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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 1.74 by root, Tue Oct 16 00:30:25 2007 UTC

125 * create nonnmagic arrows, or even -1, etc... 125 * create nonnmagic arrows, or even -1, etc...
126 */ 126 */
127int 127int
128cast_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)
129{ 129{
130 int missile_plus = 0, bonus_plus = 0; 130 int bonus_plus = 0;
131 const char *missile_name; 131 const char *missile_name = "arrow";
132 object *tmp, *missile;
133 132
134 missile_name = "arrow";
135
136 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 133 for (object *tmp = op->inv; tmp; tmp = tmp->below)
137 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED)) 134 if (tmp->type == BOW && QUERY_FLAG (tmp, FLAG_APPLIED))
138 missile_name = tmp->race; 135 missile_name = tmp->race;
139 136
140 missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell); 137 int missile_plus = spell->stats.dam + SP_level_dam_adjust (caster, spell);
141 138
142 if (archetype::find (missile_name) == NULL) 139 archetype *missile_arch = archetype::find (missile_name);
140
141 if (!missile_arch)
143 { 142 {
144 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name); 143 LOG (llevDebug, "Cast create_missile: could not find archetype %s\n", missile_name);
145 return 0; 144 return 0;
146 } 145 }
147 146
148 missile = get_archetype (missile_name); 147 object *missile = missile_arch->instance ();
149 148
150 if (stringarg) 149 if (stringarg)
151 { 150 {
152 /* If it starts with a letter, presume it is a description */ 151 /* If it starts with a letter, presume it is a description */
153 if (isalpha (*stringarg)) 152 if (isalpha (*stringarg))
171 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg); 170 new_draw_info_format (NDI_UNIQUE, 0, op, "You are not allowed to create %ss of %s", missile_name, stringarg);
172 return 0; 171 return 0;
173 } 172 }
174 173
175 give_artifact_abilities (missile, al->item); 174 give_artifact_abilities (missile, al->item);
176 /* These special arrows cost something extra. Don't have them also be magical - 175 /* These special arrows cost something extra. Don't have them also be magical -
177 * otherwise, in most cases, not enough will be created. I don't want to get into 176 * otherwise, in most cases, not enough will be created. I don't want to get into
178 * the parsing of having to do both plus and type. 177 * the parsing of having to do both plus and type.
179 */ 178 */
180 bonus_plus = 1 + (al->item->value / 5); 179 bonus_plus = 1 + (al->item->value / 5);
181 missile_plus = 0; 180 missile_plus = 0;
182 } 181 }
183 else if (atoi (stringarg) < missile_plus) 182 else if (atoi (stringarg) < missile_plus)
184 missile_plus = atoi (stringarg); 183 missile_plus = atoi (stringarg);
185 } 184 }
186 185
187 if (missile_plus > 4) 186 missile_plus = clamp (missile_plus, -4, 4);
188 missile_plus = 4;
189 else if (missile_plus < -4)
190 missile_plus = -4;
191 187
192 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell); 188 missile->nrof = spell->duration + SP_level_duration_adjust (caster, spell);
193 missile->nrof -= 3 * (missile_plus + bonus_plus); 189 missile->nrof -= 3 * (missile_plus + bonus_plus);
194 190
195 if (missile->nrof < 1) 191 if (missile->nrof < 1)
335 * pl is invisible. 331 * pl is invisible.
336 */ 332 */
337int 333int
338makes_invisible_to (object *pl, object *mon) 334makes_invisible_to (object *pl, object *mon)
339{ 335{
340
341 if (!pl->invisible) 336 if (!pl->invisible)
342 return 0; 337 return 0;
338
343 if (pl->type == PLAYER) 339 if (pl->type == PLAYER)
344 { 340 {
345 /* If race isn't set, then invisible unless it is undead */ 341 /* If race isn't set, then invisible unless it is undead */
346 if (!pl->contr->invis_race) 342 if (!pl->contr->invis_race)
347 { 343 {
348 if (QUERY_FLAG (mon, FLAG_UNDEAD)) 344 if (QUERY_FLAG (mon, FLAG_UNDEAD))
349 return 0; 345 return 0;
346
350 return 1; 347 return 1;
351 } 348 }
349
352 /* invis_race is set if we get here */ 350 /* invis_race is set if we get here */
353 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon)) 351 if (!strcmp (pl->contr->invis_race, "undead") && is_true_undead (mon))
354 return 1; 352 return 1;
353
355 /* No race, can't be invisible to it */ 354 /* No race, can't be invisible to it */
356 if (!mon->race) 355 if (!mon->race)
357 return 0; 356 return 0;
357
358 if (strstr (mon->race, pl->contr->invis_race)) 358 if (strstr (mon->race, pl->contr->invis_race))
359 return 1; 359 return 1;
360
360 /* Nothing matched above, return 0 */ 361 /* Nothing matched above, return 0 */
361 return 0; 362 return 0;
362 } 363 }
363 else 364 else
364 { 365 {
601 602
602 if (is_dragon_pl (op)) 603 if (is_dragon_pl (op))
603 /* now grab the 'dragon_ability'-force from the player's inventory */ 604 /* now grab the 'dragon_ability'-force from the player's inventory */
604 for (tmp = op->inv; tmp; tmp = tmp->below) 605 for (tmp = op->inv; tmp; tmp = tmp->below)
605 { 606 {
606 if (tmp->type == FORCE && !strcmp (tmp->arch->archname, "dragon_ability_force")) 607 if (tmp->type == FORCE && tmp->arch->archname == shstr_dragon_ability_force)
607 { 608 {
608 if (tmp->stats.exp == 0) 609 if (tmp->stats.exp == 0)
609 buf << "Your metabolism isn't focused on anything.\n"; 610 buf << "Your metabolism isn't focused on anything.\n";
610 else 611 else
611 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n"; 612 buf << "Your metabolism is focused on " << change_resist_msg[tmp->stats.exp] << ".\n";
895 896
896 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */ 897 op->speed_left = -FABS (op->speed) * 5; /* Freeze them for a short while */
897 return 1; 898 return 1;
898} 899}
899 900
900
901/* cast_heal: Heals something. 901/* cast_heal: Heals something.
902 * op is the caster. 902 * op is the caster.
903 * dir is the direction he is casting it in. 903 * dir is the direction he is casting it in.
904 * spell is the spell object. 904 * spell is the spell object.
905 */ 905 */
931 { 931 {
932 /* See how many points we actually heal. Instead of messages 932 /* See how many points we actually heal. Instead of messages
933 * based on type of spell, we instead do messages based 933 * based on type of spell, we instead do messages based
934 * on amount of damage healed. 934 * on amount of damage healed.
935 */ 935 */
936 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 936 if (heal > tmp->stats.maxhp - tmp->stats.hp)
937 heal = tmp->stats.maxhp - tmp->stats.hp; 937 heal = tmp->stats.maxhp - tmp->stats.hp;
938
938 tmp->stats.hp += heal; 939 tmp->stats.hp += heal;
939 940
940 if (tmp->stats.hp >= tmp->stats.maxhp) 941 if (tmp->stats.hp >= tmp->stats.maxhp)
941 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 942 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
942 else if (heal > 50) 943 else if (heal > 50)
951 success = 1; 952 success = 1;
952 } 953 }
953 } 954 }
954 955
955 if (spell->attacktype & AT_DISEASE) 956 if (spell->attacktype & AT_DISEASE)
956 if (cure_disease (tmp, op)) 957 if (cure_disease (tmp, op, spell))
957 success = 1; 958 success = 1;
958 959
959 if (spell->attacktype & AT_POISON) 960 if (spell->attacktype & AT_POISON)
960 { 961 {
961 at = archetype::find ("poisoning"); 962 at = archetype::find ("poisoning");
1010 } 1011 }
1011 1012
1012 if (spell->stats.food && tmp->stats.food < 999) 1013 if (spell->stats.food && tmp->stats.food < 999)
1013 { 1014 {
1014 tmp->stats.food += spell->stats.food; 1015 tmp->stats.food += spell->stats.food;
1016
1015 if (tmp->stats.food > 999) 1017 if (tmp->stats.food > 999)
1016 tmp->stats.food = 999; 1018 tmp->stats.food = 999;
1019
1017 success = 1; 1020 success = 1;
1018 /* We could do something a bit better like the messages for healing above */ 1021 /* 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"); 1022 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel your belly fill with food");
1020 } 1023 }
1021 1024
1397 value -= nrof * nugget[i]->value; 1400 value -= nrof * nugget[i]->value;
1398 1401
1399 object *tmp = arch_to_object (nugget[i]); 1402 object *tmp = arch_to_object (nugget[i]);
1400 tmp->nrof = nrof; 1403 tmp->nrof = nrof;
1401 tmp->flag [FLAG_IDENTIFIED] = true; 1404 tmp->flag [FLAG_IDENTIFIED] = true;
1402 caster->map->insert (tmp, x, y, caster, 0); 1405 op->map->insert (tmp, x, y, op, 0);
1403 } 1406 }
1404 1407
1405 if (weight > weight_max) 1408 if (weight > weight_max)
1406 goto bailout; 1409 goto bailout;
1407 } 1410 }
1456 1459
1457 return success; 1460 return success;
1458} 1461}
1459 1462
1460/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1461
1462int 1464int
1463cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1464{ 1466{
1467 dynbuf_text buf;
1465 object *tmp; 1468 object *tmp;
1466 int success = 0, num_ident;
1467 1469
1468 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1469 1471
1470 if (num_ident < 1) 1472 if (num_ident < 1)
1471 num_ident = 1; 1473 num_ident = 1;
1472 1474
1473 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1476 { 1478 {
1477 identify (tmp); 1479 identify (tmp);
1478 1480
1479 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1480 { 1482 {
1481 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1483 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1482 1484
1483 if (tmp->msg) 1485 if (tmp->msg)
1484 { 1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1485 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1486 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1487 }
1488 } 1487 }
1489 1488
1490 num_ident--; 1489 num_ident--;
1491 success = 1;
1492 if (!num_ident) 1490 if (!num_ident)
1493 break; 1491 break;
1494 } 1492 }
1495 } 1493 }
1496 1494
1505 { 1503 {
1506 identify (tmp); 1504 identify (tmp);
1507 1505
1508 if (op->type == PLAYER) 1506 if (op->type == PLAYER)
1509 { 1507 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1508 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1511 1509
1512 if (tmp->msg) 1510 if (tmp->msg)
1513 { 1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1514 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1515 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1516 }
1517 1512
1518 esrv_send_item (op, tmp); 1513 esrv_send_item (op, tmp);
1519 } 1514 }
1520 1515
1521 num_ident--; 1516 num_ident--;
1522 success = 1;
1523 if (!num_ident) 1517 if (!num_ident)
1524 break; 1518 break;
1525 } 1519 }
1526 } 1520 }
1527 1521
1528 if (!success) 1522 if (buf.empty ())
1529 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1523 {
1524 op->failmsg ("You can't reach anything unidentified.");
1525 return 0;
1526 }
1530 else 1527 else
1528 {
1529 if (op->contr)
1530 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1531
1531 spell_effect (spell, op->x, op->y, op->map, op); 1532 spell_effect (spell, op->x, op->y, op->map, op);
1532 1533 return 1;
1533 return success; 1534 }
1534} 1535}
1535 1536
1536int 1537int
1537cast_detection (object *op, object *caster, object *spell, object *skill) 1538cast_detection (object *op, object *caster, object *spell, object *skill)
1538{ 1539{
2167 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2168 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2168 } 2169 }
2169 return success; 2170 return success;
2170} 2171}
2171 2172
2172
2173
2174
2175
2176/* create an aura spell object and put it in the player's inventory. 2173/* 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, 2174 * as usual, op is player, caster is the object casting the spell,
2178 * spell is the spell object itself. 2175 * spell is the spell object itself.
2179 */ 2176 */
2180int 2177int
2191 2188
2192 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2189 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2193 2190
2194 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2191 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2195 2192
2196 new_aura->set_owner (op);
2197 set_spell_skill (op, caster, spell, new_aura); 2193 set_spell_skill (op, caster, spell, new_aura);
2198 new_aura->attacktype = spell->attacktype; 2194 new_aura->attacktype = spell->attacktype;
2199 2195
2200 new_aura->level = caster_level (caster, spell); 2196 new_aura->level = caster_level (caster, spell);
2197
2201 if (refresh) 2198 if (refresh)
2202 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2203 else 2200 else
2204 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2201 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2202
2205 insert_ob_in_ob (new_aura, op); 2203 insert_ob_in_ob (new_aura, op);
2204 new_aura->set_owner (op);
2205
2206 return 1; 2206 return 1;
2207} 2207}
2208
2209 2208
2210/* move aura function. An aura is a part of someone's inventory, 2209/* 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 2210 * which he carries with him, but which acts on the map immediately
2212 * around him. 2211 * around him.
2213 * Aura parameters: 2212 * Aura parameters:
2214 * duration: duration counter. 2213 * duration: duration counter.
2215 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2216 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2217 */ 2216 */
2218
2219void 2217void
2220move_aura (object *aura) 2218move_aura (object *aura)
2221{ 2219{
2222 int i, mflags;
2223 object *env;
2224 maptile *m;
2225
2226 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2227 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2228 2223
2229 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2230 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2231 */ 2226 */
2232 aura->remove (); 2227 aura->remove ();
2237 aura->destroy (); 2232 aura->destroy ();
2238 return; 2233 return;
2239 } 2234 }
2240 2235
2241 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2242 if (env == NULL || env->map == NULL) 2237 if (!env || !env->map)
2243 { 2238 {
2244 aura->destroy (); 2239 aura->destroy ();
2245 return; 2240 return;
2246 } 2241 }
2247 2242
2248 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2249 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2250 */ 2245 */
2251 aura->insert_at (env, aura); 2246 aura->insert_at (env, aura);
2252 2247
2253 for (i = 1; i < 9; i++) 2248 for (int i = 1; i < 9; i++)
2254 { 2249 {
2255 sint16 nx, ny; 2250 mapxy pos (env);
2251 pos.move (i);
2256 2252
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 2253 /* 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 2254 * 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. 2255 * is flying also, if player is walking, it is on the ground, etc.
2264 */ 2256 */
2265 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2257 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2266 { 2258 {
2267 hit_map (aura, i, aura->attacktype, 0); 2259 hit_map (aura, i, aura->attacktype, 0);
2268 2260
2269 if (aura->other_arch) 2261 if (aura->other_arch)
2270 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2262 pos.insert (arch_to_object (aura->other_arch), aura);
2271 } 2263 }
2272 } 2264 }
2273 2265
2274 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2275 aura->remove (); 2267 env->insert (aura);
2276 insert_ob_in_ob (aura, env); 2268 aura->set_owner (owner);
2277} 2269}
2278 2270
2279/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2280 * op is the piece object. 2272 * op is the piece object.
2281 */ 2273 */
2282
2283void 2274void
2284move_peacemaker (object *op) 2275move_peacemaker (object *op)
2285{ 2276{
2286 object *tmp; 2277 object *tmp;
2287 2278

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