1124 {
1376 sm = 0; 1125 sint8 sm = 0;
1377 for (k = 0; k < stat; k++) 1126 for (sint8 k = 0; k < stat; k++)
1378 sm += rndm (1, 3); 1127 sm += rndm (1, 3);
1379 1128
1380 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1129 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1381 { 1130 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1382 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1131
1383 if (sm < 0) 1132 force->stats.stat (i) = sm;
1384 sm = 0; 1133
1385 }
1386 set_attr_value (&force->stats, i, sm);
1387 if (!sm) 1134 if (!sm)
1388 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1135 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1389 } 1136 }
1390 } 1137 }
1391 } 1138 }
1412 force->attacktype = spell_ob->attacktype; 1159 force->attacktype = spell_ob->attacktype;
1413 1160
1414 insert_ob_in_ob (force, tmp); 1161 insert_ob_in_ob (force, tmp);
1415 change_abil (tmp, force); /* Mostly to display any messages */ 1162 change_abil (tmp, force); /* Mostly to display any messages */
1416 tmp->update_stats (); 1163 tmp->update_stats ();
1164
1417 return 1; 1165 return 1;
1418} 1166}
1419 1167
1420/* 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
1421 * 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
1422 * of the caster. 1170 * of the caster.
1423 */ 1171 */
1424
1425int 1172int
1426cast_bless (object *op, object *caster, object *spell_ob, int dir) 1173cast_bless (object *op, object *caster, object *spell_ob, int dir)
1427{ 1174{
1428 int i; 1175 int i;
1429 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1176 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1763 { 1510 {
1764 identify (tmp); 1511 identify (tmp);
1765 1512
1766 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1767 { 1514 {
1768 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));
1769 1516
1770 if (tmp->msg) 1517 if (tmp->msg)
1771 { 1518 {
1772 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:");
1773 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1785 * 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
1786 * was not fully used. 1533 * was not fully used.
1787 */ 1534 */
1788 if (num_ident) 1535 if (num_ident)
1789 { 1536 {
1790 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)
1791 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1538 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1792 { 1539 {
1793 identify (tmp); 1540 identify (tmp);
1794 1541
1795 if (op->type == PLAYER) 1542 if (op->type == PLAYER)
1796 { 1543 {
1797 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));
1798 1545
1799 if (tmp->msg) 1546 if (tmp->msg)
1800 { 1547 {
1801 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:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1549 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2152 /* Basically, if the object is magical and not counterspell, 1899 /* Basically, if the object is magical and not counterspell,
2153 * we will more or less remove the object. Don't counterspell 1900 * we will more or less remove the object. Don't counterspell
2154 * monsters either. 1901 * monsters either.
2155 */ 1902 */
2156 1903
2157 if (head->attacktype & AT_MAGIC && 1904 if (head->attacktype & AT_MAGIC
2158 !(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))
2159 head->destroy (); 1908 head->destroy ();
2160 else 1909 else
2161 switch (head->type) 1910 switch (head->type)
2162 { 1911 {
2163 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
2164 if (op->level > head->level) 1918 if (op->level > head->level)
2165 head->destroy (); 1919 head->destroy ();
2166 1920
2167 break; 1921 break;
2168 1922
2235 * 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,
2236 * 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
2237 * 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
2238 * player checks. MSW 2003-01-06 1992 * player checks. MSW 2003-01-06
2239 */ 1993 */
2240
2241int 1994int
2242animate_weapon (object *op, object *caster, object *spell, int dir) 1995animate_weapon (object *op, object *caster, object *spell, int dir)
2243{ 1996{
2244 object *weapon, *tmp; 1997 object *weapon, *tmp;
2245 char buf[MAX_BUF]; 1998 char buf[MAX_BUF];
2257 /* exit if it's not a player using this spell. */ 2010 /* exit if it's not a player using this spell. */
2258 if (op->type != PLAYER) 2011 if (op->type != PLAYER)
2259 return 0; 2012 return 0;
2260 2013
2261 /* if player already has a golem, abort */ 2014 /* if player already has a golem, abort */
2262 if (op->contr->ranges[range_golem]) 2015 if (object *golem = op->contr->golem)
2263 { 2016 {
2264 control_golem (op->contr->ranges[range_golem], dir); 2017 control_golem (golem, dir);
2265 return 0; 2018 return 0;
2266 } 2019 }
2267 2020
2268 /* if no direction specified, pick one */ 2021 /* if no direction specified, pick one */
2269 if (!dir) 2022 if (!dir)
2273 x = op->x + freearr_x[dir]; 2026 x = op->x + freearr_x[dir];
2274 y = op->y + freearr_y[dir]; 2027 y = op->y + freearr_y[dir];
2275 2028
2276 /* if there's no place to put the golem, abort */ 2029 /* if there's no place to put the golem, abort */
2277 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) ||
2278 ((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))
2279 { 2032 {
2280 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.");
2281 return 0; 2034 return 0;
2282 } 2035 }
2283 2036
2287 if (!weapon) 2040 if (!weapon)
2288 { 2041 {
2289 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!");
2290 return 0; 2043 return 0;
2291 } 2044 }
2292 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2045 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2293 { 2046 {
2294 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.");
2295 return 0; 2048 return 0;
2296 } 2049 }
2297 if (weapon->type != WEAPON) 2050 if (weapon->type != WEAPON)
2319 CLEAR_FLAG (tmp, FLAG_MONSTER); 2072 CLEAR_FLAG (tmp, FLAG_MONSTER);
2320 tmp->stats.exp = 0; 2073 tmp->stats.exp = 0;
2321 add_friendly_object (tmp); 2074 add_friendly_object (tmp);
2322 tmp->type = GOLEM; 2075 tmp->type = GOLEM;
2323 tmp->set_owner (op); 2076 tmp->set_owner (op);
2077 op->contr->golem = tmp;
2324 set_spell_skill (op, caster, spell, tmp); 2078 set_spell_skill (op, caster, spell, tmp);
2325 op->contr->ranges[range_golem] = tmp;
2326 op->contr->shoottype = range_golem;
2327 2079
2328 /* 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
2329 * 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
2330 * used above. 2082 * used above.
2331 */ 2083 */
2332 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2084 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2333 weapon->remove (); 2085 weapon->remove ();
2086
2334 insert_ob_in_ob (weapon, tmp); 2087 insert_ob_in_ob (weapon, tmp);
2335 esrv_send_item (op, weapon); 2088 esrv_send_item (op, weapon);
2336 /* 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,
2337 * 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
2338 * body_info, skills, etc) 2091 * body_info, skills, etc)

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