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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 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 }
937 * op is the original bomb object. 938 * op is the original bomb object.
938 */ 939 */
939void 940void
940animate_bomb (object *op) 941animate_bomb (object *op)
941{ 942{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 944 return;
947 945
948 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
949 947
950 if (op->env) 948 if (op->env)
951 { 949 {
952 if (env->map == NULL) 950 if (env->map == NULL)
953 return; 951 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 952
958 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
959 return; 954 return;
960 } 955 }
961 956
972 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 968 * so just set up the appropriate values.
974 */ 969 */
975 if (archetype *at = archetype::find (SPLINT)) 970 if (archetype *at = archetype::find (SPLINT))
976 { 971 {
977 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
978 { 973 {
979 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]))
980 continue; 975 continue;
981 976
982 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
983 tmp->direction = i; 978 tmp->direction = i;
984 tmp->range = op->range; 979 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 981 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1001} 996}
1002 997
1003int 998int
1004create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1000{
1006
1007 object *tmp; 1001 object *tmp;
1008 int mflags; 1002 int mflags;
1009 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];
1010 maptile *m; 1004 maptile *m;
1011 1005
1013 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))
1014 { 1008 {
1015 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.");
1016 return 0; 1010 return 0;
1017 } 1011 }
1012
1018 tmp = arch_to_object (spell->other_arch); 1013 tmp = arch_to_object (spell->other_arch);
1019 1014
1020 /* level dependencies for bomb */ 1015 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 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);
1173 /* ok, tell it where to be, and insert! */ 1168 /* ok, tell it where to be, and insert! */
1174 effect->insert_at (target, op); 1169 effect->insert_at (target, op);
1175 1170
1176 return 1; 1171 return 1;
1177} 1172}
1178
1179 1173
1180/**************************************************************************** 1174/****************************************************************************
1181 * 1175 *
1182 * MAGIC MISSILE code. 1176 * MAGIC MISSILE code.
1183 * 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
1374 { 1368 {
1375 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.");
1376 return 0; 1370 return 0;
1377 } 1371 }
1378 1372
1373 tmp = tmp->head_ ();
1374
1379 /* 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. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1376 for (force = tmp->inv; force; force = force->below)
1381 { 1377 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1379 {
1384 if (force->name == spell_ob->name) 1380 if (force->name == spell_ob->name)
1385 { 1381 {
1391 return 0; 1387 return 0;
1392 } 1388 }
1393 } 1389 }
1394 } 1390 }
1395 1391
1396 if (force == NULL) 1392 if (!force)
1397 { 1393 {
1398 force = get_archetype (FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1396
1400 if (spell_ob->race) 1397 if (spell_ob->race)
1401 force->name = spell_ob->race; 1398 force->name = spell_ob->race;
1402 else 1399 else
1403 force->name = spell_ob->name; 1400 force->name = spell_ob->name;
1404 1401
1414 { 1411 {
1415 force->duration = duration; 1412 force->duration = duration;
1416 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.");
1417 } 1414 }
1418 else 1415 else
1419 {
1420 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.");
1421 } 1417
1422 return 1; 1418 return 1;
1423 } 1419 }
1420
1424 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;
1425 force->speed = 1.f; 1422 force->speed = 1.f;
1426 force->speed_left = -1.f; 1423 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1428 1425
1601 } 1598 }
1602 1599
1603 /* charm */ 1600 /* charm */
1604 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))
1605 { 1602 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 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.
1608 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. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1609 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1959 1958
1960 m->insert (tmp, x, y, op); 1959 m->insert (tmp, x, y, op);
1961 return 1; 1960 return 1;
1962} 1961}
1963 1962
1964
1965
1966
1967/* cast_cause_disease: this spell looks along <dir> from the 1963/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1964 * player and infects someone.
1969 * 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
1970 * 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
1971 * perhaps this should actually be in disease.c? 1967 * perhaps this should actually be in disease.c?
1972 */ 1968 */
1973
1974int 1969int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1970cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1971{
1977 sint16 x, y; 1972 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1973 int i, mflags, range, dam_mod, dur_mod;
1985 /* 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
1986 * direction the player is pointing. 1981 * direction the player is pointing.
1987 */ 1982 */
1988 if (!dir) 1983 if (!dir)
1989 dir = op->facing; 1984 dir = op->facing;
1985
1990 if (!dir) 1986 if (!dir)
1991 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 */
1992 1988
1993 /* Calculate these once here */ 1989 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1990 range = spell->range + SP_level_range_adjust (caster, spell);
2028 /* do level adjustments */ 2024 /* do level adjustments */
2029 if (disease->stats.wc) 2025 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 2026 disease->stats.wc += dur_mod / 2;
2031 2027
2032 if (disease->magic > 0) 2028 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 2029 disease->magic += dur_mod / 8;
2034 2030
2035 if (disease->stats.maxhp > 0) 2031 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 2032 disease->stats.maxhp += dur_mod;
2037 2033
2038 if (disease->stats.maxgrace > 0) 2034 if (disease->stats.maxgrace > 0)

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