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 1.132 by root, Fri Apr 30 20:43:18 2010 UTC vs.
Revision 1.141 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
73 if (!(random_roll (0, 3, op, PREFER_HIGH))) 73 if (!(random_roll (0, 3, op, PREFER_HIGH)))
74 { 74 {
75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand)); 75 op->failmsgf ("The %s vibrates violently, then explodes!", query_name (wand));
76 op->play_sound (sound_find ("ob_explode")); 76 op->play_sound (sound_find ("ob_explode"));
77 wand->destroy (); 77 wand->destroy ();
78 object *tmp = get_archetype (shstr_fireball); 78 object *tmp = archetype::get (shstr_fireball);
79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 79 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
80 80
81 if (!tmp->stats.dam) 81 if (!tmp->stats.dam)
82 tmp->stats.dam = 1; 82 tmp->stats.dam = 1;
83 83
389 389
390 /* Remove the switch with 90% duplicate code - just handle the differences with 390 /* Remove the switch with 90% duplicate code - just handle the differences with
391 * and if statement or two. 391 * and if statement or two.
392 */ 392 */
393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 393 op->invisible += spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
394
394 /* max duration */ 395 /* limit duration */
395 if (op->invisible > 1000) 396 min_it (op->invisible, 1000);
396 op->invisible = 1000;
397 397
398 if (op->type == PLAYER) 398 if (op->type == PLAYER)
399 { 399 {
400 op->contr->invis_race = spell_ob->race; 400 op->contr->invis_race = spell_ob->race;
401 401
485 { 485 {
486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you."); 486 new_draw_info (NDI_UNIQUE, 0, op, "You feel a force starting to build up inside you.");
487 return 1; 487 return 1;
488 } 488 }
489 489
490 object *dummy = get_archetype (FORCE_NAME); 490 object *dummy = archetype::get (FORCE_NAME);
491 491
492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob)); 492 int time = max (1, spell_ob->duration - SP_level_duration_adjust (caster, spell_ob));
493 493
494 /* value of speed really doesn't make much difference, as long as it is 494 /* value of speed really doesn't make much difference, as long as it is
495 * positive. Lower value may be useful so that the problem doesn't 495 * positive. Lower value may be useful so that the problem doesn't
1072 1072
1073 new_draw_info_format (NDI_UNIQUE, 0, op, 1073 new_draw_info_format (NDI_UNIQUE, 0, op,
1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>", 1074 "You create an aura of magical force. H<The effect will last for about %.10g seconds.>",
1075 TICK2TIME (duration)); 1075 TICK2TIME (duration));
1076 1076
1077 force = get_archetype (FORCE_NAME); 1077 force = archetype::get (FORCE_NAME);
1078 force->subtype = FORCE_CHANGE_ABILITY; 1078 force->subtype = FORCE_CHANGE_ABILITY;
1079 force->duration = duration; 1079 force->duration = duration;
1080 1080
1081 if (spell_ob->race) 1081 if (spell_ob->race)
1082 force->name = spell_ob->race; 1082 force->name = spell_ob->race;
1089 force->speed_left = -1.0; 1089 force->speed_left = -1.0;
1090 force->set_flag (FLAG_APPLIED); 1090 force->set_flag (FLAG_APPLIED);
1091 1091
1092 /* Now start processing the effects. First, protections */ 1092 /* Now start processing the effects. First, protections */
1093 for (i = 0; i < NROFATTACKS; i++) 1093 for (i = 0; i < NROFATTACKS; i++)
1094 {
1095 if (spell_ob->resist[i]) 1094 if (spell_ob->resist[i])
1096 {
1097 force->resist[i] = spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob); 1095 force->resist[i] = min (100, spell_ob->resist[i] + SP_level_dam_adjust (caster, spell_ob));
1098 if (force->resist[i] > 100)
1099 force->resist[i] = 100;
1100 }
1101 }
1102 1096
1103 if (spell_ob->stats.hp) 1097 if (spell_ob->stats.hp)
1104 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob); 1098 force->stats.hp = spell_ob->stats.hp + SP_level_dam_adjust (caster, spell_ob);
1105 1099
1106 if (tmp->type == PLAYER) 1100 if (tmp->type == PLAYER)
1192 } 1186 }
1193 } 1187 }
1194 1188
1195 if (force == NULL) 1189 if (force == NULL)
1196 { 1190 {
1197 force = get_archetype (FORCE_NAME); 1191 force = archetype::get (FORCE_NAME);
1198 force->subtype = FORCE_CHANGE_ABILITY; 1192 force->subtype = FORCE_CHANGE_ABILITY;
1199 if (spell_ob->race) 1193 if (spell_ob->race)
1200 force->name = spell_ob->race; 1194 force->name = spell_ob->race;
1201 else 1195 else
1202 force->name = spell_ob->name; 1196 force->name = spell_ob->name;
1217 { 1211 {
1218 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1212 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1219 } 1213 }
1220 return 0; 1214 return 0;
1221 } 1215 }
1216
1222 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1217 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1223 force->speed = 1.0; 1218 force->speed = 1.0;
1224 force->speed_left = -1.0; 1219 force->speed_left = -1.0;
1225 force->set_flag (FLAG_APPLIED); 1220 force->set_flag (FLAG_APPLIED);
1226 1221
1402int 1397int
1403remove_curse (object *op, object *caster, object *spell) 1398remove_curse (object *op, object *caster, object *spell)
1404{ 1399{
1405 int success = 0, was_one = 0; 1400 int success = 0, was_one = 0;
1406 1401
1402 int num_uncurse = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1403
1404 op->splay_marked ();
1405
1406 int typeflag = spell->last_sp ? FLAG_DAMNED : FLAG_CURSED;
1407
1407 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1408 for (object *tmp = op->inv; tmp && num_uncurse; tmp = tmp->below)
1408 if (tmp->flag [FLAG_APPLIED] && 1409 if (!tmp->invisible && tmp->flag [typeflag])
1409 ((tmp->flag [FLAG_CURSED] && spell->flag [FLAG_CURSED]) ||
1410 (tmp->flag [FLAG_DAMNED] && spell->flag [FLAG_DAMNED])))
1411 { 1410 {
1412 was_one++; 1411 ++was_one;
1413 1412
1414 if (tmp->level <= casting_level (caster, spell)) 1413 if (tmp->level <= casting_level (caster, spell))
1415 { 1414 {
1416 success++; 1415 ++success;
1417 if (spell->flag [FLAG_DAMNED]) 1416 --num_uncurse;
1418 tmp->clr_flag (FLAG_DAMNED);
1419 1417
1418 tmp->clr_flag (typeflag);
1420 tmp->clr_flag (FLAG_CURSED); 1419 tmp->clr_flag (FLAG_CURSED);
1421 tmp->clr_flag (FLAG_KNOWN_CURSED); 1420 tmp->clr_flag (FLAG_KNOWN_CURSED);
1422 tmp->value = 0; /* Still can't sell it */ 1421 tmp->value = 0; /* Still can't sell it */
1423 1422
1424 if (object *pl = tmp->visible_to ()) 1423 if (object *pl = tmp->visible_to ())
1427 } 1426 }
1428 1427
1429 if (op->type == PLAYER) 1428 if (op->type == PLAYER)
1430 { 1429 {
1431 if (success) 1430 if (success)
1432 new_draw_info (NDI_UNIQUE, 0, op, "You feel like some of your items are looser now."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "You realise that some of your items look shinier now. H<You successfully removed some curses.>");
1433 else 1432 else
1434 { 1433 {
1435 if (was_one) 1434 if (was_one)
1436 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1435 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove any curse. H<The spell was not strong enough.>");
1437 else 1436 else
1438 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1437 new_draw_info (NDI_UNIQUE, 0, op, "You are not having any cursed items. H<Epic fail.>");
1439 } 1438 }
1440 } 1439 }
1441 1440
1442 return success; 1441 return success;
1443} 1442}
1444 1443
1445/* Identifies objects in the players inventory/on the ground */ 1444/* Identifies objects in the players inventory/on the ground */
1446int 1445int
1447cast_identify (object *op, object *caster, object *spell) 1446cast_identify (object *op, object *caster, object *spell)
1448{ 1447{
1449 object *tmp;
1450 dynbuf_text &buf = msg_dynbuf; buf.clear (); 1448 dynbuf_text &buf = msg_dynbuf; buf.clear ();
1451 1449
1452 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell)); 1450 int num_ident = max (1, spell->stats.dam + SP_level_dam_adjust (caster, spell));
1453 1451
1452 op->splay_marked ();
1453
1454 for (tmp = op->inv; tmp; tmp = tmp->below) 1454 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1455 { 1455 {
1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ()) 1456 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1457 { 1457 {
1458 identify (tmp); 1458 identify (tmp);
1459 1459
1474 * stuff on the floor. Only identify stuff on the floor if the spell 1474 * stuff on the floor. Only identify stuff on the floor if the spell
1475 * was not fully used. 1475 * was not fully used.
1476 */ 1476 */
1477 if (num_ident) 1477 if (num_ident)
1478 { 1478 {
1479 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1479 for (object *tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ()) 1480 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->invisible && tmp->need_identify ())
1481 { 1481 {
1482 identify (tmp); 1482 identify (tmp);
1483 1483
1484 if (object *pl = tmp->visible_to ()) 1484 if (object *pl = tmp->visible_to ())
1511 1511
1512int 1512int
1513cast_detection (object *op, object *caster, object *spell, object *skill) 1513cast_detection (object *op, object *caster, object *spell, object *skill)
1514{ 1514{
1515 object *tmp, *last, *god, *detect; 1515 object *tmp, *last, *god, *detect;
1516 int done_one, range, mflags, floor, level; 1516 int done_one, range, floor, level;
1517 sint16 x, y, nx, ny; 1517 sint16 x, y, nx, ny;
1518 maptile *m; 1518 maptile *m;
1519 1519
1520 /* We precompute some values here so that we don't have to keep 1520 /* We precompute some values here so that we don't have to keep
1521 * doing it over and over again. 1521 * doing it over and over again.
2109 /* Improve weapon's armour value according to best save vs. physical of its material */ 2109 /* Improve weapon's armour value according to best save vs. physical of its material */
2110 2110
2111 if (a > 14) 2111 if (a > 14)
2112 a = 14; 2112 a = 14;
2113 2113
2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2114 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.f - (float) tmp->resist[ATNR_PHYSICAL]) / (30.f - 2.f * a));
2115 2115
2116 /* Determine golem's speed */ 2116 /* Determine golem's speed */
2117 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2117 tmp->set_speed (min (3.33f, 0.4f + 0.1f * SP_level_range_adjust (caster, spell)));
2118 2118
2119 if (!spell->race) 2119 if (!spell->race)
2120 { 2120 {
2121 sprintf (buf, "animated %s", &weapon->name); 2121 sprintf (buf, "animated %s", &weapon->name);
2122 tmp->name = buf; 2122 tmp->name = buf;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines