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/cvs/deliantra/server/server/spell_effect.C
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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.18 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.21 by root, Tue Dec 19 05:41:22 2006 UTC

946 } 946 }
947 else if (QUERY_FLAG (tmp, FLAG_ALIVE)) 947 else if (QUERY_FLAG (tmp, FLAG_ALIVE))
948 { 948 {
949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 949 tmp->stats.hp = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
950 tmp->stats.maxhp = tmp->stats.hp; 950 tmp->stats.maxhp = tmp->stats.hp;
951 set_owner (tmp, op); 951 tmp->set_owner (op);
952 set_spell_skill (op, caster, spell_ob, tmp); 952 set_spell_skill (op, caster, spell_ob, tmp);
953 } 953 }
954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP)) 954 if (QUERY_FLAG (spell_ob, FLAG_IS_USED_UP) || QUERY_FLAG (tmp, FLAG_IS_USED_UP))
955 { 955 {
956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 956 tmp->stats.food = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
965 } 965 }
966 966
967 /* This can't really hurt - if the object doesn't kill anything, 967 /* This can't really hurt - if the object doesn't kill anything,
968 * these fields just won't be used. 968 * these fields just won't be used.
969 */ 969 */
970 set_owner (tmp, op); 970 tmp->set_owner (op);
971 set_spell_skill (op, caster, spell_ob, tmp); 971 set_spell_skill (op, caster, spell_ob, tmp);
972 tmp->x = x; 972 tmp->x = x;
973 tmp->y = y; 973 tmp->y = y;
974 tmp->level = caster_level (caster, spell_ob) / 2; 974 tmp->level = caster_level (caster, spell_ob) / 2;
975 975
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->socket->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
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
2374 CLEAR_FLAG (tmp, FLAG_MONSTER); 2379 CLEAR_FLAG (tmp, FLAG_MONSTER);
2375 SET_FLAG (tmp, FLAG_FRIENDLY); 2380 SET_FLAG (tmp, FLAG_FRIENDLY);
2376 tmp->stats.exp = 0; 2381 tmp->stats.exp = 0;
2377 add_friendly_object (tmp); 2382 add_friendly_object (tmp);
2378 tmp->type = GOLEM; 2383 tmp->type = GOLEM;
2379 set_owner (tmp, op); 2384 tmp->set_owner (op);
2380 set_spell_skill (op, caster, spell, tmp); 2385 set_spell_skill (op, caster, spell, tmp);
2381 op->contr->ranges[range_golem] = tmp; 2386 op->contr->ranges[range_golem] = tmp;
2382 op->contr->shoottype = range_golem; 2387 op->contr->shoottype = range_golem;
2383 2388
2384 /* Give the weapon to the golem now. A bit of a hack to check the 2389 /* Give the weapon to the golem now. A bit of a hack to check the
2541 2546
2542 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2547 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2543 2548
2544 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2549 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2545 2550
2546 set_owner (new_aura, op); 2551 new_aura->set_owner (op);
2547 set_spell_skill (op, caster, spell, new_aura); 2552 set_spell_skill (op, caster, spell, new_aura);
2548 new_aura->attacktype = spell->attacktype; 2553 new_aura->attacktype = spell->attacktype;
2549 2554
2550 new_aura->level = caster_level (caster, spell); 2555 new_aura->level = caster_level (caster, spell);
2551 if (refresh) 2556 if (refresh)
2663 2668
2664 if (rndm (0, atk_lev - 1) > def_lev) 2669 if (rndm (0, atk_lev - 1) > def_lev)
2665 { 2670 {
2666 /* make this sucker peaceful. */ 2671 /* make this sucker peaceful. */
2667 2672
2668 change_exp (get_owner (op), victim->stats.exp, op->skill, 0); 2673 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2669 victim->stats.exp = 0; 2674 victim->stats.exp = 0;
2670#if 0 2675#if 0
2671 /* No idea why these were all set to zero - if something 2676 /* No idea why these were all set to zero - if something
2672 * makes this creature agressive, he should still do damage. 2677 * makes this creature agressive, he should still do damage.
2673 */ 2678 */

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