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 (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002-2003,2007 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 | /* This file contains all the spell attack code. Grouping this code |
24 | /* This file contains all the spell attack code. Grouping this code |
25 | * together should hopefully make it easier to find the relevent bits |
25 | * together should hopefully make it easier to find the relevent bits |
26 | * of code |
26 | * of code |
… | |
… | |
343 | * BULLET/BALL CODE |
343 | * BULLET/BALL CODE |
344 | * |
344 | * |
345 | ***************************************************************************/ |
345 | ***************************************************************************/ |
346 | |
346 | |
347 | /* expands an explosion. op is a piece of the |
347 | /* expands an explosion. op is a piece of the |
348 | * explosion - this expans it in the different directions. |
348 | * explosion - this expands it in the different directions. |
349 | * At least that is what I think this does. |
349 | * At least that is what I think this does. |
350 | */ |
350 | */ |
351 | void |
351 | void |
352 | explosion (object *op) |
352 | explosion (object *op) |
353 | { |
353 | { |
… | |
… | |
405 | return; |
405 | return; |
406 | } |
406 | } |
407 | |
407 | |
408 | if (op->env) |
408 | if (op->env) |
409 | { |
409 | { |
410 | object *env = object_get_env_recursive (op); |
410 | object *env = op->outer_env (); |
|
|
411 | |
411 | if (env->map == NULL || out_of_map (env->map, env->x, env->y)) |
412 | if (!env->map || out_of_map (env->map, env->x, env->y)) |
412 | { |
413 | { |
413 | LOG (llevError, "BUG: explode_bullet(): env out of map\n"); |
414 | LOG (llevError, "BUG: explode_bullet(): env out of map\n"); |
414 | op->destroy (); |
415 | op->destroy (); |
415 | return; |
416 | return; |
416 | } |
417 | } |
… | |
… | |
483 | |
484 | |
484 | /* Prevent recursion */ |
485 | /* Prevent recursion */ |
485 | op->move_on = 0; |
486 | op->move_on = 0; |
486 | |
487 | |
487 | tmp->insert_at (op, op); |
488 | tmp->insert_at (op, op); |
|
|
489 | tmp->play_sound (tmp->sound); |
|
|
490 | |
488 | /* remove the firebullet */ |
491 | /* remove the firebullet */ |
489 | op->destroy (); |
492 | op->destroy (); |
490 | } |
493 | } |
491 | |
494 | |
492 | /* checks to see what op should do, given the space it is on |
495 | /* checks to see what op should do, given the space it is on |
… | |
… | |
935 | * op is the original bomb object. |
938 | * op is the original bomb object. |
936 | */ |
939 | */ |
937 | void |
940 | void |
938 | animate_bomb (object *op) |
941 | animate_bomb (object *op) |
939 | { |
942 | { |
940 | int i; |
|
|
941 | object *env, *tmp; |
|
|
942 | |
|
|
943 | if (op->state != NUM_ANIMATIONS (op) - 1) |
943 | if (op->state != NUM_ANIMATIONS (op) - 1) |
944 | return; |
944 | return; |
945 | |
945 | |
946 | env = object_get_env_recursive (op); |
946 | object *env = op->outer_env (); |
947 | |
947 | |
948 | if (op->env) |
948 | if (op->env) |
949 | { |
949 | { |
950 | if (env->map == NULL) |
950 | if (env->map == NULL) |
951 | return; |
951 | return; |
952 | |
|
|
953 | if (env->type == PLAYER) |
|
|
954 | esrv_del_item (env->contr, op->count); |
|
|
955 | |
952 | |
956 | if (!(op = op->insert_at (env, op))) |
953 | if (!(op = op->insert_at (env, op))) |
957 | return; |
954 | return; |
958 | } |
955 | } |
959 | |
956 | |
… | |
… | |
970 | * but using the cast_bullet isn't really feasible, |
967 | * but using the cast_bullet isn't really feasible, |
971 | * so just set up the appropriate values. |
968 | * so just set up the appropriate values. |
972 | */ |
969 | */ |
973 | if (archetype *at = archetype::find (SPLINT)) |
970 | if (archetype *at = archetype::find (SPLINT)) |
974 | { |
971 | { |
975 | for (i = 1; i < 9; i++) |
972 | for (int i = 1; i < 9; i++) |
976 | { |
973 | { |
977 | if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) |
974 | if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) |
978 | continue; |
975 | continue; |
979 | |
976 | |
980 | tmp = arch_to_object (at); |
977 | object *tmp = arch_to_object (at); |
981 | tmp->direction = i; |
978 | tmp->direction = i; |
982 | tmp->range = op->range; |
979 | tmp->range = op->range; |
983 | tmp->stats.dam = op->stats.dam; |
980 | tmp->stats.dam = op->stats.dam; |
984 | tmp->duration = op->duration; |
981 | tmp->duration = op->duration; |
985 | tmp->attacktype = op->attacktype; |
982 | tmp->attacktype = op->attacktype; |
… | |
… | |
999 | } |
996 | } |
1000 | |
997 | |
1001 | int |
998 | int |
1002 | create_bomb (object *op, object *caster, int dir, object *spell) |
999 | create_bomb (object *op, object *caster, int dir, object *spell) |
1003 | { |
1000 | { |
1004 | |
|
|
1005 | object *tmp; |
1001 | object *tmp; |
1006 | int mflags; |
1002 | int mflags; |
1007 | sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; |
1003 | sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; |
1008 | maptile *m; |
1004 | maptile *m; |
1009 | |
1005 | |
… | |
… | |
1011 | if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) |
1007 | if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) |
1012 | { |
1008 | { |
1013 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1009 | new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); |
1014 | return 0; |
1010 | return 0; |
1015 | } |
1011 | } |
|
|
1012 | |
1016 | tmp = arch_to_object (spell->other_arch); |
1013 | tmp = arch_to_object (spell->other_arch); |
1017 | |
1014 | |
1018 | /* level dependencies for bomb */ |
1015 | /* level dependencies for bomb */ |
1019 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
1016 | tmp->range = spell->range + SP_level_range_adjust (caster, spell); |
1020 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
1017 | tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); |
… | |
… | |
1085 | * op = player |
1082 | * op = player |
1086 | * caster = object casting the spell. |
1083 | * caster = object casting the spell. |
1087 | * dir = direction being cast |
1084 | * dir = direction being cast |
1088 | * spell = spell object |
1085 | * spell = spell object |
1089 | */ |
1086 | */ |
1090 | |
|
|
1091 | int |
1087 | int |
1092 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1088 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1093 | { |
1089 | { |
1094 | object *effect, *target; |
1090 | object *effect, *target; |
1095 | object *god = find_god (determine_god (op)); |
1091 | object *god = find_god (determine_god (op)); |
… | |
… | |
1173 | effect->insert_at (target, op); |
1169 | effect->insert_at (target, op); |
1174 | |
1170 | |
1175 | return 1; |
1171 | return 1; |
1176 | } |
1172 | } |
1177 | |
1173 | |
1178 | |
|
|
1179 | /**************************************************************************** |
1174 | /**************************************************************************** |
1180 | * |
1175 | * |
1181 | * MAGIC MISSILE code. |
1176 | * MAGIC MISSILE code. |
1182 | * note that the fire_bullet is used to fire the missile. The |
1177 | * note that the fire_bullet is used to fire the missile. The |
1183 | * code here is just to move the missile. |
1178 | * code here is just to move the missile. |
… | |
… | |
1253 | * we do this by creating a force and inserting it in the |
1248 | * we do this by creating a force and inserting it in the |
1254 | * object. if time is 0, the object glows permanently. To truely |
1249 | * object. if time is 0, the object glows permanently. To truely |
1255 | * make this work for non-living objects, we would have to |
1250 | * make this work for non-living objects, we would have to |
1256 | * give them the capability to have an inventory. b.t. |
1251 | * give them the capability to have an inventory. b.t. |
1257 | */ |
1252 | */ |
1258 | |
|
|
1259 | int |
1253 | int |
1260 | make_object_glow (object *op, int radius, int time) |
1254 | make_object_glow (object *op, int radius, int time) |
1261 | { |
1255 | { |
1262 | object *tmp; |
|
|
1263 | |
|
|
1264 | /* some things are unaffected... */ |
1256 | /* some things are unaffected... */ |
1265 | if (op->path_denied & PATH_LIGHT) |
1257 | if (op->path_denied & PATH_LIGHT) |
1266 | return 0; |
1258 | return 0; |
1267 | |
1259 | |
1268 | tmp = get_archetype (FORCE_NAME); |
1260 | object *tmp = get_archetype (FORCE_NAME); |
1269 | tmp->speed = 0.01; |
1261 | tmp->speed = 0.01; |
1270 | tmp->stats.food = time; |
1262 | tmp->stats.food = time; |
1271 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
1263 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
1272 | tmp->glow_radius = radius; |
1264 | tmp->glow_radius = radius; |
1273 | if (tmp->glow_radius > MAX_LIGHT_RADII) |
1265 | if (tmp->glow_radius > MAX_LIGHT_RADII) |
1274 | tmp->glow_radius = MAX_LIGHT_RADII; |
1266 | tmp->glow_radius = MAX_LIGHT_RADII; |
1275 | |
1267 | |
1276 | tmp->x = op->x; |
|
|
1277 | tmp->y = op->y; |
|
|
1278 | if (tmp->speed < MIN_ACTIVE_SPEED) |
|
|
1279 | tmp->speed = MIN_ACTIVE_SPEED; /* safety */ |
|
|
1280 | tmp = insert_ob_in_ob (tmp, op); |
1268 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1269 | |
1281 | if (tmp->glow_radius > op->glow_radius) |
1270 | if (tmp->glow_radius > op->glow_radius) |
1282 | op->glow_radius = tmp->glow_radius; |
1271 | op->glow_radius = tmp->glow_radius; |
1283 | |
1272 | |
1284 | if (!tmp->env || op != tmp->env) |
|
|
1285 | { |
|
|
1286 | LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); |
|
|
1287 | return 0; |
|
|
1288 | } |
|
|
1289 | return 1; |
1273 | return 1; |
1290 | } |
1274 | } |
1291 | |
1275 | |
1292 | int |
1276 | int |
1293 | cast_destruction (object *op, object *caster, object *spell_ob) |
1277 | cast_destruction (object *op, object *caster, object *spell_ob) |
… | |
… | |
1384 | { |
1368 | { |
1385 | new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); |
1369 | new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); |
1386 | return 0; |
1370 | return 0; |
1387 | } |
1371 | } |
1388 | |
1372 | |
|
|
1373 | tmp = tmp->head_ (); |
|
|
1374 | |
1389 | /* If we've already got a force of this type, don't add a new one. */ |
1375 | /* If we've already got a force of this type, don't add a new one. */ |
1390 | for (force = tmp->inv; force != NULL; force = force->below) |
1376 | for (force = tmp->inv; force; force = force->below) |
1391 | { |
1377 | { |
1392 | if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) |
1378 | if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) |
1393 | { |
1379 | { |
1394 | if (force->name == spell_ob->name) |
1380 | if (force->name == spell_ob->name) |
1395 | { |
1381 | { |
… | |
… | |
1401 | return 0; |
1387 | return 0; |
1402 | } |
1388 | } |
1403 | } |
1389 | } |
1404 | } |
1390 | } |
1405 | |
1391 | |
1406 | if (force == NULL) |
1392 | if (!force) |
1407 | { |
1393 | { |
1408 | force = get_archetype (FORCE_NAME); |
1394 | force = get_archetype (FORCE_NAME); |
1409 | force->subtype = FORCE_CHANGE_ABILITY; |
1395 | force->subtype = FORCE_CHANGE_ABILITY; |
|
|
1396 | |
1410 | if (spell_ob->race) |
1397 | if (spell_ob->race) |
1411 | force->name = spell_ob->race; |
1398 | force->name = spell_ob->race; |
1412 | else |
1399 | else |
1413 | force->name = spell_ob->name; |
1400 | force->name = spell_ob->name; |
1414 | |
1401 | |
… | |
… | |
1424 | { |
1411 | { |
1425 | force->duration = duration; |
1412 | force->duration = duration; |
1426 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1413 | new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); |
1427 | } |
1414 | } |
1428 | else |
1415 | else |
1429 | { |
|
|
1430 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1416 | new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); |
1431 | } |
1417 | |
1432 | return 1; |
1418 | return 1; |
1433 | } |
1419 | } |
|
|
1420 | |
1434 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1421 | force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; |
1435 | force->speed = 1.f; |
1422 | force->speed = 1.f; |
1436 | force->speed_left = -1.f; |
1423 | force->speed_left = -1.f; |
1437 | SET_FLAG (force, FLAG_APPLIED); |
1424 | SET_FLAG (force, FLAG_APPLIED); |
1438 | |
1425 | |
… | |
… | |
1969 | |
1956 | |
1970 | m->insert (tmp, x, y, op); |
1957 | m->insert (tmp, x, y, op); |
1971 | return 1; |
1958 | return 1; |
1972 | } |
1959 | } |
1973 | |
1960 | |
1974 | |
|
|
1975 | |
|
|
1976 | |
|
|
1977 | /* cast_cause_disease: this spell looks along <dir> from the |
1961 | /* cast_cause_disease: this spell looks along <dir> from the |
1978 | * player and infects someone. |
1962 | * player and infects someone. |
1979 | * op is the player/monster, caster is the object, dir is the direction |
1963 | * op is the player/monster, caster is the object, dir is the direction |
1980 | * to cast, disease_arch is the specific disease, and type is the spell number |
1964 | * to cast, disease_arch is the specific disease, and type is the spell number |
1981 | * perhaps this should actually be in disease.c? |
1965 | * perhaps this should actually be in disease.c? |
1982 | */ |
1966 | */ |
1983 | |
|
|
1984 | int |
1967 | int |
1985 | cast_cause_disease (object *op, object *caster, object *spell, int dir) |
1968 | cast_cause_disease (object *op, object *caster, object *spell, int dir) |
1986 | { |
1969 | { |
1987 | sint16 x, y; |
1970 | sint16 x, y; |
1988 | int i, mflags, range, dam_mod, dur_mod; |
1971 | int i, mflags, range, dam_mod, dur_mod; |
… | |
… | |
1995 | /* If casting from a scroll, no direction will be available, so refer to the |
1978 | /* If casting from a scroll, no direction will be available, so refer to the |
1996 | * direction the player is pointing. |
1979 | * direction the player is pointing. |
1997 | */ |
1980 | */ |
1998 | if (!dir) |
1981 | if (!dir) |
1999 | dir = op->facing; |
1982 | dir = op->facing; |
|
|
1983 | |
2000 | if (!dir) |
1984 | if (!dir) |
2001 | return 0; /* won't find anything if casting on ourself, so just return */ |
1985 | return 0; /* won't find anything if casting on ourself, so just return */ |
2002 | |
1986 | |
2003 | /* Calculate these once here */ |
1987 | /* Calculate these once here */ |
2004 | range = spell->range + SP_level_range_adjust (caster, spell); |
1988 | range = spell->range + SP_level_range_adjust (caster, spell); |
… | |
… | |
2038 | /* do level adjustments */ |
2022 | /* do level adjustments */ |
2039 | if (disease->stats.wc) |
2023 | if (disease->stats.wc) |
2040 | disease->stats.wc += dur_mod / 2; |
2024 | disease->stats.wc += dur_mod / 2; |
2041 | |
2025 | |
2042 | if (disease->magic > 0) |
2026 | if (disease->magic > 0) |
2043 | disease->magic += dur_mod / 4; |
2027 | disease->magic += dur_mod / 8; |
2044 | |
2028 | |
2045 | if (disease->stats.maxhp > 0) |
2029 | if (disease->stats.maxhp > 0) |
2046 | disease->stats.maxhp += dur_mod; |
2030 | disease->stats.maxhp += dur_mod; |
2047 | |
2031 | |
2048 | if (disease->stats.maxgrace > 0) |
2032 | if (disease->stats.maxgrace > 0) |