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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.20 by root, Thu Dec 14 04:30:32 2006 UTC vs.
Revision 1.24 by root, Fri Dec 22 16:34:00 2006 UTC

302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic."); 302 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks your magic.");
303 return 0; 303 return 0;
304 } 304 }
305 if (mflags & P_IS_ALIVE) 305 if (mflags & P_IS_ALIVE)
306 { 306 {
307 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 307 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER))) 308 if (QUERY_FLAG (tmp, FLAG_ALIVE) && (tmp->type == PLAYER || QUERY_FLAG (tmp, FLAG_MONSTER)))
309 { 309 {
310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something."); 310 new_draw_info (NDI_UNIQUE, 0, op, "You detect something.");
311 if (tmp->head != NULL) 311 if (tmp->head != NULL)
312 tmp = tmp->head; 312 tmp = tmp->head;
440 440
441 if (mflags & P_OUT_OF_MAP) 441 if (mflags & P_OUT_OF_MAP)
442 continue; 442 continue;
443 443
444 // earth to dust tears down everything that can be teared down 444 // earth to dust tears down everything that can be teared down
445 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 445 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
446 { 446 {
447 next = tmp->above; 447 next = tmp->above;
448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN)) 448 if (QUERY_FLAG (tmp, FLAG_TEAR_DOWN))
449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0); 449 hit_player (tmp, 9998, op, AT_PHYSICAL, 0);
450 } 450 }
1432 force->stats.ac = spell_ob->stats.ac; 1432 force->stats.ac = spell_ob->stats.ac;
1433 force->attacktype = spell_ob->attacktype; 1433 force->attacktype = spell_ob->attacktype;
1434 1434
1435 insert_ob_in_ob (force, tmp); 1435 insert_ob_in_ob (force, tmp);
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1436 change_abil (tmp, force); /* Mostly to display any messages */
1437 fix_player (tmp); 1437 tmp->update_stats ();
1438 return 1; 1438 return 1;
1439} 1439}
1440 1440
1441/* This used to be part of cast_change_ability, but it really didn't make 1441/* This used to be part of cast_change_ability, but it really didn't make
1442 * a lot of sense, since most of the values it derives are from the god 1442 * a lot of sense, since most of the values it derives are from the god
1541 force->stats.wc = spell_ob->stats.wc; 1541 force->stats.wc = spell_ob->stats.wc;
1542 force->stats.ac = spell_ob->stats.ac; 1542 force->stats.ac = spell_ob->stats.ac;
1543 1543
1544 change_abil (tmp, force); /* Mostly to display any messages */ 1544 change_abil (tmp, force); /* Mostly to display any messages */
1545 insert_ob_in_ob (force, tmp); 1545 insert_ob_in_ob (force, tmp);
1546 fix_player (tmp); 1546 tmp->update_stats ();
1547 return 1; 1547 return 1;
1548} 1548}
1549 1549
1550 1550
1551 1551
1698 continue; 1698 continue;
1699 1699
1700 small_nuggets = 0; 1700 small_nuggets = 0;
1701 large_nuggets = 0; 1701 large_nuggets = 0;
1702 1702
1703 for (tmp = get_map_ob (mp, nx, ny); tmp != NULL; tmp = next) 1703 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = next)
1704 { 1704 {
1705 next = tmp->above; 1705 next = tmp->above;
1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) && 1706 if (tmp->weight > 0 && !QUERY_FLAG (tmp, FLAG_NO_PICK) &&
1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON)) 1707 !QUERY_FLAG (tmp, FLAG_ALIVE) && !QUERY_FLAG (tmp, FLAG_IS_CAULDRON))
1708 { 1708 {
1742 large->destroy (); 1742 large->destroy ();
1743 small->destroy (); 1743 small->destroy ();
1744 /* reset this so that if player standing on a big pile of stuff, 1744 /* reset this so that if player standing on a big pile of stuff,
1745 * it is redrawn properly. 1745 * it is redrawn properly.
1746 */ 1746 */
1747 op->contr->socket->look_position = 0; 1747 op->contr->ns->look_position = 0;
1748 return 1; 1748 return 1;
1749} 1749}
1750 1750
1751 1751
1752/* This function removes the cursed/damned status on equipped 1752/* This function removes the cursed/damned status on equipped
1761 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1762 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1763 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1764 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1765 { 1765 {
1766
1767 was_one++; 1766 was_one++;
1768 if (tmp->level <= caster_level (caster, spell)) 1767 if (tmp->level <= caster_level (caster, spell))
1769 { 1768 {
1770 success++; 1769 success++;
1771 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1770 if (QUERY_FLAG (spell, FLAG_DAMNED))
1791 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse."); 1790 new_draw_info (NDI_UNIQUE, 0, op, "You failed to remove the curse.");
1792 else 1791 else
1793 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items."); 1792 new_draw_info (NDI_UNIQUE, 0, op, "You are not using any cursed items.");
1794 } 1793 }
1795 } 1794 }
1795
1796 return success; 1796 return success;
1797} 1797}
1798 1798
1799/* Identifies objects in the players inventory/on the ground */ 1799/* Identifies objects in the players inventory/on the ground */
1800 1800
1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1807 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1808 1808
1809 if (num_ident < 1) 1809 if (num_ident < 1)
1810 num_ident = 1; 1810 num_ident = 1;
1811 1811
1812
1813 for (tmp = op->inv; tmp; tmp = tmp->below) 1812 for (tmp = op->inv; tmp; tmp = tmp->below)
1814 { 1813 {
1815 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1814 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1816 { 1815 {
1817 identify (tmp); 1816 identify (tmp);
1817
1818 if (op->type == PLAYER) 1818 if (op->type == PLAYER)
1819 { 1819 {
1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op)); 1820 new_draw_info_format (NDI_UNIQUE, 0, op, "You have %s.", long_desc (tmp, op));
1821
1821 if (tmp->msg) 1822 if (tmp->msg)
1822 { 1823 {
1823 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1824 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1824 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1825 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1825 } 1826 }
1826 } 1827 }
1828
1827 num_ident--; 1829 num_ident--;
1828 success = 1; 1830 success = 1;
1829 if (!num_ident) 1831 if (!num_ident)
1830 break; 1832 break;
1831 } 1833 }
1832 } 1834 }
1835
1833 /* If all the power of the spell has been used up, don't go and identify 1836 /* If all the power of the spell has been used up, don't go and identify
1834 * stuff on the floor. Only identify stuff on the floor if the spell 1837 * stuff on the floor. Only identify stuff on the floor if the spell
1835 * was not fully used. 1838 * was not fully used.
1836 */ 1839 */
1837 if (num_ident) 1840 if (num_ident)
1838 { 1841 {
1839 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1842 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1840 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1843 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1841 { 1844 {
1842
1843 identify (tmp); 1845 identify (tmp);
1846
1844 if (op->type == PLAYER) 1847 if (op->type == PLAYER)
1845 { 1848 {
1846 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op)); 1849 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground is %s.", long_desc (tmp, op));
1850
1847 if (tmp->msg) 1851 if (tmp->msg)
1848 { 1852 {
1849 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:"); 1853 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1850 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg); 1854 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1851 } 1855 }
1856
1852 esrv_send_item (op, tmp); 1857 esrv_send_item (op, tmp);
1853 } 1858 }
1859
1854 num_ident--; 1860 num_ident--;
1855 success = 1; 1861 success = 1;
1856 if (!num_ident) 1862 if (!num_ident)
1857 break; 1863 break;
1858 } 1864 }
1859 } 1865 }
1866
1860 if (!success) 1867 if (!success)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1868 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified.");
1862 else 1869 else
1863 {
1864 spell_effect (spell, op->x, op->y, op->map, op); 1870 spell_effect (spell, op->x, op->y, op->map, op);
1865 } 1871
1866 return success; 1872 return success;
1867} 1873}
1868
1869 1874
1870int 1875int
1871cast_detection (object *op, object *caster, object *spell, object *skill) 1876cast_detection (object *op, object *caster, object *spell, object *skill)
1872{ 1877{
1873 object *tmp, *last, *god, *detect; 1878 object *tmp, *last, *god, *detect;
1886 skill = caster; 1891 skill = caster;
1887 1892
1888 for (x = op->x - range; x <= op->x + range; x++) 1893 for (x = op->x - range; x <= op->x + range; x++)
1889 for (y = op->y - range; y <= op->y + range; y++) 1894 for (y = op->y - range; y <= op->y + range; y++)
1890 { 1895 {
1891
1892 m = op->map; 1896 m = op->map;
1893 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1897 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1894 if (mflags & P_OUT_OF_MAP) 1898 if (mflags & P_OUT_OF_MAP)
1895 continue; 1899 continue;
1896 1900
1898 * floor. But this is not true for show invisible. 1902 * floor. But this is not true for show invisible.
1899 * Basically, we just go and find the top object and work 1903 * Basically, we just go and find the top object and work
1900 * down - that is easier than working up. 1904 * down - that is easier than working up.
1901 */ 1905 */
1902 1906
1903 for (last = NULL, tmp = get_map_ob (m, nx, ny); tmp; tmp = tmp->above) 1907 for (last = NULL, tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above)
1904 last = tmp; 1908 last = tmp;
1909
1905 /* Shouldn't happen, but if there are no objects on a space, this 1910 /* Shouldn't happen, but if there are no objects on a space, this
1906 * would happen. 1911 * would happen.
1907 */ 1912 */
1908 if (!last) 1913 if (!last)
1909 continue; 1914 continue;
1911 done_one = 0; 1916 done_one = 0;
1912 floor = 0; 1917 floor = 0;
1913 detect = NULL; 1918 detect = NULL;
1914 for (tmp = last; tmp; tmp = tmp->below) 1919 for (tmp = last; tmp; tmp = tmp->below)
1915 { 1920 {
1916
1917 /* show invisible */ 1921 /* show invisible */
1918 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) && 1922 if (QUERY_FLAG (spell, FLAG_MAKE_INVIS) &&
1919 /* Might there be other objects that we can make visibile? */ 1923 /* Might there be other objects that we can make visible? */
1920 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) || 1924 (tmp->invisible && (QUERY_FLAG (tmp, FLAG_MONSTER) ||
1921 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) || 1925 (tmp->type == PLAYER && !QUERY_FLAG (tmp, FLAG_WIZ)) ||
1922 tmp->type == CF_HANDLE || 1926 tmp->type == CF_HANDLE ||
1923 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE || 1927 tmp->type == TRAPDOOR || tmp->type == EXIT || tmp->type == HOLE ||
1924 tmp->type == BUTTON || tmp->type == TELEPORTER || 1928 tmp->type == BUTTON || tmp->type == TELEPORTER ||
1931 { 1935 {
1932 tmp->invisible = 0; 1936 tmp->invisible = 0;
1933 done_one = 1; 1937 done_one = 1;
1934 } 1938 }
1935 } 1939 }
1940
1936 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 1941 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1937 floor = 1; 1942 floor = 1;
1938 1943
1939 /* All detections below this point don't descend beneath the floor, 1944 /* All detections below this point don't descend beneath the floor,
1940 * so just continue on. We could be clever and look at the type of 1945 * so just continue on. We could be clever and look at the type of
2110 2115
2111 mflags = get_map_flags (m, &m, x, y, &x, &y); 2116 mflags = get_map_flags (m, &m, x, y, &x, &y);
2112 2117
2113 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 2118 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
2114 { 2119 {
2115 for (plyr = get_map_ob (m, x, y); plyr != NULL; plyr = plyr->above) 2120 for (plyr = GET_MAP_OB (m, x, y); plyr != NULL; plyr = plyr->above)
2116 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2121 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2117 break; 2122 break;
2118 } 2123 }
2119 2124
2120 2125
2121 /* If we did not find a player in the specified direction, transfer 2126 /* If we did not find a player in the specified direction, transfer
2122 * to anyone on top of us. This is used for the rune of transference mostly. 2127 * to anyone on top of us. This is used for the rune of transference mostly.
2123 */ 2128 */
2124 if (plyr == NULL) 2129 if (plyr == NULL)
2125 for (plyr = get_map_ob (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above) 2130 for (plyr = GET_MAP_OB (op->map, op->x, op->y); plyr != NULL; plyr = plyr->above)
2126 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE)) 2131 if (plyr != op && QUERY_FLAG (plyr, FLAG_ALIVE))
2127 break; 2132 break;
2128 2133
2129 if (!plyr) 2134 if (!plyr)
2130 { 2135 {
2185 m = op->map; 2190 m = op->map;
2186 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 2191 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
2187 if (mflags & P_OUT_OF_MAP) 2192 if (mflags & P_OUT_OF_MAP)
2188 return; 2193 return;
2189 2194
2190 for (tmp = get_map_ob (m, sx, sy); tmp != NULL; tmp = next) 2195 for (tmp = GET_MAP_OB (m, sx, sy); tmp != NULL; tmp = next)
2191 { 2196 {
2192 next = tmp->above; 2197 next = tmp->above;
2193 2198
2194 /* Need to look at the head object - otherwise, if tmp 2199 /* Need to look at the head object - otherwise, if tmp
2195 * points to a monster, we don't have all the necessary 2200 * points to a monster, we don't have all the necessary
2393 * so instead, just set it as equipped (otherwise, we need to update 2398 * so instead, just set it as equipped (otherwise, we need to update
2394 * body_info, skills, etc) 2399 * body_info, skills, etc)
2395 */ 2400 */
2396 SET_FLAG (tmp, FLAG_USE_WEAPON); 2401 SET_FLAG (tmp, FLAG_USE_WEAPON);
2397 SET_FLAG (weapon, FLAG_APPLIED); 2402 SET_FLAG (weapon, FLAG_APPLIED);
2398 fix_player (tmp); 2403 tmp->update_stats ();
2399 2404
2400 /* There used to be 'odd' code that basically seemed to take the absolute 2405 /* There used to be 'odd' code that basically seemed to take the absolute
2401 * value of the weapon->magic an use that. IMO, that doesn't make sense - 2406 * value of the weapon->magic an use that. IMO, that doesn't make sense -
2402 * if you're using a crappy weapon, it shouldn't be as good. 2407 * if you're using a crappy weapon, it shouldn't be as good.
2403 */ 2408 */
2642void 2647void
2643move_peacemaker (object *op) 2648move_peacemaker (object *op)
2644{ 2649{
2645 object *tmp; 2650 object *tmp;
2646 2651
2647 for (tmp = get_map_ob (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2652 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2648 { 2653 {
2649 int atk_lev, def_lev; 2654 int atk_lev, def_lev;
2650 object *victim = tmp; 2655 object *victim = tmp;
2651 2656
2652 if (tmp->head) 2657 if (tmp->head)

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