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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.44 by root, Sun Jul 22 14:17:58 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);
1171 /* ok, tell it where to be, and insert! */ 1168 /* ok, tell it where to be, and insert! */
1172 effect->insert_at (target, op); 1169 effect->insert_at (target, op);
1173 1170
1174 return 1; 1171 return 1;
1175} 1172}
1176
1177 1173
1178/**************************************************************************** 1174/****************************************************************************
1179 * 1175 *
1180 * MAGIC MISSILE code. 1176 * MAGIC MISSILE code.
1181 * 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
1372 { 1368 {
1373 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.");
1374 return 0; 1370 return 0;
1375 } 1371 }
1376 1372
1373 tmp = tmp->head_ ();
1374
1377 /* 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. */
1378 for (force = tmp->inv; force != NULL; force = force->below) 1376 for (force = tmp->inv; force; force = force->below)
1379 { 1377 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 { 1379 {
1382 if (force->name == spell_ob->name) 1380 if (force->name == spell_ob->name)
1383 { 1381 {
1389 return 0; 1387 return 0;
1390 } 1388 }
1391 } 1389 }
1392 } 1390 }
1393 1391
1394 if (force == NULL) 1392 if (!force)
1395 { 1393 {
1396 force = get_archetype (FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1396
1398 if (spell_ob->race) 1397 if (spell_ob->race)
1399 force->name = spell_ob->race; 1398 force->name = spell_ob->race;
1400 else 1399 else
1401 force->name = spell_ob->name; 1400 force->name = spell_ob->name;
1402 1401
1412 { 1411 {
1413 force->duration = duration; 1412 force->duration = duration;
1414 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.");
1415 } 1414 }
1416 else 1415 else
1417 {
1418 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.");
1419 } 1417
1420 return 1; 1418 return 1;
1421 } 1419 }
1420
1422 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;
1423 force->speed = 1.f; 1422 force->speed = 1.f;
1424 force->speed_left = -1.f; 1423 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1426 1425
1599 } 1598 }
1600 1599
1601 /* charm */ 1600 /* charm */
1602 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))
1603 { 1602 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1604 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1605 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.
1606 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. */
1607 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1608 head->set_owner (op); 1609 head->set_owner (op);
1609 set_spell_skill (op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1957 1958
1958 m->insert (tmp, x, y, op); 1959 m->insert (tmp, x, y, op);
1959 return 1; 1960 return 1;
1960} 1961}
1961 1962
1962
1963
1964
1965/* cast_cause_disease: this spell looks along <dir> from the 1963/* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone. 1964 * player and infects someone.
1967 * 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
1968 * 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
1969 * perhaps this should actually be in disease.c? 1967 * perhaps this should actually be in disease.c?
1970 */ 1968 */
1971
1972int 1969int
1973cast_cause_disease (object *op, object *caster, object *spell, int dir) 1970cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{ 1971{
1975 sint16 x, y; 1972 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod; 1973 int i, mflags, range, dam_mod, dur_mod;
1983 /* 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
1984 * direction the player is pointing. 1981 * direction the player is pointing.
1985 */ 1982 */
1986 if (!dir) 1983 if (!dir)
1987 dir = op->facing; 1984 dir = op->facing;
1985
1988 if (!dir) 1986 if (!dir)
1989 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 */
1990 1988
1991 /* Calculate these once here */ 1989 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell); 1990 range = spell->range + SP_level_range_adjust (caster, spell);
2026 /* do level adjustments */ 2024 /* do level adjustments */
2027 if (disease->stats.wc) 2025 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2; 2026 disease->stats.wc += dur_mod / 2;
2029 2027
2030 if (disease->magic > 0) 2028 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4; 2029 disease->magic += dur_mod / 8;
2032 2030
2033 if (disease->stats.maxhp > 0) 2031 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod; 2032 disease->stats.maxhp += dur_mod;
2035 2033
2036 if (disease->stats.maxgrace > 0) 2034 if (disease->stats.maxgrace > 0)

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