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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.65 by root, Wed Aug 1 00:26:04 2007 UTC vs.
Revision 1.71 by root, Wed Aug 29 20:40:25 2007 UTC

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";
895 900
896 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 */
897 return 1; 902 return 1;
898} 903}
899 904
900
901/* cast_heal: Heals something. 905/* cast_heal: Heals something.
902 * op is the caster. 906 * op is the caster.
903 * dir is the direction he is casting it in. 907 * dir is the direction he is casting it in.
904 * spell is the spell object. 908 * spell is the spell object.
905 */ 909 */
931 { 935 {
932 /* See how many points we actually heal. Instead of messages 936 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 937 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 938 * on amount of damage healed.
935 */ 939 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 940 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 941 heal = tmp->stats.maxhp - tmp->stats.hp;
942
938 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
939 944
940 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 947 else if (heal > 50)
951 success = 1; 956 success = 1;
952 } 957 }
953 } 958 }
954 959
955 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op, spell))
957 success = 1; 962 success = 1;
958 963
959 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
960 { 965 {
961 at = archetype::find ("poisoning"); 966 at = archetype::find ("poisoning");
1010 } 1015 }
1011 1016
1012 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1018 {
1014 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1020
1015 if (tmp->stats.food > 999) 1021 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1022 tmp->stats.food = 999;
1023
1017 success = 1; 1024 success = 1;
1018 /* 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 */
1019 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");
1020 } 1027 }
1021 1028
1276} 1283}
1277 1284
1278/* Alchemy code by Mark Wedel 1285/* Alchemy code by Mark Wedel
1279 * 1286 *
1280 * This code adds a new spell, called alchemy. Alchemy will turn 1287 * This code adds a new spell, called alchemy. Alchemy will turn
1281 * objects to gold nuggets, the value of the gold nuggets being 1288 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1282 * about 90% of that of the item itself. It uses the value of the
1283 * object before charisma adjustments, because the nuggets themselves
1284 * will be will be adjusted by charisma when sold.
1285 * 1289 *
1286 * 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
1287 * the maximum number of large nuggets you could get. 1291 * itself. It uses the value of the object before charisma adjustments,
1288 * 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
1289 * to the max amount of small nuggets as you could get. 1293 * when sold.
1290 *
1291 * For example, if an item is worth 110 gold, you will get
1292 * 4 large nuggets, and from 0-10 small nuggets.
1293 * 1294 *
1294 * 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
1295 * 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
1296 * alchemised. 1297 * alchemised.
1297 */ 1298 */
1320 total_weight += obj->total_weight (); 1321 total_weight += obj->total_weight ();
1321 1322
1322 obj->destroy (); 1323 obj->destroy ();
1323} 1324}
1324 1325
1325static void
1326update_map (object *op, maptile *m, int small_nuggets, object *small, int large_nuggets, object *large, int x, int y)
1327{
1328 int flag = 0;
1329
1330 /* Put any nuggets below the player, but we can only pass this
1331 * flag if we are on the same space as the player
1332 */
1333 if (x == op->x && y == op->y && op->map == m)
1334 flag = INS_BELOW_ORIGINATOR;
1335
1336 if (small_nuggets)
1337 {
1338 object *tmp = small->clone ();
1339 tmp->nrof = small_nuggets;
1340 m->insert (tmp, x, y, op, flag);
1341 }
1342
1343 if (large_nuggets)
1344 {
1345 object *tmp = large->clone ();
1346 tmp->nrof = large_nuggets;
1347 m->insert (tmp, x, y, op, flag);
1348 }
1349
1350 if (object *pl = m->at (x, y).player ())
1351 if (pl->contr->ns)
1352 pl->contr->ns->look_position = 0;
1353}
1354
1355int 1326int
1356alchemy (object *op, object *caster, object *spell_ob) 1327alchemy (object *op, object *caster, object *spell_ob)
1357{ 1328{
1358 if (op->type != PLAYER) 1329 if (op->type != PLAYER)
1359 return 0; 1330 return 0;
1360 1331
1361 object *large = get_archetype ("largenugget"); 1332 archetype *nugget[3];
1362 object *small = get_archetype ("smallnugget"); 1333
1334 nugget[0] = archetype::find ("pyrite3");
1335 nugget[1] = archetype::find ("pyrite2");
1336 nugget[2] = archetype::find ("pyrite");
1363 1337
1364 /* 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
1365 * some, and also prevents people from alchemising every table/chair/clock 1339 * some, and also prevents people from alchemising every table/chair/clock
1366 * in sight 1340 * in sight
1367 */ 1341 */
1419 if (weight > weight_max) 1393 if (weight > weight_max)
1420 break; 1394 break;
1421 } 1395 }
1422 } 1396 }
1423 1397
1398 value -= rndm (value >> 4);
1424 value = min (value, value_max); 1399 value = min (value, value_max);
1425 1400
1426 uint64 count = value / large->value; 1401 for (int i = 0; i < sizeof (nugget) / sizeof (nugget [0]); ++i)
1427 int large_nuggets = count; 1402 if (int nrof = value / nugget [i]->value)
1428 value -= count * large->value;
1429
1430 count = value / small->value;
1431 int small_nuggets = count;
1432
1433 /* Insert all the nuggets at one time. This probably saves time, but
1434 * it also prevents us from alcheming nuggets that were just created
1435 * with this spell.
1436 */ 1403 {
1437 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 }
1438 1411
1439 if (weight > weight_max) 1412 if (weight > weight_max)
1440 goto bailout; 1413 goto bailout;
1441 } 1414 }
1442 } 1415 }
1443 1416
1444bailout: 1417bailout:
1445 large->destroy ();
1446 small->destroy ();
1447 return 1; 1418 return 1;
1448} 1419}
1449 1420
1450 1421
1451/* This function removes the cursed/damned status on equipped 1422/* This function removes the cursed/damned status on equipped
2203 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2174 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2204 } 2175 }
2205 return success; 2176 return success;
2206} 2177}
2207 2178
2208
2209
2210
2211
2212/* create an aura spell object and put it in the player's inventory. 2179/* create an aura spell object and put it in the player's inventory.
2213 * as usual, op is player, caster is the object casting the spell, 2180 * as usual, op is player, caster is the object casting the spell,
2214 * spell is the spell object itself. 2181 * spell is the spell object itself.
2215 */ 2182 */
2216int 2183int
2227 2194
2228 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2195 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2229 2196
2230 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2197 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2231 2198
2232 new_aura->set_owner (op);
2233 set_spell_skill (op, caster, spell, new_aura); 2199 set_spell_skill (op, caster, spell, new_aura);
2234 new_aura->attacktype = spell->attacktype; 2200 new_aura->attacktype = spell->attacktype;
2235 2201
2236 new_aura->level = caster_level (caster, spell); 2202 new_aura->level = caster_level (caster, spell);
2203
2237 if (refresh) 2204 if (refresh)
2238 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2205 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2239 else 2206 else
2240 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2207 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2208
2241 insert_ob_in_ob (new_aura, op); 2209 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op);
2211
2242 return 1; 2212 return 1;
2243} 2213}
2244 2214
2245 2215
2246/* move aura function. An aura is a part of someone's inventory, 2216/* move aura function. An aura is a part of someone's inventory,
2313} 2283}
2314 2284
2315/* moves the peacemaker spell. 2285/* moves the peacemaker spell.
2316 * op is the piece object. 2286 * op is the piece object.
2317 */ 2287 */
2318
2319void 2288void
2320move_peacemaker (object *op) 2289move_peacemaker (object *op)
2321{ 2290{
2322 object *tmp; 2291 object *tmp;
2323 2292

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