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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.54 by root, Wed Apr 30 10:31:04 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 (©) 2002-2003,2007 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 */
351void 351void
352explosion (object *op) 352explosion (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 */
937void 940void
938animate_bomb (object *op) 941animate_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
1001int 998int
1002create_bomb (object *op, object *caster, int dir, object *spell) 999create_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
1091int 1087int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1088cast_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
1259int 1253int
1260make_object_glow (object *op, int radius, int time) 1254make_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
1292int 1276int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1277cast_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
1611 } 1598 }
1612 1599
1613 /* charm */ 1600 /* charm */
1614 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1615 { 1602 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1618 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1609 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1969 1958
1970 m->insert (tmp, x, y, op); 1959 m->insert (tmp, x, y, op);
1971 return 1; 1960 return 1;
1972} 1961}
1973 1962
1974
1975
1976
1977/* cast_cause_disease: this spell looks along <dir> from the 1963/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1964 * player and infects someone.
1979 * op is the player/monster, caster is the object, dir is the direction 1965 * 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 1966 * to cast, disease_arch is the specific disease, and type is the spell number
1981 * perhaps this should actually be in disease.c? 1967 * perhaps this should actually be in disease.c?
1982 */ 1968 */
1983
1984int 1969int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1970cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1971{
1987 sint16 x, y; 1972 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1973 int i, mflags, range, dam_mod, dur_mod;
1995 /* If casting from a scroll, no direction will be available, so refer to the 1980 /* If casting from a scroll, no direction will be available, so refer to the
1996 * direction the player is pointing. 1981 * direction the player is pointing.
1997 */ 1982 */
1998 if (!dir) 1983 if (!dir)
1999 dir = op->facing; 1984 dir = op->facing;
1985
2000 if (!dir) 1986 if (!dir)
2001 return 0; /* won't find anything if casting on ourself, so just return */ 1987 return 0; /* won't find anything if casting on ourself, so just return */
2002 1988
2003 /* Calculate these once here */ 1989 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1990 range = spell->range + SP_level_range_adjust (caster, spell);
2038 /* do level adjustments */ 2024 /* do level adjustments */
2039 if (disease->stats.wc) 2025 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 2026 disease->stats.wc += dur_mod / 2;
2041 2027
2042 if (disease->magic > 0) 2028 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 2029 disease->magic += dur_mod / 8;
2044 2030
2045 if (disease->stats.maxhp > 0) 2031 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 2032 disease->stats.maxhp += dur_mod;
2047 2033
2048 if (disease->stats.maxgrace > 0) 2034 if (disease->stats.maxgrace > 0)

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