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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 1.69 by root, Thu Aug 23 17:17:41 2007 UTC vs.
Revision 1.73 by root, Sat Sep 1 08:03:46 2007 UTC

900 900
901 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 */
902 return 1; 902 return 1;
903} 903}
904 904
905
906/* cast_heal: Heals something. 905/* cast_heal: Heals something.
907 * op is the caster. 906 * op is the caster.
908 * dir is the direction he is casting it in. 907 * dir is the direction he is casting it in.
909 * spell is the spell object. 908 * spell is the spell object.
910 */ 909 */
936 { 935 {
937 /* See how many points we actually heal. Instead of messages 936 /* See how many points we actually heal. Instead of messages
938 * based on type of spell, we instead do messages based 937 * based on type of spell, we instead do messages based
939 * on amount of damage healed. 938 * on amount of damage healed.
940 */ 939 */
941 if (heal > (tmp->stats.maxhp - tmp->stats.hp)) 940 if (heal > tmp->stats.maxhp - tmp->stats.hp)
942 heal = tmp->stats.maxhp - tmp->stats.hp; 941 heal = tmp->stats.maxhp - tmp->stats.hp;
942
943 tmp->stats.hp += heal; 943 tmp->stats.hp += heal;
944 944
945 if (tmp->stats.hp >= tmp->stats.maxhp) 945 if (tmp->stats.hp >= tmp->stats.maxhp)
946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!"); 946 new_draw_info (NDI_UNIQUE, 0, tmp, "You feel just fine!");
947 else if (heal > 50) 947 else if (heal > 50)
956 success = 1; 956 success = 1;
957 } 957 }
958 } 958 }
959 959
960 if (spell->attacktype & AT_DISEASE) 960 if (spell->attacktype & AT_DISEASE)
961 if (cure_disease (tmp, op)) 961 if (cure_disease (tmp, op, spell))
962 success = 1; 962 success = 1;
963 963
964 if (spell->attacktype & AT_POISON) 964 if (spell->attacktype & AT_POISON)
965 { 965 {
966 at = archetype::find ("poisoning"); 966 at = archetype::find ("poisoning");
1015 } 1015 }
1016 1016
1017 if (spell->stats.food && tmp->stats.food < 999) 1017 if (spell->stats.food && tmp->stats.food < 999)
1018 { 1018 {
1019 tmp->stats.food += spell->stats.food; 1019 tmp->stats.food += spell->stats.food;
1020
1020 if (tmp->stats.food > 999) 1021 if (tmp->stats.food > 999)
1021 tmp->stats.food = 999; 1022 tmp->stats.food = 999;
1023
1022 success = 1; 1024 success = 1;
1023 /* 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 */
1024 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");
1025 } 1027 }
1026 1028
1461 1463
1462 return success; 1464 return success;
1463} 1465}
1464 1466
1465/* Identifies objects in the players inventory/on the ground */ 1467/* Identifies objects in the players inventory/on the ground */
1466
1467int 1468int
1468cast_identify (object *op, object *caster, object *spell) 1469cast_identify (object *op, object *caster, object *spell)
1469{ 1470{
1471 dynbuf_text buf;
1470 object *tmp; 1472 object *tmp;
1471 int success = 0, num_ident;
1472 1473
1473 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1474 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1474 1475
1475 if (num_ident < 1) 1476 if (num_ident < 1)
1476 num_ident = 1; 1477 num_ident = 1;
1477 1478
1478 for (tmp = op->inv; tmp; tmp = tmp->below) 1479 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1482 {
1482 identify (tmp); 1483 identify (tmp);
1483 1484
1484 if (op->type == PLAYER) 1485 if (op->type == PLAYER)
1485 { 1486 {
1486 new_draw_info_format (NDI_UNIQUE, 0, op, "You identified: %s.", long_desc (tmp, op)); 1487 buf.printf ("You identified: %s.\n\n", long_desc (tmp, op));
1487 1488
1488 if (tmp->msg) 1489 if (tmp->msg)
1489 { 1490 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1490 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1491 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1492 }
1493 } 1491 }
1494 1492
1495 num_ident--; 1493 num_ident--;
1496 success = 1;
1497 if (!num_ident) 1494 if (!num_ident)
1498 break; 1495 break;
1499 } 1496 }
1500 } 1497 }
1501 1498
1510 { 1507 {
1511 identify (tmp); 1508 identify (tmp);
1512 1509
1513 if (op->type == PLAYER) 1510 if (op->type == PLAYER)
1514 { 1511 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "On the ground you identified: %s.", long_desc (tmp, op)); 1512 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1516 1513
1517 if (tmp->msg) 1514 if (tmp->msg)
1518 { 1515 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1519 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1520 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1521 }
1522 1516
1523 esrv_send_item (op, tmp); 1517 esrv_send_item (op, tmp);
1524 } 1518 }
1525 1519
1526 num_ident--; 1520 num_ident--;
1527 success = 1;
1528 if (!num_ident) 1521 if (!num_ident)
1529 break; 1522 break;
1530 } 1523 }
1531 } 1524 }
1532 1525
1533 if (!success) 1526 if (buf.empty ())
1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't reach anything unidentified."); 1527 {
1528 op->failmsg ("You can't reach anything unidentified.");
1529 return 0;
1530 }
1535 else 1531 else
1532 {
1533 if (op->contr)
1534 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1535
1536 spell_effect (spell, op->x, op->y, op->map, op); 1536 spell_effect (spell, op->x, op->y, op->map, op);
1537 1537 return 1;
1538 return success; 1538 }
1539} 1539}
1540 1540
1541int 1541int
1542cast_detection (object *op, object *caster, object *spell, object *skill) 1542cast_detection (object *op, object *caster, object *spell, object *skill)
1543{ 1543{
2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here."); 2172 new_draw_info (NDI_UNIQUE, 0, op, "It can be no darker here.");
2173 } 2173 }
2174 return success; 2174 return success;
2175} 2175}
2176 2176
2177
2178
2179
2180
2181/* create an aura spell object and put it in the player's inventory. 2177/* create an aura spell object and put it in the player's inventory.
2182 * as usual, op is player, caster is the object casting the spell, 2178 * as usual, op is player, caster is the object casting the spell,
2183 * spell is the spell object itself. 2179 * spell is the spell object itself.
2184 */ 2180 */
2185int 2181int
2196 2192
2197 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell); 2193 new_aura->duration = spell->duration + 10 * SP_level_duration_adjust (caster, spell);
2198 2194
2199 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 2195 new_aura->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2200 2196
2201 new_aura->set_owner (op);
2202 set_spell_skill (op, caster, spell, new_aura); 2197 set_spell_skill (op, caster, spell, new_aura);
2203 new_aura->attacktype = spell->attacktype; 2198 new_aura->attacktype = spell->attacktype;
2204 2199
2205 new_aura->level = caster_level (caster, spell); 2200 new_aura->level = caster_level (caster, spell);
2201
2206 if (refresh) 2202 if (refresh)
2207 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 2203 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
2208 else 2204 else
2209 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force."); 2205 new_draw_info (NDI_UNIQUE, 0, op, "You create an aura of magical force.");
2206
2210 insert_ob_in_ob (new_aura, op); 2207 insert_ob_in_ob (new_aura, op);
2208 new_aura->set_owner (op);
2209
2211 return 1; 2210 return 1;
2212} 2211}
2213
2214 2212
2215/* move aura function. An aura is a part of someone's inventory, 2213/* move aura function. An aura is a part of someone's inventory,
2216 * which he carries with him, but which acts on the map immediately 2214 * which he carries with him, but which acts on the map immediately
2217 * around him. 2215 * around him.
2218 * Aura parameters: 2216 * Aura parameters:
2219 * duration: duration counter. 2217 * duration: duration counter.
2220 * attacktype: aura's attacktype 2218 * attacktype: aura's attacktype
2221 * other_arch: archetype to drop where we attack 2219 * other_arch: archetype to drop where we attack
2222 */ 2220 */
2223
2224void 2221void
2225move_aura (object *aura) 2222move_aura (object *aura)
2226{ 2223{
2227 int i, mflags;
2228 object *env;
2229 maptile *m;
2230
2231 /* auras belong in inventories */ 2224 /* auras belong in inventories */
2232 env = aura->env; 2225 object *env = aura->env;
2226 object *owner = aura->owner;
2233 2227
2234 /* no matter what we've gotta remove the aura... 2228 /* no matter what we've gotta remove the aura...
2235 * we'll put it back if its time isn't up. 2229 * we'll put it back if its time isn't up.
2236 */ 2230 */
2237 aura->remove (); 2231 aura->remove ();
2242 aura->destroy (); 2236 aura->destroy ();
2243 return; 2237 return;
2244 } 2238 }
2245 2239
2246 /* auras only exist in inventories */ 2240 /* auras only exist in inventories */
2247 if (env == NULL || env->map == NULL) 2241 if (!env || !env->map)
2248 { 2242 {
2249 aura->destroy (); 2243 aura->destroy ();
2250 return; 2244 return;
2251 } 2245 }
2252 2246
2253 /* we need to jump out of the inventory for a bit 2247 /* we need to jump out of the inventory for a bit
2254 * in order to hit the map conveniently. 2248 * in order to hit the map conveniently.
2255 */ 2249 */
2256 aura->insert_at (env, aura); 2250 aura->insert_at (env, aura);
2257 2251
2258 for (i = 1; i < 9; i++) 2252 for (int i = 1; i < 9; i++)
2259 { 2253 {
2260 sint16 nx, ny; 2254 mapxy pos (env);
2255 pos.move (i);
2261 2256
2262 nx = aura->x + freearr_x[i];
2263 ny = aura->y + freearr_y[i];
2264 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2265
2266 /* Consider the movement tyep of the person with the aura as 2257 /* Consider the movement type of the person with the aura as
2267 * movement type of the aura. Eg, if the player is flying, the aura 2258 * movement type of the aura. Eg, if the player is flying, the aura
2268 * is flying also, if player is walking, it is on the ground, etc. 2259 * is flying also, if player is walking, it is on the ground, etc.
2269 */ 2260 */
2270 if (!(mflags & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (env, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 2261 if (pos.normalise () && !(OB_TYPE_MOVE_BLOCK (env, pos->move_block)))
2271 { 2262 {
2272 hit_map (aura, i, aura->attacktype, 0); 2263 hit_map (aura, i, aura->attacktype, 0);
2273 2264
2274 if (aura->other_arch) 2265 if (aura->other_arch)
2275 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2266 pos.insert (arch_to_object (aura->other_arch), aura);
2276 } 2267 }
2277 } 2268 }
2278 2269
2279 /* put the aura back in the player's inventory */ 2270 /* put the aura back in the player's inventory */
2280 aura->remove (); 2271 env->insert (aura);
2281 insert_ob_in_ob (aura, env); 2272 aura->set_owner (owner);
2282} 2273}
2283 2274
2284/* moves the peacemaker spell. 2275/* moves the peacemaker spell.
2285 * op is the piece object. 2276 * op is the piece object.
2286 */ 2277 */
2287
2288void 2278void
2289move_peacemaker (object *op) 2279move_peacemaker (object *op)
2290{ 2280{
2291 object *tmp; 2281 object *tmp;
2292 2282

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