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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 1.66 by root, Fri Aug 10 01:47:53 2007 UTC vs.
Revision 1.72 by root, Fri Aug 31 00:20:41 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
1397 value -= nrof * nugget[i]->value; 1404 value -= nrof * nugget[i]->value;
1398 1405
1399 object *tmp = arch_to_object (nugget[i]); 1406 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof; 1407 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1408 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1409 op->map->insert (tmp, x, y, op, 0);
1403 } 1410 }
1404 1411
1405 if (weight > weight_max) 1412 if (weight > weight_max)
1406 goto bailout; 1413 goto bailout;
1407 } 1414 }
2167 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.");
2168 } 2175 }
2169 return success; 2176 return success;
2170} 2177}
2171 2178
2172
2173
2174
2175
2176/* 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.
2177 * 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,
2178 * spell is the spell object itself. 2181 * spell is the spell object itself.
2179 */ 2182 */
2180int 2183int
2191 2194
2192 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);
2193 2196
2194 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);
2195 2198
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2199 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2200 new_aura->attacktype = spell->attacktype;
2199 2201
2200 new_aura->level = caster_level (caster, spell); 2202 new_aura->level = caster_level (caster, spell);
2203
2201 if (refresh) 2204 if (refresh)
2202 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.");
2203 else 2206 else
2204 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
2205 insert_ob_in_ob (new_aura, op); 2209 insert_ob_in_ob (new_aura, op);
2210 new_aura->set_owner (op);
2211
2206 return 1; 2212 return 1;
2207} 2213}
2208
2209 2214
2210/* move aura function. An aura is a part of someone's inventory, 2215/* move aura function. An aura is a part of someone's inventory,
2211 * which he carries with him, but which acts on the map immediately 2216 * which he carries with him, but which acts on the map immediately
2212 * around him. 2217 * around him.
2213 * Aura parameters: 2218 * Aura parameters:
2214 * duration: duration counter. 2219 * duration: duration counter.
2215 * attacktype: aura's attacktype 2220 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2221 * other_arch: archetype to drop where we attack
2217 */ 2222 */
2218
2219void 2223void
2220move_aura (object *aura) 2224move_aura (object *aura)
2221{ 2225{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2226 /* auras belong in inventories */
2227 env = aura->env; 2227 object *env = aura->env;
2228 object *owner = aura->owner;
2228 2229
2229 /* no matter what we've gotta remove the aura... 2230 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2231 * we'll put it back if its time isn't up.
2231 */ 2232 */
2232 aura->remove (); 2233 aura->remove ();
2237 aura->destroy (); 2238 aura->destroy ();
2238 return; 2239 return;
2239 } 2240 }
2240 2241
2241 /* auras only exist in inventories */ 2242 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2243 if (!env || !env->map)
2243 { 2244 {
2244 aura->destroy (); 2245 aura->destroy ();
2245 return; 2246 return;
2246 } 2247 }
2247 2248
2248 /* we need to jump out of the inventory for a bit 2249 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2250 * in order to hit the map conveniently.
2250 */ 2251 */
2251 aura->insert_at (env, aura); 2252 aura->insert_at (env, aura);
2252 2253
2253 for (i = 1; i < 9; i++) 2254 for (int i = 1; i < 9; i++)
2254 { 2255 {
2255 sint16 nx, ny; 2256 mapxy pos (env);
2257 pos.move (i);
2256 2258
2257 nx = aura->x + freearr_x[i];
2258 ny = aura->y + freearr_y[i];
2259 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2260
2261 /* Consider the movement tyep of the person with the aura as 2259 /* Consider the movement type of the person with the aura as
2262 * movement type of the aura. Eg, if the player is flying, the aura 2260 * movement type of the aura. Eg, if the player is flying, the aura
2263 * is flying also, if player is walking, it is on the ground, etc. 2261 * is flying also, if player is walking, it is on the ground, etc.
2264 */ 2262 */
2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2263 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2266 { 2264 {
2267 hit_map (aura, i, aura->attacktype, 0); 2265 hit_map (aura, i, aura->attacktype, 0);
2268 2266
2269 if (aura->other_arch) 2267 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2268 pos.insert (arch_to_object (aura->other_arch), aura);
2271 } 2269 }
2272 } 2270 }
2273 2271
2274 /* put the aura back in the player's inventory */ 2272 /* put the aura back in the player's inventory */
2275 aura->remove (); 2273 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2274 aura->set_owner (owner);
2277} 2275}
2278 2276
2279/* moves the peacemaker spell. 2277/* moves the peacemaker spell.
2280 * op is the piece object. 2278 * op is the piece object.
2281 */ 2279 */
2282
2283void 2280void
2284move_peacemaker (object *op) 2281move_peacemaker (object *op)
2285{ 2282{
2286 object *tmp; 2283 object *tmp;
2287 2284

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