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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.71 by root, Wed Aug 29 20:40:25 2007 UTC vs.
Revision 1.75 by root, Sun Oct 21 01:25:02 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)
1299static void 1295static void
1300alchemy_object (object *obj, uint64 &total_value, int &total_weight) 1296alchemy_object (object *obj, uint64 &total_value, int &total_weight)
1301{ 1297{
1302 uint64 value = query_cost (obj, NULL, F_TRUE); 1298 uint64 value = query_cost (obj, NULL, F_TRUE);
1303 1299
1304 /* Give third price when we alchemy money (This should hopefully 1300 /* Give third price when we alchemy money (this should hopefully
1305 * make it so that it isn't worth it to alchemy money, sell 1301 * make it so that it isn't worth it to alchemy money, sell
1306 * the nuggets, alchemy the gold from that, etc. 1302 * the nuggets, alchemy the gold from that, etc.
1307 * Otherwise, give 9 silver on the gold for other objects, 1303 * Otherwise, give 9 silver on the gold for other objects,
1308 * so that it would still be more affordable to haul 1304 * so that it would still be more affordable to haul
1309 * the stuff back to town. 1305 * the stuff back to town.
1463 1459
1464 return success; 1460 return success;
1465} 1461}
1466 1462
1467/* Identifies objects in the players inventory/on the ground */ 1463/* Identifies objects in the players inventory/on the ground */
1468
1469int 1464int
1470cast_identify (object *op, object *caster, object *spell) 1465cast_identify (object *op, object *caster, object *spell)
1471{ 1466{
1467 dynbuf_text buf;
1472 object *tmp; 1468 object *tmp;
1473 int success = 0, num_ident;
1474 1469
1475 num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1470 int num_ident = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1476 1471
1477 if (num_ident < 1) 1472 if (num_ident < 1)
1478 num_ident = 1; 1473 num_ident = 1;
1479 1474
1480 for (tmp = op->inv; tmp; tmp = tmp->below) 1475 for (tmp = op->inv; tmp; tmp = tmp->below)
1483 { 1478 {
1484 identify (tmp); 1479 identify (tmp);
1485 1480
1486 if (op->type == PLAYER) 1481 if (op->type == PLAYER)
1487 { 1482 {
1488 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));
1489 1484
1490 if (tmp->msg) 1485 if (tmp->msg)
1491 { 1486 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1492 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1493 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1494 }
1495 } 1487 }
1496 1488
1497 num_ident--; 1489 num_ident--;
1498 success = 1;
1499 if (!num_ident) 1490 if (!num_ident)
1500 break; 1491 break;
1501 } 1492 }
1502 } 1493 }
1503 1494
1512 { 1503 {
1513 identify (tmp); 1504 identify (tmp);
1514 1505
1515 if (op->type == PLAYER) 1506 if (op->type == PLAYER)
1516 { 1507 {
1517 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));
1518 1509
1519 if (tmp->msg) 1510 if (tmp->msg)
1520 { 1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1521 new_draw_info (NDI_UNIQUE, 0, op, "The item has a story:");
1522 new_draw_info (NDI_UNIQUE, 0, op, tmp->msg);
1523 }
1524 1512
1525 esrv_send_item (op, tmp); 1513 esrv_send_item (op, tmp);
1526 } 1514 }
1527 1515
1528 num_ident--; 1516 num_ident--;
1529 success = 1;
1530 if (!num_ident) 1517 if (!num_ident)
1531 break; 1518 break;
1532 } 1519 }
1533 } 1520 }
1534 1521
1535 if (!success) 1522 if (buf.empty ())
1536 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 }
1537 else 1527 else
1528 {
1529 if (op->contr)
1530 op->contr->infobox (MSG_CHANNEL ("identify"), buf);
1531
1538 spell_effect (spell, op->x, op->y, op->map, op); 1532 spell_effect (spell, op->x, op->y, op->map, op);
1539 1533 return 1;
1540 return success; 1534 }
1541} 1535}
1542 1536
1543int 1537int
1544cast_detection (object *op, object *caster, object *spell, object *skill) 1538cast_detection (object *op, object *caster, object *spell, object *skill)
1545{ 1539{
2210 new_aura->set_owner (op); 2204 new_aura->set_owner (op);
2211 2205
2212 return 1; 2206 return 1;
2213} 2207}
2214 2208
2215
2216/* 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,
2217 * 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
2218 * around him. 2211 * around him.
2219 * Aura parameters: 2212 * Aura parameters:
2220 * duration: duration counter. 2213 * duration: duration counter.
2221 * attacktype: aura's attacktype 2214 * attacktype: aura's attacktype
2222 * other_arch: archetype to drop where we attack 2215 * other_arch: archetype to drop where we attack
2223 */ 2216 */
2224
2225void 2217void
2226move_aura (object *aura) 2218move_aura (object *aura)
2227{ 2219{
2228 int i, mflags;
2229 object *env;
2230 maptile *m;
2231
2232 /* auras belong in inventories */ 2220 /* auras belong in inventories */
2233 env = aura->env; 2221 object *env = aura->env;
2222 object *owner = aura->owner;
2234 2223
2235 /* no matter what we've gotta remove the aura... 2224 /* no matter what we've gotta remove the aura...
2236 * we'll put it back if its time isn't up. 2225 * we'll put it back if its time isn't up.
2237 */ 2226 */
2238 aura->remove (); 2227 aura->remove ();
2243 aura->destroy (); 2232 aura->destroy ();
2244 return; 2233 return;
2245 } 2234 }
2246 2235
2247 /* auras only exist in inventories */ 2236 /* auras only exist in inventories */
2248 if (env == NULL || env->map == NULL) 2237 if (!env || !env->map)
2249 { 2238 {
2250 aura->destroy (); 2239 aura->destroy ();
2251 return; 2240 return;
2252 } 2241 }
2253 2242
2254 /* we need to jump out of the inventory for a bit 2243 /* we need to jump out of the inventory for a bit
2255 * in order to hit the map conveniently. 2244 * in order to hit the map conveniently.
2256 */ 2245 */
2257 aura->insert_at (env, aura); 2246 aura->insert_at (env, aura);
2258 2247
2259 for (i = 1; i < 9; i++) 2248 for (int i = 1; i < 9; i++)
2260 { 2249 {
2261 sint16 nx, ny; 2250 mapxy pos (env);
2251 pos.move (i);
2262 2252
2263 nx = aura->x + freearr_x[i];
2264 ny = aura->y + freearr_y[i];
2265 mflags = get_map_flags (env->map, &m, nx, ny, &nx, &ny);
2266
2267 /* Consider the movement tyep of the person with the aura as 2253 /* Consider the movement type of the person with the aura as
2268 * 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
2269 * 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.
2270 */ 2256 */
2271 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)))
2272 { 2258 {
2273 hit_map (aura, i, aura->attacktype, 0); 2259 hit_map (aura, i, aura->attacktype, 0);
2274 2260
2275 if (aura->other_arch) 2261 if (aura->other_arch)
2276 m->insert (arch_to_object (aura->other_arch), nx, ny, aura); 2262 pos.insert (arch_to_object (aura->other_arch), aura);
2277 } 2263 }
2278 } 2264 }
2279 2265
2280 /* put the aura back in the player's inventory */ 2266 /* put the aura back in the player's inventory */
2281 aura->remove (); 2267 env->insert (aura);
2282 insert_ob_in_ob (aura, env); 2268 aura->set_owner (owner);
2283} 2269}
2284 2270
2285/* moves the peacemaker spell. 2271/* moves the peacemaker spell.
2286 * op is the piece object. 2272 * op is the piece object.
2287 */ 2273 */

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