ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_effect.C
(Generate patch)

Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.42 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.69 by root, Thu Aug 23 17:17:41 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
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;
154 /* If it starts with a letter, presume it is a description */ 152 /* If it starts with a letter, presume it is a description */
155 if (isalpha (*stringarg)) 153 if (isalpha (*stringarg))
156 { 154 {
157 artifact *al = find_artifactlist (missile->type)->items; 155 artifact *al = find_artifactlist (missile->type)->items;
158 156
159 for (; al != NULL; al = al->next) 157 for (; al; al = al->next)
160 if (!strcasecmp (al->item->name, stringarg)) 158 if (!strcasecmp (al->item->name, stringarg))
161 break; 159 break;
162 160
163 if (!al) 161 if (!al)
164 { 162 {
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
331 * pl is invisible. 335 * pl is invisible.
332 */ 336 */
333int 337int
334makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
335{ 339{
336
337 if (!pl->invisible) 340 if (!pl->invisible)
338 return 0; 341 return 0;
342
339 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
340 { 344 {
341 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
342 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
343 { 347 {
344 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
345 return 0; 349 return 0;
350
346 return 1; 351 return 1;
347 } 352 }
353
348 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
349 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
350 return 1; 356 return 1;
357
351 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
352 if (!mon->race) 359 if (!mon->race)
353 return 0; 360 return 0;
361
354 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
355 return 1; 363 return 1;
364
356 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
357 return 0; 366 return 0;
358 } 367 }
359 else 368 else
360 { 369 {
565} 574}
566 575
567int 576int
568perceive_self (object *op) 577perceive_self (object *op)
569{ 578{
570 char *cp = describe_item (op, op), buf[MAX_BUF]; 579 const char *cp = describe_item (op, op);
571 archetype *at = archetype::find (ARCH_DEPLETION); 580 archetype *at = archetype::find (ARCH_DEPLETION);
572 object *tmp;
573 int i;
574 581
582 dynbuf_text buf;
583
584 if (player *pl = op->contr)
585 if (object *race = archetype::find (op->race))
586 buf << "You are a " << (pl->gender ? "female" : "male") << " " << &race->name << ".\n";
587
575 tmp = find_god (determine_god (op)); 588 if (object *god = find_god (determine_god (op)))
576 if (tmp) 589 buf << "You worship " << &god->name << ".\n";
577 new_draw_info_format (NDI_UNIQUE, 0, op, "You worship %s", &tmp->name);
578 else 590 else
579 new_draw_info (NDI_UNIQUE, 0, op, "You worship no god"); 591 buf << "You worship no god.\n";
580 592
581 tmp = present_arch_in_ob (at, op); 593 object *tmp = present_arch_in_ob (at, op);
582 594
583 if (*cp == '\0' && tmp == NULL) 595 if (*cp == '\0' && tmp == NULL)
584 new_draw_info (NDI_UNIQUE, 0, op, "You feel very mundane"); 596 buf << "You feel very mundane. ";
585 else 597 else
586 { 598 {
587 new_draw_info (NDI_UNIQUE, 0, op, "You have:"); 599 buf << "You have: " << cp << ".\n";
588 new_draw_info (NDI_UNIQUE, 0, op, cp); 600
589 if (tmp != NULL) 601 if (tmp)
590 {
591 for (i = 0; i < NUM_STATS; i++) 602 for (int i = 0; i < NUM_STATS; i++)
592 { 603 if (tmp->stats.stat (i) < 0)
593 if (get_attr_value (&tmp->stats, i) < 0) 604 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 } 605 }
600 606
601 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
602 {
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 608 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 610 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->name, "dragon_ability_force")) 611 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 612 {
608 if (tmp->stats.exp == 0) 613 if (tmp->stats.exp == 0)
609 sprintf (buf, "Your metabolism isn't focused on anything."); 614 buf << "Your metabolism isn't focused on anything.\n";
610 else 615 else
611 sprintf (buf, "Your metabolism is focused on %s.", change_resist_msg[tmp->stats.exp]); 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 617
613 new_draw_info (NDI_UNIQUE, 0, op, buf);
614 break; 618 break;
615 } 619 }
616 } 620 }
617 }
618 621
619 return 1; 622 buf << '\0'; // zero-terminate
620}
621 623
622/* int cast_create_town_portal (object *op, object *caster, int dir) 624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
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 ();
869 625
870 return 1; 626 return 1;
871} 627}
872 628
873/* This creates magic walls. Really, it can create most any object, 629/* 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); 727 new_draw_info_format (NDI_UNIQUE, 0, op, "Something destroys your %s", name);
972 return 0; 728 return 0;
973 } 729 }
974 730
975 /* If this is a spellcasting wall, need to insert the spell object */ 731 /* If this is a spellcasting wall, need to insert the spell object */
976 if (tmp->other_arch && tmp->other_arch->clone.type == SPELL) 732 if (tmp->other_arch && tmp->other_arch->type == SPELL)
977 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp); 733 insert_ob_in_ob (arch_to_object (tmp->other_arch), tmp);
978 734
979 /* This code causes the wall to extend some distance in 735 /* This code causes the wall to extend some distance in
980 * each direction, or until an obstruction is encountered. 736 * each direction, or until an obstruction is encountered.
981 * posblocked and negblocked help determine how far the 737 * posblocked and negblocked help determine how far the
1001 { 757 {
1002 object *tmp2 = tmp->clone (); 758 object *tmp2 = tmp->clone ();
1003 m->insert (tmp2, x, y, op); 759 m->insert (tmp2, x, y, op);
1004 760
1005 /* If this is a spellcasting wall, need to insert the spell object */ 761 /* If this is a spellcasting wall, need to insert the spell object */
1006 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 762 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1007 tmp2->insert (arch_to_object (tmp2->other_arch)); 763 tmp2->insert (arch_to_object (tmp2->other_arch));
1008 764
1009 } 765 }
1010 else 766 else
1011 posblocked = 1; 767 posblocked = 1;
1018 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 774 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
1019 { 775 {
1020 object *tmp2 = tmp->clone (); 776 object *tmp2 = tmp->clone ();
1021 m->insert (tmp2, x, y, op); 777 m->insert (tmp2, x, y, op);
1022 778
1023 if (tmp2->other_arch && tmp2->other_arch->clone.type == SPELL) 779 if (tmp2->other_arch && tmp2->other_arch->type == SPELL)
1024 tmp2->insert (arch_to_object (tmp2->other_arch)); 780 tmp2->insert (arch_to_object (tmp2->other_arch));
1025 } 781 }
1026 else 782 else
1027 negblocked = 1; 783 negblocked = 1;
1028 } 784 }
1269 } 1025 }
1270 1026
1271 return success; 1027 return success;
1272} 1028}
1273 1029
1274
1275/* This is used for the spells that gain stats. There are no spells 1030/* 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 1031 * right now that icnrease wis/int/pow on a temp basis, so no
1277 * good comments for those. 1032 * good comments for those.
1278 */ 1033 */
1279static const char *const no_gain_msgs[NUM_STATS] = { 1034static const char *const no_gain_msgs[NUM_STATS] = {
1280 "You grow no stronger.", 1035 "You grow no stronger.",
1281 "You grow no more agile.", 1036 "You grow no more agile.",
1282 "You don't feel any healthier.", 1037 "You don't feel any healthier.",
1283 "no wis", 1038 "You didn't grow any more intelligent.",
1039 "You do not feel any wiser.",
1040 "You don't feel any more powerful."
1284 "You are no easier to look at.", 1041 "You are no easier to look at.",
1285 "no int",
1286 "no pow"
1287}; 1042};
1288 1043
1289int 1044int
1290cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent) 1045cast_change_ability (object *op, object *caster, object *spell_ob, int dir, int silent)
1291{ 1046{
1342 } 1097 }
1343 else 1098 else
1344 { 1099 {
1345 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1100 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1346 } 1101 }
1102
1347 return 1; 1103 return 1;
1348 } 1104 }
1105
1349 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1106 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1350 force->speed = 1.0; 1107 force->speed = 1.0;
1351 force->speed_left = -1.0; 1108 force->speed_left = -1.0;
1352 SET_FLAG (force, FLAG_APPLIED); 1109 SET_FLAG (force, FLAG_APPLIED);
1353 1110
1359 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1116 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob);
1360 if (force->resist[i] > 100) 1117 if (force->resist[i] > 100)
1361 force->resist[i] = 100; 1118 force->resist[i] = 100;
1362 } 1119 }
1363 } 1120 }
1121
1364 if (spell_ob->stats.hp) 1122 if (spell_ob->stats.hp)
1365 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1123 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1366 1124
1367 if (tmp->type == PLAYER) 1125 if (tmp->type == PLAYER)
1368 { 1126 {
1369 /* Stat adjustment spells */ 1127 /* Stat adjustment spells */
1370 for (i = 0; i < NUM_STATS; i++) 1128 for (i = 0; i < NUM_STATS; i++)
1371 { 1129 {
1372 sint8 stat = get_attr_value (&spell_ob->stats, i), k, sm; 1130 if (sint8 stat = spell_ob->stats.stat (i))
1373
1374 if (stat)
1375 { 1131 {
1376 sm = 0; 1132 sint8 sm = 0;
1377 for (k = 0; k < stat; k++) 1133 for (sint8 k = 0; k < stat; k++)
1378 sm += rndm (1, 3); 1134 sm += rndm (1, 3);
1379 1135
1380 if ((get_attr_value (&tmp->stats, i) + sm) > (15 + 5 * stat)) 1136 if (tmp->stats.stat (i) + sm > 15 + 5 * stat)
1381 { 1137 sm = max (0, (15 + 5 * stat) - tmp->stats.stat (i));
1382 sm = (15 + 5 * stat) - get_attr_value (&tmp->stats, i); 1138
1383 if (sm < 0) 1139 force->stats.stat (i) = sm;
1384 sm = 0; 1140
1385 }
1386 set_attr_value (&force->stats, i, sm);
1387 if (!sm) 1141 if (!sm)
1388 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]); 1142 new_draw_info (NDI_UNIQUE, 0, op, no_gain_msgs[i]);
1389 } 1143 }
1390 } 1144 }
1391 } 1145 }
1412 force->attacktype = spell_ob->attacktype; 1166 force->attacktype = spell_ob->attacktype;
1413 1167
1414 insert_ob_in_ob (force, tmp); 1168 insert_ob_in_ob (force, tmp);
1415 change_abil (tmp, force); /* Mostly to display any messages */ 1169 change_abil (tmp, force); /* Mostly to display any messages */
1416 tmp->update_stats (); 1170 tmp->update_stats ();
1171
1417 return 1; 1172 return 1;
1418} 1173}
1419 1174
1420/* This used to be part of cast_change_ability, but it really didn't make 1175/* 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 1176 * a lot of sense, since most of the values it derives are from the god
1422 * of the caster. 1177 * of the caster.
1423 */ 1178 */
1424
1425int 1179int
1426cast_bless (object *op, object *caster, object *spell_ob, int dir) 1180cast_bless (object *op, object *caster, object *spell_ob, int dir)
1427{ 1181{
1428 int i; 1182 int i;
1429 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp; 1183 object *god = find_god (determine_god (op)), *tmp2, *force = NULL, *tmp;
1527} 1281}
1528 1282
1529/* Alchemy code by Mark Wedel 1283/* Alchemy code by Mark Wedel
1530 * 1284 *
1531 * This code adds a new spell, called alchemy. Alchemy will turn 1285 * This code adds a new spell, called alchemy. Alchemy will turn
1532 * objects to gold nuggets, the value of the gold nuggets being 1286 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1533 * about 90% of that of the item itself. It uses the value of the
1534 * object before charisma adjustments, because the nuggets themselves
1535 * will be will be adjusted by charisma when sold.
1536 * 1287 *
1537 * Large nuggets are worth 25 gp each (base). You will always get 1288 * The value of the gold nuggets being about 90% of that of the item
1538 * the maximum number of large nuggets you could get. 1289 * itself. It uses the value of the object before charisma adjustments,
1539 * Small nuggets are worth 1 gp each (base). You will get from 0 1290 * because the nuggets themselves will be will be adjusted by charisma
1540 * to the max amount of small nuggets as you could get. 1291 * when sold.
1541 *
1542 * For example, if an item is worth 110 gold, you will get
1543 * 4 large nuggets, and from 0-10 small nuggets.
1544 * 1292 *
1545 * There is also a chance (1:30) that you will get nothing at all 1293 * There is also a chance (1:30) that you will get nothing at all
1546 * for the object. There is also a maximum weight that will be 1294 * for the object. There is also a maximum weight that will be
1547 * alchemised. 1295 * alchemised.
1548 */ 1296 */
1571 total_weight += obj->total_weight (); 1319 total_weight += obj->total_weight ();
1572 1320
1573 obj->destroy (); 1321 obj->destroy ();
1574} 1322}
1575 1323
1576static void
1577update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1578{
1579 int flag = 0;
1580
1581 /* Put any nuggets below the player, but we can only pass this
1582 * flag if we are on the same space as the player
1583 */
1584 if (x == op->x && y == op->y && op->map == m)
1585 flag = INS_BELOW_ORIGINATOR;
1586
1587 if (small_nuggets)
1588 {
1589 object *tmp = small->clone ();
1590 tmp->nrof = small_nuggets;
1591 m->insert (tmp, x, y, op, flag);
1592 }
1593
1594 if (large_nuggets)
1595 {
1596 object *tmp = large->clone ();
1597 tmp->nrof = large_nuggets;
1598 m->insert (tmp, x, y, op, flag);
1599 }
1600
1601 if (object *pl = m->at (x, y).player ())
1602 if (pl->contr->ns)
1603 pl->contr->ns->look_position = 0;
1604}
1605
1606int 1324int
1607alchemy (object *op, object *caster, object *spell_ob) 1325alchemy (object *op, object *caster, object *spell_ob)
1608{ 1326{
1609 if (op->type != PLAYER) 1327 if (op->type != PLAYER)
1610 return 0; 1328 return 0;
1611 1329
1612 object *large = get_archetype ("largenugget"); 1330 archetype *nugget[3];
1613 object *small = get_archetype ("smallnugget"); 1331
1332 nugget[0] = archetype::find ("pyrite3");
1333 nugget[1] = archetype::find ("pyrite2");
1334 nugget[2] = archetype::find ("pyrite");
1614 1335
1615 /* Put a maximum weight of items that can be alchemised. Limits the power 1336 /* Put a maximum weight of items that can be alchemised. Limits the power
1616 * some, and also prevents people from alchemising every table/chair/clock 1337 * some, and also prevents people from alchemising every table/chair/clock
1617 * in sight 1338 * in sight
1618 */ 1339 */
1670 if (weight > weight_max) 1391 if (weight > weight_max)
1671 break; 1392 break;
1672 } 1393 }
1673 } 1394 }
1674 1395
1396 value -= rndm (value >> 4);
1675 value = min (value, value_max); 1397 value = min (value, value_max);
1676 1398
1677 uint64 count = value / large->value; 1399 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1678 int large_nuggets = count; 1400 if (int nrof = value / nugget [i]->value)
1679 value -= count * large->value;
1680
1681 count = value / small->value;
1682 int small_nuggets = count;
1683
1684 /* Insert all the nuggets at one time. This probably saves time, but
1685 * it also prevents us from alcheming nuggets that were just created
1686 * with this spell.
1687 */ 1401 {
1688 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1402 value -= nrof * nugget[i]->value;
1403
1404 object *tmp = arch_to_object (nugget[i]);
1405 tmp->nrof = nrof;
1406 tmp->flag [FLAG_IDENTIFIED] = true;
1407 op->map->insert (tmp, x, y, op, 0);
1408 }
1689 1409
1690 if (weight > weight_max) 1410 if (weight > weight_max)
1691 goto bailout; 1411 goto bailout;
1692 } 1412 }
1693 } 1413 }
1694 1414
1695bailout: 1415bailout:
1696 large->destroy ();
1697 small->destroy ();
1698 return 1; 1416 return 1;
1699} 1417}
1700 1418
1701 1419
1702/* This function removes the cursed/damned status on equipped 1420/* This function removes the cursed/damned status on equipped
1763 { 1481 {
1764 identify (tmp); 1482 identify (tmp);
1765 1483
1766 if (op->type == PLAYER) 1484 if (op->type == PLAYER)
1767 { 1485 {
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op));
1769 1487
1770 if (tmp->msg) 1488 if (tmp->msg)
1771 { 1489 {
1772 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1773 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1785 * stuff on the floor. Only identify stuff on the floor if the spell 1503 * stuff on the floor. Only identify stuff on the floor if the spell
1786 * was not fully used. 1504 * was not fully used.
1787 */ 1505 */
1788 if (num_ident) 1506 if (num_ident)
1789 { 1507 {
1790 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1508 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)) 1509 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1792 { 1510 {
1793 identify (tmp); 1511 identify (tmp);
1794 1512
1795 if (op->type == PLAYER) 1513 if (op->type == PLAYER)
1796 { 1514 {
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op));
1798 1516
1799 if (tmp->msg) 1517 if (tmp->msg)
1800 { 1518 {
1801 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:");
1802 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
2152 /* Basically, if the object is magical and not counterspell, 1870 /* Basically, if the object is magical and not counterspell,
2153 * we will more or less remove the object. Don't counterspell 1871 * we will more or less remove the object. Don't counterspell
2154 * monsters either. 1872 * monsters either.
2155 */ 1873 */
2156 1874
2157 if (head->attacktype & AT_MAGIC && 1875 if (head->attacktype & AT_MAGIC
2158 !(head->attacktype & AT_COUNTERSPELL) && !QUERY_FLAG (head, FLAG_MONSTER) && (op->level > head->level)) 1876 && !(head->attacktype & AT_COUNTERSPELL)
1877 && !QUERY_FLAG (head, FLAG_MONSTER)
1878 && (op->level > head->level))
2159 head->destroy (); 1879 head->destroy ();
2160 else 1880 else
2161 switch (head->type) 1881 switch (head->type)
2162 { 1882 {
2163 case SPELL_EFFECT: 1883 case SPELL_EFFECT:
1884 // XXX: Don't affect floor spelleffects. See also XXX comment
1885 // about sanctuary in spell_util.C
1886 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1887 continue;
1888
2164 if (op->level > head->level) 1889 if (op->level > head->level)
2165 head->destroy (); 1890 head->destroy ();
2166 1891
2167 break; 1892 break;
2168 1893
2235 * This code was very odd - code early on would only let players use the spell, 1960 * 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 1961 * 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 1962 * that only let players use it was correct, and removed all the other
2238 * player checks. MSW 2003-01-06 1963 * player checks. MSW 2003-01-06
2239 */ 1964 */
2240
2241int 1965int
2242animate_weapon (object *op, object *caster, object *spell, int dir) 1966animate_weapon (object *op, object *caster, object *spell, int dir)
2243{ 1967{
2244 object *weapon, *tmp; 1968 object *weapon, *tmp;
2245 char buf[MAX_BUF]; 1969 char buf[MAX_BUF];
2246 int a, i; 1970 int a, i;
2247 sint16 x, y; 1971 sint16 x, y;
2248 maptile *m; 1972 maptile *m;
2249 materialtype_t *mt;
2250 1973
2251 if (!spell->other_arch) 1974 if (!spell->other_arch)
2252 { 1975 {
2253 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1976 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2254 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1977 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2257 /* exit if it's not a player using this spell. */ 1980 /* exit if it's not a player using this spell. */
2258 if (op->type != PLAYER) 1981 if (op->type != PLAYER)
2259 return 0; 1982 return 0;
2260 1983
2261 /* if player already has a golem, abort */ 1984 /* if player already has a golem, abort */
2262 if (op->contr->ranges[range_golem]) 1985 if (object *golem = op->contr->golem)
2263 { 1986 {
2264 control_golem (op->contr->ranges[range_golem], dir); 1987 control_golem (golem, dir);
2265 return 0; 1988 return 0;
2266 } 1989 }
2267 1990
2268 /* if no direction specified, pick one */ 1991 /* if no direction specified, pick one */
2269 if (!dir) 1992 if (!dir)
2273 x = op->x + freearr_x[dir]; 1996 x = op->x + freearr_x[dir];
2274 y = op->y + freearr_y[dir]; 1997 y = op->y + freearr_y[dir];
2275 1998
2276 /* if there's no place to put the golem, abort */ 1999 /* 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) || 2000 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)) 2001 ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2279 { 2002 {
2280 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 2003 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
2281 return 0; 2004 return 0;
2282 } 2005 }
2283 2006
2287 if (!weapon) 2010 if (!weapon)
2288 { 2011 {
2289 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!"); 2012 new_draw_info (NDI_BLACK, 0, op, "You must mark a weapon to use with this spell!");
2290 return 0; 2013 return 0;
2291 } 2014 }
2292 if (spell->race && strcmp (weapon->arch->name, spell->race)) 2015 if (spell->race && strcmp (weapon->arch->archname, spell->race))
2293 { 2016 {
2294 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon."); 2017 new_draw_info (NDI_UNIQUE, 0, op, "The spell fails to transform your weapon.");
2295 return 0; 2018 return 0;
2296 } 2019 }
2297 if (weapon->type != WEAPON) 2020 if (weapon->type != WEAPON)
2319 CLEAR_FLAG (tmp, FLAG_MONSTER); 2042 CLEAR_FLAG (tmp, FLAG_MONSTER);
2320 tmp->stats.exp = 0; 2043 tmp->stats.exp = 0;
2321 add_friendly_object (tmp); 2044 add_friendly_object (tmp);
2322 tmp->type = GOLEM; 2045 tmp->type = GOLEM;
2323 tmp->set_owner (op); 2046 tmp->set_owner (op);
2047 op->contr->golem = tmp;
2324 set_spell_skill (op, caster, spell, tmp); 2048 set_spell_skill (op, caster, spell, tmp);
2325 op->contr->ranges[range_golem] = tmp;
2326 op->contr->shoottype = range_golem;
2327 2049
2328 /* Give the weapon to the golem now. A bit of a hack to check the 2050 /* 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 2051 * removed flag - it should only be set if get_split_object was
2330 * used above. 2052 * used above.
2331 */ 2053 */
2332 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2054 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2333 weapon->remove (); 2055 weapon->remove ();
2056
2334 insert_ob_in_ob (weapon, tmp); 2057 insert_ob_in_ob (weapon, tmp);
2335 esrv_send_item (op, weapon); 2058 esrv_send_item (op, weapon);
2336 /* To do everything necessary to let a golem use the weapon is a pain, 2059 /* 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 2060 * so instead, just set it as equipped (otherwise, we need to update
2338 * body_info, skills, etc) 2061 * body_info, skills, etc)
2366 2089
2367 /* attacktype */ 2090 /* attacktype */
2368 if (!tmp->attacktype) 2091 if (!tmp->attacktype)
2369 tmp->attacktype = AT_PHYSICAL; 2092 tmp->attacktype = AT_PHYSICAL;
2370 2093
2371 mt = NULL;
2372 if (op->materialname != NULL)
2373 mt = name_to_material (op->materialname); 2094 if (materialtype_t *mt = name_to_material (op->materialname))
2374 if (mt != NULL)
2375 { 2095 {
2376 for (i = 0; i < NROFATTACKS; i++) 2096 for (i = 0; i < NROFATTACKS; i++)
2377 tmp->resist[i] = 50 - (mt->save[i] * 5); 2097 tmp->resist[i] = 50 - (mt->save[i] * 5);
2378 a = mt->save[0]; 2098 a = mt->save[0];
2379 } 2099 }
2381 { 2101 {
2382 for (i = 0; i < NROFATTACKS; i++) 2102 for (i = 0; i < NROFATTACKS; i++)
2383 tmp->resist[i] = 5; 2103 tmp->resist[i] = 5;
2384 a = 10; 2104 a = 10;
2385 } 2105 }
2106
2386 /* Set weapon's immunity */ 2107 /* Set weapon's immunity */
2387 tmp->resist[ATNR_CONFUSION] = 100; 2108 tmp->resist[ATNR_CONFUSION] = 100;
2388 tmp->resist[ATNR_POISON] = 100; 2109 tmp->resist[ATNR_POISON] = 100;
2389 tmp->resist[ATNR_SLOW] = 100; 2110 tmp->resist[ATNR_SLOW] = 100;
2390 tmp->resist[ATNR_PARALYZE] = 100; 2111 tmp->resist[ATNR_PARALYZE] = 100;
2396 2117
2397 /* Improve weapon's armour value according to best save vs. physical of its material */ 2118 /* Improve weapon's armour value according to best save vs. physical of its material */
2398 2119
2399 if (a > 14) 2120 if (a > 14)
2400 a = 14; 2121 a = 14;
2122
2401 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2123 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2402 2124
2403 /* Determine golem's speed */ 2125 /* Determine golem's speed */
2404 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2126 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2405 2127

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines