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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.60 by root, Sun Jun 24 01:09:28 2007 UTC vs.
Revision 1.70 by root, Mon Aug 27 05:10:51 2007 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <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>
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
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;
257 && at_tmp->weight < at->weight))) 255 && at_tmp->weight < at->weight)))
258 at = at_tmp; 256 at = at_tmp;
259 } 257 }
260 } 258 }
261 } 259 }
260
262 /* 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
263 * know 262 * know
264 */ 263 */
265 if (!at) 264 if (!at)
266 { 265 {
291 if (!dir) 290 if (!dir)
292 { 291 {
293 examine_monster (op, op); 292 examine_monster (op, op);
294 return 1; 293 return 1;
295 } 294 }
295
296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
297 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
298 { 298 {
299 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];
300 300
320 examine_monster (op, tmp); 320 examine_monster (op, tmp);
321 return 1; 321 return 1;
322 } 322 }
323 } 323 }
324 } 324 }
325
325 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing."); 326 new_draw_info (NDI_UNIQUE, 0, op, "You detect nothing.");
326 return 1; 327 return 1;
327} 328}
328
329 329
330/* This checks to see if 'pl' is invisible to 'mon'. 330/* This checks to see if 'pl' is invisible to 'mon'.
331 * does race check, undead check, etc 331 * does race check, undead check, etc
332 * Returns TRUE if mon can't see pl, false 332 * Returns TRUE if mon can't see pl, false
333 * otherwise. This doesn't check range, walls, etc. It 333 * otherwise. This doesn't check range, walls, etc. It
335 * pl is invisible. 335 * pl is invisible.
336 */ 336 */
337int 337int
338makes_invisible_to (object *pl, object *mon) 338makes_invisible_to (object *pl, object *mon)
339{ 339{
340
341 if (!pl->invisible) 340 if (!pl->invisible)
342 return 0; 341 return 0;
342
343 if (pl->type == PLAYER) 343 if (pl->type == PLAYER)
344 { 344 {
345 /* If race isn't set, then invisible unless it is undead */ 345 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 346 if (!pl->contr->invis_race)
347 { 347 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 348 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 349 return 0;
350
350 return 1; 351 return 1;
351 } 352 }
353
352 /* invis_race is set if we get here */ 354 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 355 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
354 return 1; 356 return 1;
357
355 /* No race, can't be invisible to it */ 358 /* No race, can't be invisible to it */
356 if (!mon->race) 359 if (!mon->race)
357 return 0; 360 return 0;
361
358 if (strstr (mon->race, pl->contr->invis_race)) 362 if (strstr (mon->race, pl->contr->invis_race))
359 return 1; 363 return 1;
364
360 /* Nothing matched above, return 0 */ 365 /* Nothing matched above, return 0 */
361 return 0; 366 return 0;
362 } 367 }
363 else 368 else
364 { 369 {
601 606
602 if (is_dragon_pl (op)) 607 if (is_dragon_pl (op))
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; tmp = tmp->below) 609 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 610 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "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 buf << "Your metabolism isn't focused on anything.\n"; 614 buf << "Your metabolism isn't focused on anything.\n";
610 else 615 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 616 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
612 617
613 break; 618 break;
614 } 619 }
615 } 620 }
621
622 buf << '\0'; // zero-terminate
616 623
617 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ()); 624 new_draw_info (NDI_UNIQUE, 0, op, buf.linearise ());
618 625
619 return 1; 626 return 1;
620} 627}
893 900
894 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 901 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
895 return 1; 902 return 1;
896} 903}
897 904
898
899/* cast_heal: Heals something. 905/* cast_heal: Heals something.
900 * op is the caster. 906 * op is the caster.
901 * dir is the direction he is casting it in. 907 * dir is the direction he is casting it in.
902 * spell is the spell object. 908 * spell is the spell object.
903 */ 909 */
929 { 935 {
930 /* See how many points we actually heal. Instead of messages 936 /* See how many points we actually heal. Instead of messages
931 * based on type of spell, we instead do messages based 937 * based on type of spell, we instead do messages based
932 * on amount of damage healed. 938 * on amount of damage healed.
933 */ 939 */
934 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 940 if (heal > tmp->stats.maxhp - tmp->stats.hp)
935 heal = tmp->stats.maxhp - tmp->stats.hp; 941 heal = tmp->stats.maxhp - tmp->stats.hp;
942
936 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
937 944
938 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
939 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
940 else if (heal > 50) 947 else if (heal > 50)
949 success = 1; 956 success = 1;
950 } 957 }
951 } 958 }
952 959
953 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
954 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op, spell))
955 success = 1; 962 success = 1;
956 963
957 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
958 { 965 {
959 at = archetype::find ("poisoning"); 966 at = archetype::find ("poisoning");
1008 } 1015 }
1009 1016
1010 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1011 { 1018 {
1012 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1020
1013 if (tmp->stats.food > 999) 1021 if (tmp->stats.food > 999)
1014 tmp->stats.food = 999; 1022 tmp->stats.food = 999;
1023
1015 success = 1; 1024 success = 1;
1016 /* We could do something a bit better like the messages for healing above */ 1025 /* We could do something a bit better like the messages for healing above */
1017 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food"); 1026 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1018 } 1027 }
1019 1028
1274} 1283}
1275 1284
1276/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1277 * 1286 *
1278 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1279 * objects to gold nuggets, the value of the gold nuggets being 1288 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1280 * about 90% of that of the item itself. It uses the value of the
1281 * object before charisma adjustments, because the nuggets themselves
1282 * will be will be adjusted by charisma when sold.
1283 * 1289 *
1284 * Large nuggets are worth 25 gp each (base). You will always get 1290 * The value of the gold nuggets being about 90% of that of the item
1285 * the maximum number of large nuggets you could get. 1291 * itself. It uses the value of the object before charisma adjustments,
1286 * Small nuggets are worth 1 gp each (base). You will get from 0 1292 * because the nuggets themselves will be will be adjusted by charisma
1287 * to the max amount of small nuggets as you could get. 1293 * when sold.
1288 *
1289 * For example, if an item is worth 110 gold, you will get
1290 * 4 large nuggets, and from 0-10 small nuggets.
1291 * 1294 *
1292 * There is also a chance (1:30) that you will get nothing at all 1295 * There is also a chance (1:30) that you will get nothing at all
1293 * for the object. There is also a maximum weight that will be 1296 * for the object. There is also a maximum weight that will be
1294 * alchemised. 1297 * alchemised.
1295 */ 1298 */
1318 total_weight += obj->total_weight (); 1321 total_weight += obj->total_weight ();
1319 1322
1320 obj->destroy (); 1323 obj->destroy ();
1321} 1324}
1322 1325
1323static void
1324update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1325{
1326 int flag = 0;
1327
1328 /* Put any nuggets below the player, but we can only pass this
1329 * flag if we are on the same space as the player
1330 */
1331 if (x == op->x && y == op->y && op->map == m)
1332 flag = INS_BELOW_ORIGINATOR;
1333
1334 if (small_nuggets)
1335 {
1336 object *tmp = small->clone ();
1337 tmp->nrof = small_nuggets;
1338 m->insert (tmp, x, y, op, flag);
1339 }
1340
1341 if (large_nuggets)
1342 {
1343 object *tmp = large->clone ();
1344 tmp->nrof = large_nuggets;
1345 m->insert (tmp, x, y, op, flag);
1346 }
1347
1348 if (object *pl = m->at (x, y).player ())
1349 if (pl->contr->ns)
1350 pl->contr->ns->look_position = 0;
1351}
1352
1353int 1326int
1354alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1355{ 1328{
1356 if (op->type != PLAYER) 1329 if (op->type != PLAYER)
1357 return 0; 1330 return 0;
1358 1331
1359 object *large = get_archetype ("largenugget"); 1332 archetype *nugget[3];
1360 object *small = get_archetype ("smallnugget"); 1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1361 1337
1362 /* Put a maximum weight of items that can be alchemised. Limits the power 1338 /* Put a maximum weight of items that can be alchemised. Limits the power
1363 * some, and also prevents people from alchemising every table/chair/clock 1339 * some, and also prevents people from alchemising every table/chair/clock
1364 * in sight 1340 * in sight
1365 */ 1341 */
1417 if (weight > weight_max) 1393 if (weight > weight_max)
1418 break; 1394 break;
1419 } 1395 }
1420 } 1396 }
1421 1397
1398 value -= rndm (value >> 4);
1422 value = min (value, value_max); 1399 value = min (value, value_max);
1423 1400
1424 uint64 count = value / large->value; 1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1425 int large_nuggets = count; 1402 if (int nrof = value / nugget [i]->value)
1426 value -= count * large->value;
1427
1428 count = value / small->value;
1429 int small_nuggets = count;
1430
1431 /* Insert all the nuggets at one time. This probably saves time, but
1432 * it also prevents us from alcheming nuggets that were just created
1433 * with this spell.
1434 */ 1403 {
1435 update_map (op, mp, small_nuggets, small, large_nuggets, large, nx, ny); 1404 value -= nrof * nugget[i]->value;
1405
1406 object *tmp = arch_to_object (nugget[i]);
1407 tmp->nrof = nrof;
1408 tmp->flag [FLAG_IDENTIFIED] = true;
1409 op->map->insert (tmp, x, y, op, 0);
1410 }
1436 1411
1437 if (weight > weight_max) 1412 if (weight > weight_max)
1438 goto bailout; 1413 goto bailout;
1439 } 1414 }
1440 } 1415 }
1441 1416
1442bailout: 1417bailout:
1443 large->destroy ();
1444 small->destroy ();
1445 return 1; 1418 return 1;
1446} 1419}
1447 1420
1448 1421
1449/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
1997 object *weapon, *tmp; 1970 object *weapon, *tmp;
1998 char buf[MAX_BUF]; 1971 char buf[MAX_BUF];
1999 int a, i; 1972 int a, i;
2000 sint16 x, y; 1973 sint16 x, y;
2001 maptile *m; 1974 maptile *m;
2002 materialtype_t *mt;
2003 1975
2004 if (!spell->other_arch) 1976 if (!spell->other_arch)
2005 { 1977 {
2006 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!"); 1978 new_draw_info (NDI_UNIQUE, 0, op, "Oops, program error!");
2007 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name); 1979 LOG (llevError, "animate_weapon failed: spell %s missing other_arch!\n", &spell->name);
2119 2091
2120 /* attacktype */ 2092 /* attacktype */
2121 if (!tmp->attacktype) 2093 if (!tmp->attacktype)
2122 tmp->attacktype = AT_PHYSICAL; 2094 tmp->attacktype = AT_PHYSICAL;
2123 2095
2124 mt = NULL;
2125 if (op->materialname != NULL)
2126 mt = name_to_material (op->materialname); 2096 if (materialtype_t *mt = name_to_material (op->materialname))
2127 if (mt != NULL)
2128 { 2097 {
2129 for (i = 0; i < NROFATTACKS; i++) 2098 for (i = 0; i < NROFATTACKS; i++)
2130 tmp->resist[i] = 50 - (mt->save[i] * 5); 2099 tmp->resist[i] = 50 - (mt->save[i] * 5);
2131 a = mt->save[0]; 2100 a = mt->save[0];
2132 } 2101 }
2134 { 2103 {
2135 for (i = 0; i < NROFATTACKS; i++) 2104 for (i = 0; i < NROFATTACKS; i++)
2136 tmp->resist[i] = 5; 2105 tmp->resist[i] = 5;
2137 a = 10; 2106 a = 10;
2138 } 2107 }
2108
2139 /* Set weapon's immunity */ 2109 /* Set weapon's immunity */
2140 tmp->resist[ATNR_CONFUSION] = 100; 2110 tmp->resist[ATNR_CONFUSION] = 100;
2141 tmp->resist[ATNR_POISON] = 100; 2111 tmp->resist[ATNR_POISON] = 100;
2142 tmp->resist[ATNR_SLOW] = 100; 2112 tmp->resist[ATNR_SLOW] = 100;
2143 tmp->resist[ATNR_PARALYZE] = 100; 2113 tmp->resist[ATNR_PARALYZE] = 100;
2149 2119
2150 /* Improve weapon's armour value according to best save vs. physical of its material */ 2120 /* Improve weapon's armour value according to best save vs. physical of its material */
2151 2121
2152 if (a > 14) 2122 if (a > 14)
2153 a = 14; 2123 a = 14;
2124
2154 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a)); 2125 tmp->resist[ATNR_PHYSICAL] = 100 - (int) ((100.0 - (float) tmp->resist[ATNR_PHYSICAL]) / (30.0 - 2.0 * a));
2155 2126
2156 /* Determine golem's speed */ 2127 /* Determine golem's speed */
2157 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell))); 2128 tmp->set_speed (min (3.33, 0.4 + 0.1 * SP_level_range_adjust (caster, spell)));
2158 2129
2313} 2284}
2314 2285
2315/* moves the peacemaker spell. 2286/* moves the peacemaker spell.
2316 * op is the piece object. 2287 * op is the piece object.
2317 */ 2288 */
2318
2319void 2289void
2320move_peacemaker (object *op) 2290move_peacemaker (object *op)
2321{ 2291{
2322 object *tmp; 2292 object *tmp;
2323 2293

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