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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.52 by root, Thu May 17 14:14:55 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 /* The first thing to do is to check if we have a marked destination
645 * dummy is used to make a check inventory for the force
646 */
647 dummy = arch_to_object (spell->other_arch);
648 if (dummy == NULL)
649 {
650 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
651 LOG (llevError, "object::create failed (force in cast_create_town_portal for %s!\n", &op->name);
652 return 0;
653 }
654
655 force = check_inv_recursive (op, dummy);
656
657 if (force == NULL)
658 {
659 /* Here we know there is no destination marked up.
660 * We have 2 things to do:
661 * 1. Mark the destination in the player inventory.
662 * 2. Let the player know it worked.
663 */
664 dummy->name = op->map->path;
665 EXIT_X (dummy) = op->x;
666 EXIT_Y (dummy) = op->y;
667 insert_ob_in_ob (dummy, op);
668 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.");
669 return 1;
670 }
671
672 dummy->destroy ();
673
674 /* Here we know where the town portal should go to
675 * We should kill any existing portal associated with the player.
676 * Than we should create the 2 portals.
677 * For each of them, we need:
678 * - To create the portal with the name of the player+destination map
679 * - set the owner of the town portal
680 * - To mark the position of the portal in the player's inventory
681 * for easier destruction.
682 *
683 * The mark works has follow:
684 * slaying: Existing town portal
685 * hp, sp : x & y of the associated portal
686 * name : name of the portal
687 * race : map the portal is in
688 */
689
690 /* First step: killing existing town portals */
691 dummy = get_archetype (spell->race);
692 if (dummy == NULL)
693 {
694 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
695 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
696 return 0;
697 }
698
699 perm_portal = archetype::find (spell->slaying);
700
701 /* To kill a town portal, we go trough the player's inventory,
702 * for each marked portal in player's inventory,
703 * -We try load the associated map (if impossible, consider the portal destructed)
704 * -We find any portal in the specified location.
705 * If it has the good name, we destruct it.
706 * -We destruct the force indicating that portal.
707 */
708 while ((old_force = check_inv_recursive (op, dummy)))
709 {
710 exitmap = maptile::find_sync (old_force->race, op->map);
711
712 if (exitmap)
713 {
714 exitmap->load_sync ();
715
716 int exitx = EXIT_X (old_force);
717 int exity = EXIT_Y (old_force);
718
719 for (object *tmp = present_arch (perm_portal, exitmap, exitx, exity); tmp; tmp = tmp->above)
720 {
721 if (tmp->name == old_force->name)
722 {
723 tmp->destroy ();
724 break;
725 }
726 }
727 }
728
729 old_force->destroy ();
730 }
731
732 dummy->destroy ();
733
734 /* Creating the portals.
735 * The very first thing to do is to ensure
736 * access to the destination map.
737 * If we can't, don't fizzle. Simply warn player.
738 * This ensure player pays his mana for the spell
739 * because HE is responsible of forgotting.
740 * 'force' is the destination of the town portal, which we got
741 * from the players inventory above.
742 */
743
744 /* Ensure exit map is loaded */
745 exitmap = maptile::find_sync (force->name);
746
747 /* If we were unable to load (ex. random map deleted), warn player */
748 if (!exitmap)
749 {
750 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Something strange happens. You can't remember where to go!?");
751 force->destroy ();
752 return 1;
753 }
754
755 exitmap->load_sync ();
756
757 op_level = caster_level (caster, spell);
758 if (op_level < 15)
759 snprintf (portal_message, 1024,
760 "The air moves around you and a huge smell of ammonia surounds you as you pass through %s's tiny portal. Pouah!\n",
761 &op->name);
762 else if (op_level < 30)
763 snprintf (portal_message, 1024,
764 "%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);
765 else if (op_level < 60)
766 snprintf (portal_message, 1024, "A shining door opens in the air in front of you, showing you the path to another place.\n");
767 else
768 snprintf (portal_message, 1024, "As you walk through %s's portal, flowers come out from the ground around you. You feel awed.\n",
769 &op->name);
770
771 /* Create a portal in front of player
772 * dummy contain the portal and
773 * force contain the track to kill it later
774 */
775 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &force->name);
776 dummy = get_archetype (spell->slaying); /*The portal */
777 if (dummy == NULL)
778 {
779 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
780 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
781 return 0;
782 }
783
784 EXIT_PATH (dummy) = force->name;
785 EXIT_X (dummy) = EXIT_X (force);
786 EXIT_Y (dummy) = EXIT_Y (force);
787 dummy->name = dummy->name_pl = portal_name;
788 dummy->msg = portal_message;
789 dummy->race = op->name; /*Save the owner of the portal */
790 cast_create_obj (op, caster, dummy, 0);
791
792 /* Now we need to to create a town portal marker inside the player
793 * object, so on future castings, we can know that he has an active
794 * town portal.
795 */
796 object *tmp = get_archetype (spell->race);
797
798 if (!tmp)
799 {
800 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
801 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
802 return 0;
803 }
804
805 tmp->race = op->map->path;
806 tmp->name = portal_name;
807 EXIT_X (tmp) = dummy->x;
808 EXIT_Y (tmp) = dummy->y;
809 op->insert (tmp);
810
811 /* Create a portal in the destination map
812 * dummy contain the portal and
813 * force the track to kill it later
814 * the 'force' variable still contains the 'reminder' of
815 * where this portal goes to.
816 */
817 snprintf (portal_name, 1024, "%s's portal to %s", &op->name, &op->map->path);
818 dummy = get_archetype (spell->slaying); /*The portal */
819 if (dummy == NULL)
820 {
821 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
822 LOG (llevError, "object::create failed (perm_magic_portal) in cast_create_town_portal for %s!\n", &op->name);
823 return 0;
824 }
825
826 EXIT_PATH (dummy) = op->map->path;
827 EXIT_X (dummy) = op->x;
828 EXIT_Y (dummy) = op->y;
829 dummy->name = dummy->name_pl = portal_name;
830 dummy->msg = portal_message;
831 dummy->race = op->name; /*Save the owner of the portal */
832 exitmap->insert (dummy, EXIT_X (force), EXIT_Y (force), op);
833
834 /* Now we create another town portal marker that
835 * points back to the one we just made
836 */
837 tmp = get_archetype (spell->race);
838 if (tmp == NULL)
839 {
840 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
841 LOG (llevError, "object::create failed (force) in cast_create_town_portal for %s!\n", &op->name);
842 return 0;
843 }
844
845 tmp->race = force->name;
846 tmp->name = portal_name;
847 EXIT_X (tmp) = dummy->x;
848 EXIT_Y (tmp) = dummy->y;
849 insert_ob_in_ob (tmp, op);
850
851 /* Describe the player what happened
852 */
853 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You see air moving and showing you the way home.");
854 force->destroy ();
855 620
856 return 1; 621 return 1;
857} 622}
858 623
859/* This creates magic walls. Really, it can create most any object, 624/* This creates magic walls. Really, it can create most any object,
957 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);
958 return 0; 723 return 0;
959 } 724 }
960 725
961 /* 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 */
962 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 727 if (tmp->other_arch && tmp->other_arch->type == SPELL)
963 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 728 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
964 729
965 /* This code causes the wall to extend some distance in 730 /* This code causes the wall to extend some distance in
966 * each direction, or until an obstruction is encountered. 731 * each direction, or until an obstruction is encountered.
967 * posblocked and negblocked help determine how far the 732 * posblocked and negblocked help determine how far the
987 { 752 {
988 object *tmp2 = tmp->clone (); 753 object *tmp2 = tmp->clone ();
989 m->insert (tmp2, x, y, op); 754 m->insert (tmp2, x, y, op);
990 755
991 /* 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 */
992 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 757 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
993 tmp2->insert (arch_to_object (tmp2->other_arch)); 758 tmp2->insert (arch_to_object (tmp2->other_arch));
994 759
995 } 760 }
996 else 761 else
997 posblocked = 1; 762 posblocked = 1;
1004 ((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)
1005 { 770 {
1006 object *tmp2 = tmp->clone (); 771 object *tmp2 = tmp->clone ();
1007 m->insert (tmp2, x, y, op); 772 m->insert (tmp2, x, y, op);
1008 773
1009 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 774 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1010 tmp2->insert (arch_to_object (tmp2->other_arch)); 775 tmp2->insert (arch_to_object (tmp2->other_arch));
1011 } 776 }
1012 else 777 else
1013 negblocked = 1; 778 negblocked = 1;
1014 } 779 }
1255 } 1020 }
1256 1021
1257 return success; 1022 return success;
1258} 1023}
1259 1024
1260
1261/* 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
1262 * 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
1263 * good comments for those. 1027 * good comments for those.
1264 */ 1028 */
1265static const char *const no_gain_msgs[NUM_STATS] = { 1029static const char *const no_gain_msgs[NUM_STATS] = {
1266 "You grow no stronger.", 1030 "You grow no stronger.",
1267 "You grow no more agile.", 1031 "You grow no more agile.",
1268 "You don't feel any healthier.", 1032 "You don't feel any healthier.",
1269 "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."
1270 "You are no easier to look at.", 1036 "You are no easier to look at.",
1271 "no int",
1272 "no pow"
1273}; 1037};
1274 1038
1275int 1039int
1276cast_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)
1277{ 1041{
1328 } 1092 }
1329 else 1093 else
1330 { 1094 {
1331 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.");
1332 } 1096 }
1097
1333 return 1; 1098 return 1;
1334 } 1099 }
1100
1335 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;
1336 force->speed = 1.0; 1102 force->speed = 1.0;
1337 force->speed_left = -1.0; 1103 force->speed_left = -1.0;
1338 SET_FLAG (force, FLAG_APPLIED); 1104 SET_FLAG (force, FLAG_APPLIED);
1339 1105
1345 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);
1346 if (force->resist[i] > 100) 1112 if (force->resist[i] > 100)
1347 force->resist[i] = 100; 1113 force->resist[i] = 100;
1348 } 1114 }
1349 } 1115 }
1116
1350 if (spell_ob->stats.hp) 1117 if (spell_ob->stats.hp)
1351 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);
1352 1119
1353 if (tmp->type == PLAYER) 1120 if (tmp->type == PLAYER)
1354 { 1121 {
1394 force->attacktype = spell_ob->attacktype; 1161 force->attacktype = spell_ob->attacktype;
1395 1162
1396 insert_ob_in_ob (force, tmp); 1163 insert_ob_in_ob (force, tmp);
1397 change_abil (tmp, force); /* Mostly to display any messages */ 1164 change_abil (tmp, force); /* Mostly to display any messages */
1398 tmp->update_stats (); 1165 tmp->update_stats ();
1166
1399 return 1; 1167 return 1;
1400} 1168}
1401 1169
1402/* 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
1403 * 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
1404 * of the caster. 1172 * of the caster.
1405 */ 1173 */
1406
1407int 1174int
1408cast_bless (object *op, object *caster, object *spell_ob, int dir) 1175cast_bless (object *op, object *caster, object *spell_ob, int dir)
1409{ 1176{
1410 int i; 1177 int i;
1411 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1178 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
2232 object *weapon, *tmp; 1999 object *weapon, *tmp;
2233 char buf[MAX_BUF]; 2000 char buf[MAX_BUF];
2234 int a, i; 2001 int a, i;
2235 sint16 x, y; 2002 sint16 x, y;
2236 maptile *m; 2003 maptile *m;
2237 materialtype_t *mt;
2238 2004
2239 if (!spell->other_arch) 2005 if (!spell->other_arch)
2240 { 2006 {
2241 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 2007 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2242 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);
2261 x = op->x + freearr_x[dir]; 2027 x = op->x + freearr_x[dir];
2262 y = op->y + freearr_y[dir]; 2028 y = op->y + freearr_y[dir];
2263 2029
2264 /* if there's no place to put the golem, abort */ 2030 /* if there's no place to put the golem, abort */
2265 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) ||
2266 ((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))
2267 { 2033 {
2268 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.");
2269 return 0; 2035 return 0;
2270 } 2036 }
2271 2037
2275 if (!weapon) 2041 if (!weapon)
2276 { 2042 {
2277 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!");
2278 return 0; 2044 return 0;
2279 } 2045 }
2280 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2046 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2281 { 2047 {
2282 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.");
2283 return 0; 2049 return 0;
2284 } 2050 }
2285 if (weapon->type != WEAPON) 2051 if (weapon->type != WEAPON)
2354 2120
2355 /* attacktype */ 2121 /* attacktype */
2356 if (!tmp->attacktype) 2122 if (!tmp->attacktype)
2357 tmp->attacktype = AT_PHYSICAL; 2123 tmp->attacktype = AT_PHYSICAL;
2358 2124
2359 mt = NULL;
2360 if (op->materialname != NULL)
2361 mt = name_to_material (op->materialname); 2125 if (materialtype_t *mt = name_to_material (op->materialname))
2362 if (mt != NULL)
2363 { 2126 {
2364 for (i = 0; i < NROFATTACKS; i++) 2127 for (i = 0; i < NROFATTACKS; i++)
2365 tmp->resist[i] = 50 - (mt->save[i] * 5); 2128 tmp->resist[i] = 50 - (mt->save[i] * 5);
2366 a = mt->save[0]; 2129 a = mt->save[0];
2367 } 2130 }
2369 { 2132 {
2370 for (i = 0; i < NROFATTACKS; i++) 2133 for (i = 0; i < NROFATTACKS; i++)
2371 tmp->resist[i] = 5; 2134 tmp->resist[i] = 5;
2372 a = 10; 2135 a = 10;
2373 } 2136 }
2137
2374 /* Set weapon's immunity */ 2138 /* Set weapon's immunity */
2375 tmp->resist[ATNR_CONFUSION] = 100; 2139 tmp->resist[ATNR_CONFUSION] = 100;
2376 tmp->resist[ATNR_POISON] = 100; 2140 tmp->resist[ATNR_POISON] = 100;
2377 tmp->resist[ATNR_SLOW] = 100; 2141 tmp->resist[ATNR_SLOW] = 100;
2378 tmp->resist[ATNR_PARALYZE] = 100; 2142 tmp->resist[ATNR_PARALYZE] = 100;
2384 2148
2385 /* 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 */
2386 2150
2387 if (a > 14) 2151 if (a > 14)
2388 a = 14; 2152 a = 14;
2153
2389 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));
2390 2155
2391 /* Determine golem's speed */ 2156 /* Determine golem's speed */
2392 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)));
2393 2158

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