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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.53 by root, Tue Apr 22 07:01:47 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * 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>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
344 * BULLET/BALL CODE 343 * BULLET/BALL CODE
345 * 344 *
346 ***************************************************************************/ 345 ***************************************************************************/
347 346
348/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 349 * At least that is what I think this does.
351 */ 350 */
352void 351void
353explosion (object *op) 352explosion (object *op)
354{ 353{
406 return; 405 return;
407 } 406 }
408 407
409 if (op->env) 408 if (op->env)
410 { 409 {
411 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
412 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))
413 { 413 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 415 op->destroy ();
416 return; 416 return;
417 } 417 }
484 484
485 /* Prevent recursion */ 485 /* Prevent recursion */
486 op->move_on = 0; 486 op->move_on = 0;
487 487
488 tmp->insert_at (op, op); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
489 /* remove the firebullet */ 491 /* remove the firebullet */
490 op->destroy (); 492 op->destroy ();
491} 493}
492 494
493/* 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
936 * op is the original bomb object. 938 * op is the original bomb object.
937 */ 939 */
938void 940void
939animate_bomb (object *op) 941animate_bomb (object *op)
940{ 942{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 944 return;
946 945
947 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
948 947
949 if (op->env) 948 if (op->env)
950 { 949 {
951 if (env->map == NULL) 950 if (env->map == NULL)
952 return; 951 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 952
957 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
958 return; 954 return;
959 } 955 }
960 956
971 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 968 * so just set up the appropriate values.
973 */ 969 */
974 if (archetype *at = archetype::find (SPLINT)) 970 if (archetype *at = archetype::find (SPLINT))
975 { 971 {
976 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
977 { 973 {
978 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]))
979 continue; 975 continue;
980 976
981 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
982 tmp->direction = i; 978 tmp->direction = i;
983 tmp->range = op->range; 979 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 981 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1000} 996}
1001 997
1002int 998int
1003create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 1000{
1005
1006 object *tmp; 1001 object *tmp;
1007 int mflags; 1002 int mflags;
1008 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];
1009 maptile *m; 1004 maptile *m;
1010 1005
1012 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))
1013 { 1008 {
1014 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.");
1015 return 0; 1010 return 0;
1016 } 1011 }
1012
1017 tmp = arch_to_object (spell->other_arch); 1013 tmp = arch_to_object (spell->other_arch);
1018 1014
1019 /* level dependencies for bomb */ 1015 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 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);
1086 * op = player 1082 * op = player
1087 * caster = object casting the spell. 1083 * caster = object casting the spell.
1088 * dir = direction being cast 1084 * dir = direction being cast
1089 * spell = spell object 1085 * spell = spell object
1090 */ 1086 */
1091
1092int 1087int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1088cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1089{
1095 object *effect, *target; 1090 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1091 object *god = find_god (determine_god (op));
1174 effect->insert_at (target, op); 1169 effect->insert_at (target, op);
1175 1170
1176 return 1; 1171 return 1;
1177} 1172}
1178 1173
1179
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
1184 * code here is just to move the missile. 1178 * code here is just to move the missile.
1254 * 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
1255 * object. if time is 0, the object glows permanently. To truely 1249 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1250 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1251 * give them the capability to have an inventory. b.t.
1258 */ 1252 */
1259
1260int 1253int
1261make_object_glow (object *op, int radius, int time) 1254make_object_glow (object *op, int radius, int time)
1262{ 1255{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1256 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1257 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1258 return 0;
1268 1259
1269 tmp = get_archetype (FORCE_NAME); 1260 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1261 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1262 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1263 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1264 tmp->glow_radius = radius;
1274 if (tmp->glow_radius > MAX_LIGHT_RADII) 1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII; 1266 tmp->glow_radius = MAX_LIGHT_RADII;
1276 1267
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1268 tmp = insert_ob_in_ob (tmp, op);
1269
1282 if (tmp->glow_radius > op->glow_radius) 1270 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1271 op->glow_radius = tmp->glow_radius;
1284 1272
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1273 return 1;
1291} 1274}
1292 1275
1293int 1276int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1277cast_destruction (object *op, object *caster, object *spell_ob)
1385 { 1368 {
1386 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.");
1387 return 0; 1370 return 0;
1388 } 1371 }
1389 1372
1373 tmp = tmp->head_ ();
1374
1390 /* 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. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1376 for (force = tmp->inv; force; force = force->below)
1392 { 1377 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1379 {
1395 if (force->name == spell_ob->name) 1380 if (force->name == spell_ob->name)
1396 { 1381 {
1402 return 0; 1387 return 0;
1403 } 1388 }
1404 } 1389 }
1405 } 1390 }
1406 1391
1407 if (force == NULL) 1392 if (!force)
1408 { 1393 {
1409 force = get_archetype (FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1396
1411 if (spell_ob->race) 1397 if (spell_ob->race)
1412 force->name = spell_ob->race; 1398 force->name = spell_ob->race;
1413 else 1399 else
1414 force->name = spell_ob->name; 1400 force->name = spell_ob->name;
1415 1401
1425 { 1411 {
1426 force->duration = duration; 1412 force->duration = duration;
1427 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.");
1428 } 1414 }
1429 else 1415 else
1430 {
1431 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.");
1432 } 1417
1433 return 1; 1418 return 1;
1434 } 1419 }
1420
1435 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;
1436 force->speed = 1.f; 1422 force->speed = 1.f;
1437 force->speed_left = -1.f; 1423 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1439 1425
1970 1956
1971 m->insert (tmp, x, y, op); 1957 m->insert (tmp, x, y, op);
1972 return 1; 1958 return 1;
1973} 1959}
1974 1960
1975
1976
1977
1978/* cast_cause_disease: this spell looks along <dir> from the 1961/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1962 * player and infects someone.
1980 * 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
1981 * 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
1982 * perhaps this should actually be in disease.c? 1965 * perhaps this should actually be in disease.c?
1983 */ 1966 */
1984
1985int 1967int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1968cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1969{
1988 sint16 x, y; 1970 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1971 int i, mflags, range, dam_mod, dur_mod;
1996 /* 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
1997 * direction the player is pointing. 1979 * direction the player is pointing.
1998 */ 1980 */
1999 if (!dir) 1981 if (!dir)
2000 dir = op->facing; 1982 dir = op->facing;
1983
2001 if (!dir) 1984 if (!dir)
2002 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 */
2003 1986
2004 /* Calculate these once here */ 1987 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1988 range = spell->range + SP_level_range_adjust (caster, spell);
2039 /* do level adjustments */ 2022 /* do level adjustments */
2040 if (disease->stats.wc) 2023 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 2024 disease->stats.wc += dur_mod / 2;
2042 2025
2043 if (disease->magic > 0) 2026 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 2027 disease->magic += dur_mod / 8;
2045 2028
2046 if (disease->stats.maxhp > 0) 2029 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 2030 disease->stats.maxhp += dur_mod;
2048 2031
2049 if (disease->stats.maxgrace > 0) 2032 if (disease->stats.maxgrace > 0)

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