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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.76 by root, Sun Oct 21 04:16:22 2007 UTC vs.
Revision 1.83 by root, Tue May 6 16:55:26 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <object.h> 25#include <object.h>
26#include <living.h> 26#include <living.h>
70 } 70 }
71 if (!(random_roll (0, 3, op, PREFER_HIGH))) 71 if (!(random_roll (0, 3, op, PREFER_HIGH)))
72 { 72 {
73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand)); 73 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s vibrates violently, then explodes!", query_name (wand));
74 op->play_sound (sound_find ("ob_explode")); 74 op->play_sound (sound_find ("ob_explode"));
75 esrv_del_item (op->contr, wand->count);
76 wand->destroy (); 75 wand->destroy ();
77 tmp = get_archetype ("fireball"); 76 tmp = get_archetype ("fireball");
78 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10; 77 tmp->stats.dam = (spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob)) / 10;
79 78
80 if (!tmp->stats.dam) 79 if (!tmp->stats.dam)
280{ 279{
281 int r, mflags, maxrange; 280 int r, mflags, maxrange;
282 object *tmp; 281 object *tmp;
283 maptile *m; 282 maptile *m;
284 283
285
286 if (!dir) 284 if (!dir)
287 { 285 {
288 examine_monster (op, op); 286 examine_monster (op, op);
289 return 1; 287 return 1;
290 } 288 }
467 if (object *pl = op->in_player ()) 465 if (object *pl = op->in_player ())
468 { 466 {
469 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST)) 467 if (pl->ms ().flags () & P_NO_CLERIC && !QUERY_FLAG (pl, FLAG_WIZCAST))
470 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you."); 468 new_draw_info (NDI_UNIQUE, 0, pl, "You feel something fizzle inside you.");
471 else 469 else
472 { 470 pl->player_goto (op->slaying, op->stats.hp, op->stats.sp);
473 // remove first so we do not call update_stats
474 op->remove ();
475 pl->enter_exit (op);
476 }
477 } 471 }
478 472
479 op->destroy (); 473 op->destroy ();
480} 474}
481 475
1412 1406
1413bailout: 1407bailout:
1414 return 1; 1408 return 1;
1415} 1409}
1416 1410
1417
1418/* This function removes the cursed/damned status on equipped 1411/* This function removes the cursed/damned status on equipped
1419 * items. 1412 * items.
1420 */ 1413 */
1421int 1414int
1422remove_curse (object *op, object *caster, object *spell) 1415remove_curse (object *op, object *caster, object *spell)
1428 if (QUERY_FLAG (tmp, FLAG_APPLIED) && 1421 if (QUERY_FLAG (tmp, FLAG_APPLIED) &&
1429 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) || 1422 ((QUERY_FLAG (tmp, FLAG_CURSED) && QUERY_FLAG (spell, FLAG_CURSED)) ||
1430 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED)))) 1423 (QUERY_FLAG (tmp, FLAG_DAMNED) && QUERY_FLAG (spell, FLAG_DAMNED))))
1431 { 1424 {
1432 was_one++; 1425 was_one++;
1426
1433 if (tmp->level <= caster_level (caster, spell)) 1427 if (tmp->level <= caster_level (caster, spell))
1434 { 1428 {
1435 success++; 1429 success++;
1436 if (QUERY_FLAG (spell, FLAG_DAMNED)) 1430 if (QUERY_FLAG (spell, FLAG_DAMNED))
1437 CLEAR_FLAG (tmp, FLAG_DAMNED); 1431 CLEAR_FLAG (tmp, FLAG_DAMNED);
1438 1432
1439 CLEAR_FLAG (tmp, FLAG_CURSED); 1433 CLEAR_FLAG (tmp, FLAG_CURSED);
1440 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED); 1434 CLEAR_FLAG (tmp, FLAG_KNOWN_CURSED);
1441 tmp->value = 0; /* Still can't sell it */ 1435 tmp->value = 0; /* Still can't sell it */
1442 if (op->type == PLAYER) 1436
1437 if (object *pl = tmp->visible_to ())
1443 esrv_send_item (op, tmp); 1438 esrv_update_item (UPD_FLAGS, pl, tmp);
1444 } 1439 }
1445 } 1440 }
1446 1441
1447 if (op->type == PLAYER) 1442 if (op->type == PLAYER)
1448 { 1443 {
1501 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) 1496 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
1502 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp)) 1497 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !tmp->invisible && need_identify (tmp))
1503 { 1498 {
1504 identify (tmp); 1499 identify (tmp);
1505 1500
1506 if (op->type == PLAYER) 1501 if (object *pl = tmp->visible_to ())
1507 { 1502 {
1508 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op)); 1503 buf.printf ("On the ground you identified: %s.\n\n", long_desc (tmp, op));
1509 1504
1510 if (tmp->msg) 1505 if (tmp->msg)
1511 buf << "The item has a story:\n\n" << tmp->msg << "\n\n"; 1506 buf << "The item has a story:\n\n" << tmp->msg << "\n\n";
1512
1513 esrv_send_item (op, tmp);
1514 } 1507 }
1515 1508
1516 num_ident--; 1509 num_ident--;
1517 if (!num_ident) 1510 if (!num_ident)
1518 break; 1511 break;
1681 1674
1682 /* Now process objects in the players inventory if detect curse or magic */ 1675 /* Now process objects in the players inventory if detect curse or magic */
1683 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL)) 1676 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) || QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL))
1684 { 1677 {
1685 done_one = 0; 1678 done_one = 0;
1679
1686 for (tmp = op->inv; tmp; tmp = tmp->below) 1680 for (tmp = op->inv; tmp; tmp = tmp->below)
1687 { 1681 {
1688 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1682 if (!tmp->invisible && !QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1689 { 1683 {
1690 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)) 1684 if (QUERY_FLAG (spell, FLAG_KNOWN_MAGICAL) && is_magical (tmp) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL))
1691 { 1685 {
1692 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 1686 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
1693 if (op->type == PLAYER) 1687
1688 if (object *pl = tmp->visible_to ())
1694 esrv_send_item (op, tmp); 1689 esrv_update_item (UPD_FLAGS, pl, tmp);
1695 } 1690 }
1691
1696 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && 1692 if (QUERY_FLAG (spell, FLAG_KNOWN_CURSED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) &&
1697 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))) 1693 (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))
1698 { 1694 {
1699 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 1695 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
1700 if (op->type == PLAYER) 1696
1697 if (object *pl = tmp->visible_to ())
1701 esrv_send_item (op, tmp); 1698 esrv_update_item (UPD_FLAGS, pl, tmp);
1702 } 1699 }
1703 } /* if item is not identified */ 1700 } /* if item is not identified */
1704 } /* for the players inventory */ 1701 } /* for the players inventory */
1705 } /* if detect magic/curse and object is a player */ 1702 } /* if detect magic/curse and object is a player */
1703
1706 return 1; 1704 return 1;
1707} 1705}
1708 1706
1709 1707
1710/** 1708/**
1900 break; 1898 break;
1901 } 1899 }
1902 } 1900 }
1903} 1901}
1904 1902
1905
1906
1907/* cast_consecrate() - a spell to make an altar your god's */ 1903/* cast_consecrate() - a spell to make an altar your god's */
1908int 1904int
1909cast_consecrate (object *op, object *caster, object *spell) 1905cast_consecrate (object *op, object *caster, object *spell)
1910{ 1906{
1911 char buf[MAX_BUF]; 1907 char buf[MAX_BUF];
1935 /* If we got here, we are consecrating an altar */ 1931 /* If we got here, we are consecrating an altar */
1936 sprintf (buf, "Altar of %s", &god->name); 1932 sprintf (buf, "Altar of %s", &god->name);
1937 tmp->name = buf; 1933 tmp->name = buf;
1938 tmp->level = caster_level (caster, spell); 1934 tmp->level = caster_level (caster, spell);
1939 tmp->other_arch = god->arch; 1935 tmp->other_arch = god->arch;
1936
1940 if (op->type == PLAYER) 1937 if (op->type == PLAYER)
1941 esrv_update_item (UPD_NAME, op, tmp); 1938 esrv_update_item (UPD_NAME, op, tmp);
1939
1942 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name); 1940 new_draw_info_format (NDI_UNIQUE, 0, op, "You consecrated the altar to %s!", &god->name);
1943 return 1; 1941 return 1;
1944 } 1942 }
1945 } 1943 }
1946 } 1944 }
2022 { 2020 {
2023 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon)); 2021 new_draw_info_format (NDI_BLACK, 0, op, "You need to unequip %s before using it in this spell", query_name (weapon));
2024 return 0; 2022 return 0;
2025 } 2023 }
2026 2024
2027 if (weapon->nrof > 1) 2025 weapon = weapon->split ();
2028 {
2029 tmp = get_split_ob (weapon, 1);
2030 esrv_send_item (op, weapon);
2031 weapon = tmp;
2032 }
2033 2026
2034 /* create the golem object */ 2027 /* create the golem object */
2035 tmp = arch_to_object (spell->other_arch); 2028 tmp = arch_to_object (spell->other_arch);
2036 2029
2037 /* if animated by a player, give the player control of the golem */ 2030 /* if animated by a player, give the player control of the golem */
2042 tmp->set_owner (op); 2035 tmp->set_owner (op);
2043 op->contr->golem = tmp; 2036 op->contr->golem = tmp;
2044 set_spell_skill (op, caster, spell, tmp); 2037 set_spell_skill (op, caster, spell, tmp);
2045 2038
2046 /* Give the weapon to the golem now. A bit of a hack to check the 2039 /* Give the weapon to the golem now. A bit of a hack to check the
2047 * removed flag - it should only be set if get_split_object was 2040 * removed flag - it should only be set if weapon->split was
2048 * used above. 2041 * used above.
2049 */ 2042 */
2050 if (!QUERY_FLAG (weapon, FLAG_REMOVED)) 2043 if (!QUERY_FLAG (weapon, FLAG_REMOVED))
2051 weapon->remove (); 2044 weapon->remove ();
2052 2045
2053 insert_ob_in_ob (weapon, tmp); 2046 tmp->insert (weapon);
2054 esrv_send_item (op, weapon); 2047
2055 /* To do everything necessary to let a golem use the weapon is a pain, 2048 /* To do everything necessary to let a golem use the weapon is a pain,
2056 * so instead, just set it as equipped (otherwise, we need to update 2049 * so instead, just set it as equipped (otherwise, we need to update
2057 * body_info, skills, etc) 2050 * body_info, skills, etc)
2058 */ 2051 */
2059 SET_FLAG (tmp, FLAG_USE_WEAPON); 2052 SET_FLAG (tmp, FLAG_USE_WEAPON);
2277 object *tmp; 2270 object *tmp;
2278 2271
2279 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 2272 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
2280 { 2273 {
2281 int atk_lev, def_lev; 2274 int atk_lev, def_lev;
2282 object *victim = tmp; 2275 object *victim = tmp->head_ ();
2283 2276
2284 if (tmp->head)
2285 victim = tmp->head;
2286 if (!QUERY_FLAG (victim, FLAG_MONSTER)) 2277 if (!QUERY_FLAG (victim, FLAG_MONSTER))
2287 continue; 2278 continue;
2279
2288 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 2280 if (QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
2289 continue; 2281 continue;
2282
2290 if (victim->stats.exp == 0) 2283 if (victim->stats.exp == 0)
2291 continue; 2284 continue;
2292 2285
2293 def_lev = MAX (1, victim->level); 2286 def_lev = MAX (1, victim->level);
2294 atk_lev = MAX (1, op->level); 2287 atk_lev = MAX (1, op->level);
2295 2288
2296 if (rndm (0, atk_lev - 1) > def_lev) 2289 if (rndm (0, atk_lev - 1) > def_lev)
2297 { 2290 {
2298 /* make this sucker peaceful. */ 2291 /* make this sucker peaceful. */
2299 2292
2293 INVOKE_OBJECT (KILL, victim, ARG_OBJECT (op));
2300 change_exp (op->owner, victim->stats.exp, op->skill, 0); 2294 change_exp (op->owner, victim->stats.exp, op->skill, 0);
2301 victim->stats.exp = 0; 2295 victim->stats.exp = 0;
2302#if 0 2296#if 0
2303 /* No idea why these were all set to zero - if something 2297 /* No idea why these were all set to zero - if something
2304 * makes this creature agressive, he should still do damage. 2298 * makes this creature agressive, he should still do damage.
2311 victim->attack_movement = RANDO2; 2305 victim->attack_movement = RANDO2;
2312 SET_FLAG (victim, FLAG_UNAGGRESSIVE); 2306 SET_FLAG (victim, FLAG_UNAGGRESSIVE);
2313 SET_FLAG (victim, FLAG_RUN_AWAY); 2307 SET_FLAG (victim, FLAG_RUN_AWAY);
2314 SET_FLAG (victim, FLAG_RANDOM_MOVE); 2308 SET_FLAG (victim, FLAG_RANDOM_MOVE);
2315 CLEAR_FLAG (victim, FLAG_MONSTER); 2309 CLEAR_FLAG (victim, FLAG_MONSTER);
2310
2316 if (victim->name) 2311 if (victim->name)
2317 {
2318 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name); 2312 new_draw_info_format (NDI_UNIQUE, 0, op->owner, "%s no longer feels like fighting.", &victim->name);
2319 }
2320 } 2313 }
2321 } 2314 }
2322} 2315}
2323 2316
2324 2317

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