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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.51 by root, Sat May 12 18:14:48 2007 UTC vs.
Revision 1.65 by root, Wed Aug 1 00:26:04 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
123 * great a plus, the default is used. 122 * great a plus, the default is used.
124 * The # of arrows created also goes up with level, so if a 30th level mage 123 * The # of arrows created also goes up with level, so if a 30th level mage
125 * wants LOTS of arrows, and doesn't care what the plus is he could 124 * wants LOTS of arrows, and doesn't care what the plus is he could
126 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
127 */ 126 */
128
129int 127int
130cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg) 128cast_create_missile (object *op, object *caster, object *spell, int dir, const char *stringarg)
131{ 129{
132 int missile_plus = 0, bonus_plus = 0; 130 int missile_plus = 0, bonus_plus = 0;
133 const char *missile_name; 131 const char *missile_name;
224 if (stringarg) 222 if (stringarg)
225 { 223 {
226 at = find_archetype_by_object_type_name (FOOD, stringarg); 224 at = find_archetype_by_object_type_name (FOOD, stringarg);
227 if (at == NULL) 225 if (at == NULL)
228 at = find_archetype_by_object_type_name (DRINK, stringarg); 226 at = find_archetype_by_object_type_name (DRINK, stringarg);
229 if (at == NULL || at->clone.stats.food > food_value) 227 if (at == NULL || at->stats.food > food_value)
230 stringarg = NULL; 228 stringarg = NULL;
231 } 229 }
232 230
233 if (!stringarg) 231 if (!stringarg)
234 { 232 {
240 * We don't use flesh types because the weight values of those need 238 * We don't use flesh types because the weight values of those need
241 * to be altered from the donor. 239 * to be altered from the donor.
242 */ 240 */
243 241
244 /* We assume the food items don't have multiple parts */ 242 /* We assume the food items don't have multiple parts */
245 for (at_tmp = first_archetype; at_tmp != NULL; at_tmp = at_tmp->next) 243 for_all_archetypes (at_tmp)
246 { 244 {
247 if (at_tmp->clone.type == FOOD || at_tmp->clone.type == DRINK) 245 if (at_tmp->type == FOOD || at_tmp->type == DRINK)
248 { 246 {
249 /* Basically, if the food value is something that is creatable 247 /* Basically, if the food value is something that is creatable
250 * under the limits of the spell and it is higher than 248 * under the limits of the spell and it is higher than
251 * the item we have now, take it instead. 249 * the item we have now, take it instead.
252 */ 250 */
253 if (at_tmp->clone.stats.food <= food_value && (!at || at_tmp->clone.stats.food > at->clone.stats.food)) 251 if (at_tmp->stats.food <= food_value
252 && (!at
253 || at_tmp->stats.food > at->stats.food
254 || (at_tmp->stats.food == at->stats.food
255 && at_tmp->weight < at->weight)))
254 at = at_tmp; 256 at = at_tmp;
255 } 257 }
256 } 258 }
257 } 259 }
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
259 * know 262 * know
260 */ 263 */
261 if (!at) 264 if (!at)
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)
287 if (!dir) 290 if (!dir)
288 { 291 {
289 examine_monster (op, op); 292 examine_monster (op, op);
290 return 1; 293 return 1;
291 } 294 }
295
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
294 { 298 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir];
296 300
316 examine_monster (op, tmp); 320 examine_monster (op, tmp);
317 return 1; 321 return 1;
318 } 322 }
319 } 323 }
320 } 324 }
325
321 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
322 return 1; 327 return 1;
323} 328}
324
325 329
326/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
327 * does race check, undead check, etc 331 * does race check, undead check, etc
328 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
329 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
565} 569}
566 570
567int 571int
568perceive_self (object *op) 572perceive_self (object *op)
569{ 573{
570 char buf[MAX_BUF];
571 const char *cp = describe_item (op, op); 574 const char *cp = describe_item (op, op);
572 archetype *at = archetype::find (ARCH_DEPLETION); 575 archetype *at = archetype::find (ARCH_DEPLETION);
573 object *tmp;
574 int i;
575 576
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
576 tmp = find_god (determine_god (op)); 583 if (object *god = find_god (determine_god (op)))
577 if (tmp) 584 buf << "You worship " << &god->name << ".\n";
578 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
579 else 585 else
580 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 586 buf << "You worship no god.\n";
581 587
582 tmp = present_arch_in_ob (at, op); 588 object *tmp = present_arch_in_ob (at, op);
583 589
584 if (*cp == '\0' && tmp == NULL) 590 if (*cp == '\0' && tmp == NULL)
585 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 591 buf << "You feel very mundane. ";
586 else 592 else
587 { 593 {
588 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 594 buf << "You have: " << cp << ".\n";
589 new_draw_info (NDI_UNIQUE, 0, op, cp);
590 595
591 if (tmp) 596 if (tmp)
592 for (i = 0; i < NUM_STATS; i++) 597 for (int i = 0; i < NUM_STATS; i++)
593 if (tmp->stats.stat (i) < 0) 598 if (tmp->stats.stat (i) < 0)
594 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is depleted by %d", statname[i], -tmp->stats.stat (i)); 599 buf.printf ("Your %s is depleted by %d.\n", statname[i], -tmp->stats.stat (i));
595 } 600 }
596 601
597 if (is_dragon_pl (op)) 602 if (is_dragon_pl (op))
598 {
599 /* now grab the 'dragon_ability'-force from the player's inventory */ 603 /* now grab the 'dragon_ability'-force from the player's inventory */
600 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 604 for (tmp = op->inv; tmp; tmp = tmp->below)
601 { 605 {
602 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force"))
603 { 607 {
604 if (tmp->stats.exp == 0) 608 if (tmp->stats.exp == 0)
605 sprintf (buf, "Your metabolism isn't focused on anything."); 609 buf << "Your metabolism isn't focused on anything.\n";
606 else 610 else
607 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";
608 612
609 new_draw_info (NDI_UNIQUE, 0, op, buf);
610 break; 613 break;
611 } 614 }
612 } 615 }
613 }
614 616
615 return 1; 617 buf << '\0'; // zero-terminate
616}
617 618
618/* int cast_create_town_portal (object *op, object *caster, int dir) 619 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
619 *
620 * This function cast the spell of town portal for op
621 *
622 * The spell operates in two passes. During the first one a place
623 * is marked as a destination for the portal. During the second one,
624 * 2 portals are created, one in the position the player cast it and
625 * one in the destination place. The portal are synchronized and 2 forces
626 * are inserted in the player to destruct the portal next time player
627 * creates a new portal pair.
628 * This spell has a side effect that it allows people to meet each other
629 * in a permanent, private, appartements by making a town portal from it
630 * to the town or another public place. So, check if the map is unique and if
631 * so return an error
632 *
633 * Code by Tchize (david.delbecq@usa.net)
634 */
635int
636cast_create_town_portal (object *op, object *caster, object *spell, int dir)
637{
638 object *dummy, *force, *old_force;
639 archetype *perm_portal;
640 char portal_name[1024], portal_message[1024];
641 maptile *exitmap;
642 int op_level;
643
644 /* Check to see if the map the player is currently on is a per player unique
645 * map. This can be determined in that per player unique maps have the
646 * full pathname listed.
647 */
648 if (!strncmp (op->map->path, settings.localdir, strlen (settings.localdir)) && settings.create_home_portals != TRUE)
649 {
650 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You can't cast that here.\n");
651 return 0;
652 }
653
654 /* The first thing to do is to check if we have a marked destination
655 * dummy is used to make a check inventory for the force
656 */
657 dummy = arch_to_object (spell->other_arch);
658 if (dummy == NULL)
659 {
660 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
661 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
662 return 0;
663 }
664
665 force = check_inv_recursive (op, dummy);
666
667 if (force == NULL)
668 {
669 /* Here we know there is no destination marked up.
670 * We have 2 things to do:
671 * 1. Mark the destination in the player inventory.
672 * 2. Let the player know it worked.
673 */
674 dummy->name = op->map->path;
675 EXIT_X (dummy) = op->x;
676 EXIT_Y (dummy) = op->y;
677 insert_ob_in_ob (dummy, op);
678 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.");
679 return 1;
680 }
681
682 dummy->destroy ();
683
684 /* Here we know where the town portal should go to
685 * We should kill any existing portal associated with the player.
686 * Than we should create the 2 portals.
687 * For each of them, we need:
688 * - To create the portal with the name of the player+destination map
689 * - set the owner of the town portal
690 * - To mark the position of the portal in the player's inventory
691 * for easier destruction.
692 *
693 * The mark works has follow:
694 * slaying: Existing town portal
695 * hp, sp : x & y of the associated portal
696 * name : name of the portal
697 * race : map the portal is in
698 */
699
700 /* First step: killing existing town portals */
701 dummy = get_archetype (spell->race);
702 if (dummy == NULL)
703 {
704 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
705 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
706 return 0;
707 }
708
709 perm_portal = archetype::find (spell->slaying);
710
711 /* To kill a town portal, we go trough the player's inventory,
712 * for each marked portal in player's inventory,
713 * -We try load the associated map (if impossible, consider the portal destructed)
714 * -We find any portal in the specified location.
715 * If it has the good name, we destruct it.
716 * -We destruct the force indicating that portal.
717 */
718 while ((old_force = check_inv_recursive (op, dummy)))
719 {
720 exitmap = maptile::find_sync (old_force->race, op->map);
721
722 if (exitmap)
723 {
724 exitmap->load_sync ();
725
726 int exitx = EXIT_X (old_force);
727 int exity = EXIT_Y (old_force);
728
729 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
730 {
731 if (tmp->name == old_force->name)
732 {
733 tmp->destroy ();
734 break;
735 }
736 }
737 }
738
739 old_force->destroy ();
740 }
741
742 dummy->destroy ();
743
744 /* Creating the portals.
745 * The very first thing to do is to ensure
746 * access to the destination map.
747 * If we can't, don't fizzle. Simply warn player.
748 * This ensure player pays his mana for the spell
749 * because HE is responsible of forgotting.
750 * 'force' is the destination of the town portal, which we got
751 * from the players inventory above.
752 */
753
754 /* Ensure exit map is loaded */
755 exitmap = maptile::find_sync (force->name);
756
757 /* If we were unable to load (ex. random map deleted), warn player */
758 if (!exitmap)
759 {
760 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
761 force->destroy ();
762 return 1;
763 }
764
765 exitmap->load_sync ();
766
767 op_level = caster_level (caster, spell);
768 if (op_level < 15)
769 snprintf (portal_message, 1024,
770 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
771 &op->name);
772 else if (op_level < 30)
773 snprintf (portal_message, 1024,
774 "%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);
775 else if (op_level < 60)
776 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
777 else
778 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
779 &op->name);
780
781 /* Create a portal in front of player
782 * dummy contain the portal and
783 * force contain the track to kill it later
784 */
785 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
786 dummy = get_archetype (spell->slaying); /*The portal */
787 if (dummy == NULL)
788 {
789 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
790 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
791 return 0;
792 }
793
794 EXIT_PATH (dummy) = force->name;
795 EXIT_X (dummy) = EXIT_X (force);
796 EXIT_Y (dummy) = EXIT_Y (force);
797 dummy->name = dummy->name_pl = portal_name;
798 dummy->msg = portal_message;
799 dummy->race = op->name; /*Save the owner of the portal */
800 cast_create_obj (op, caster, dummy, 0);
801
802 /* Now we need to to create a town portal marker inside the player
803 * object, so on future castings, we can know that he has an active
804 * town portal.
805 */
806 object *tmp = get_archetype (spell->race);
807
808 if (!tmp)
809 {
810 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
811 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
812 return 0;
813 }
814
815 tmp->race = op->map->path;
816 tmp->name = portal_name;
817 EXIT_X (tmp) = dummy->x;
818 EXIT_Y (tmp) = dummy->y;
819 op->insert (tmp);
820
821 /* Create a portal in the destination map
822 * dummy contain the portal and
823 * force the track to kill it later
824 * the 'force' variable still contains the 'reminder' of
825 * where this portal goes to.
826 */
827 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
828 dummy = get_archetype (spell->slaying); /*The portal */
829 if (dummy == NULL)
830 {
831 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
832 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
833 return 0;
834 }
835
836 EXIT_PATH (dummy) = op->map->path;
837 EXIT_X (dummy) = op->x;
838 EXIT_Y (dummy) = op->y;
839 dummy->name = dummy->name_pl = portal_name;
840 dummy->msg = portal_message;
841 dummy->race = op->name; /*Save the owner of the portal */
842 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
843
844 /* Now we create another town portal marker that
845 * points back to the one we just made
846 */
847 tmp = get_archetype (spell->race);
848 if (tmp == NULL)
849 {
850 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
851 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
852 return 0;
853 }
854
855 tmp->race = force->name;
856 tmp->name = portal_name;
857 EXIT_X (tmp) = dummy->x;
858 EXIT_Y (tmp) = dummy->y;
859 insert_ob_in_ob (tmp, op);
860
861 /* Describe the player what happened
862 */
863 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
864 force->destroy ();
865 620
866 return 1; 621 return 1;
867} 622}
868 623
869/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
967 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name); 722 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
968 return 0; 723 return 0;
969 } 724 }
970 725
971 /* If this is a spellcasting wall, need to insert the spell object */ 726 /* If this is a spellcasting wall, need to insert the spell object */
972 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
973 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
974 729
975 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
976 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
977 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
997 { 752 {
998 object *tmp2 = tmp->clone (); 753 object *tmp2 = tmp->clone ();
999 m->insert (tmp2, x, y, op); 754 m->insert (tmp2, x, y, op);
1000 755
1001 /* If this is a spellcasting wall, need to insert the spell object */ 756 /* If this is a spellcasting wall, need to insert the spell object */
1002 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1003 tmp2->insert (arch_to_object (tmp2->other_arch)); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
1004 759
1005 } 760 }
1006 else 761 else
1007 posblocked = 1; 762 posblocked = 1;
1014 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 769 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1015 { 770 {
1016 object *tmp2 = tmp->clone (); 771 object *tmp2 = tmp->clone ();
1017 m->insert (tmp2, x, y, op); 772 m->insert (tmp2, x, y, op);
1018 773
1019 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1020 tmp2->insert (arch_to_object (tmp2->other_arch)); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1021 } 776 }
1022 else 777 else
1023 negblocked = 1; 778 negblocked = 1;
1024 } 779 }
1265 } 1020 }
1266 1021
1267 return success; 1022 return success;
1268} 1023}
1269 1024
1270
1271/* This is used for the spells that gain stats. There are no spells 1025/* This is used for the spells that gain stats. There are no spells
1272 * right now that icnrease wis/int/pow on a temp basis, so no 1026 * right now that icnrease wis/int/pow on a temp basis, so no
1273 * good comments for those. 1027 * good comments for those.
1274 */ 1028 */
1275static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1276 "You grow no stronger.", 1030 "You grow no stronger.",
1277 "You grow no more agile.", 1031 "You grow no more agile.",
1278 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1279 "no wis", 1033 "You didn't grow any more intelligent.",
1034 "You do not feel any wiser.",
1035 "You don't feel any more powerful."
1280 "You are no easier to look at.", 1036 "You are no easier to look at.",
1281 "no int",
1282 "no pow"
1283}; 1037};
1284 1038
1285int 1039int
1286cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1040cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1287{ 1041{
1338 } 1092 }
1339 else 1093 else
1340 { 1094 {
1341 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1095 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1342 } 1096 }
1097
1343 return 1; 1098 return 1;
1344 } 1099 }
1100
1345 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1101 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1346 force->speed = 1.0; 1102 force->speed = 1.0;
1347 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1348 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1349 1105
1355 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1111 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1356 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1357 force->resist[i] = 100; 1113 force->resist[i] = 100;
1358 } 1114 }
1359 } 1115 }
1116
1360 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1361 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1118 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1362 1119
1363 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1364 { 1121 {
1404 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1405 1162
1406 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1407 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1408 tmp->update_stats (); 1165 tmp->update_stats ();
1166
1409 return 1; 1167 return 1;
1410} 1168}
1411 1169
1412/* This used to be part of cast_change_ability, but it really didn't make 1170/* This used to be part of cast_change_ability, but it really didn't make
1413 * a lot of sense, since most of the values it derives are from the god 1171 * a lot of sense, since most of the values it derives are from the god
1414 * of the caster. 1172 * of the caster.
1415 */ 1173 */
1416
1417int 1174int
1418cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1419{ 1176{
1420 int i; 1177 int i;
1421 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
2242 object *weapon, *tmp; 1999 object *weapon, *tmp;
2243 char buf[MAX_BUF]; 2000 char buf[MAX_BUF];
2244 int a, i; 2001 int a, i;
2245 sint16 x, y; 2002 sint16 x, y;
2246 maptile *m; 2003 maptile *m;
2247 materialtype_t *mt;
2248 2004
2249 if (!spell->other_arch) 2005 if (!spell->other_arch)
2250 { 2006 {
2251 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2252 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 2008 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2271 x = op->x + freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2272 y = op->y + freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2273 2029
2274 /* if there's no place to put the golem, abort */ 2030 /* if there's no place to put the golem, abort */
2275 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) || 2031 if ((dir == -1) || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) ||
2276 ((spell->other_arch->clone.move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->clone.move_type)) 2032 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2277 { 2033 {
2278 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2034 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2279 return 0; 2035 return 0;
2280 } 2036 }
2281 2037
2285 if (!weapon) 2041 if (!weapon)
2286 { 2042 {
2287 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2043 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2288 return 0; 2044 return 0;
2289 } 2045 }
2290 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2291 { 2047 {
2292 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2048 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2293 return 0; 2049 return 0;
2294 } 2050 }
2295 if (weapon->type != WEAPON) 2051 if (weapon->type != WEAPON)
2364 2120
2365 /* attacktype */ 2121 /* attacktype */
2366 if (!tmp->attacktype) 2122 if (!tmp->attacktype)
2367 tmp->attacktype = AT_PHYSICAL; 2123 tmp->attacktype = AT_PHYSICAL;
2368 2124
2369 mt = NULL;
2370 if (op->materialname != NULL)
2371 mt = name_to_material (op->materialname); 2125 if (materialtype_t *mt = name_to_material (op->materialname))
2372 if (mt != NULL)
2373 { 2126 {
2374 for (i = 0; i < NROFATTACKS; i++) 2127 for (i = 0; i < NROFATTACKS; i++)
2375 tmp->resist[i] = 50 - (mt->save[i] * 5); 2128 tmp->resist[i] = 50 - (mt->save[i] * 5);
2376 a = mt->save[0]; 2129 a = mt->save[0];
2377 } 2130 }
2379 { 2132 {
2380 for (i = 0; i < NROFATTACKS; i++) 2133 for (i = 0; i < NROFATTACKS; i++)
2381 tmp->resist[i] = 5; 2134 tmp->resist[i] = 5;
2382 a = 10; 2135 a = 10;
2383 } 2136 }
2137
2384 /* Set weapon's immunity */ 2138 /* Set weapon's immunity */
2385 tmp->resist[ATNR_CONFUSION] = 100; 2139 tmp->resist[ATNR_CONFUSION] = 100;
2386 tmp->resist[ATNR_POISON] = 100; 2140 tmp->resist[ATNR_POISON] = 100;
2387 tmp->resist[ATNR_SLOW] = 100; 2141 tmp->resist[ATNR_SLOW] = 100;
2388 tmp->resist[ATNR_PARALYZE] = 100; 2142 tmp->resist[ATNR_PARALYZE] = 100;
2394 2148
2395 /* Improve weapon's armour value according to best save vs. physical of its material */ 2149 /* Improve weapon's armour value according to best save vs. physical of its material */
2396 2150
2397 if (a > 14) 2151 if (a > 14)
2398 a = 14; 2152 a = 14;
2153
2399 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2400 2155
2401 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2402 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2403 2158

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