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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 1.53 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 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
1959 1956
1960 m->insert (tmp, x, y, op); 1957 m->insert (tmp, x, y, op);
1961 return 1; 1958 return 1;
1962} 1959}
1963 1960
1964
1965
1966
1967/* cast_cause_disease: this spell looks along <dir> from the 1961/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1962 * player and infects someone.
1969 * 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
1970 * 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
1971 * perhaps this should actually be in disease.c? 1965 * perhaps this should actually be in disease.c?
1972 */ 1966 */
1973
1974int 1967int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1968cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1969{
1977 sint16 x, y; 1970 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1971 int i, mflags, range, dam_mod, dur_mod;
1985 /* 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
1986 * direction the player is pointing. 1979 * direction the player is pointing.
1987 */ 1980 */
1988 if (!dir) 1981 if (!dir)
1989 dir = op->facing; 1982 dir = op->facing;
1983
1990 if (!dir) 1984 if (!dir)
1991 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 */
1992 1986
1993 /* Calculate these once here */ 1987 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1988 range = spell->range + SP_level_range_adjust (caster, spell);
2028 /* do level adjustments */ 2022 /* do level adjustments */
2029 if (disease->stats.wc) 2023 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 2024 disease->stats.wc += dur_mod / 2;
2031 2025
2032 if (disease->magic > 0) 2026 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 2027 disease->magic += dur_mod / 8;
2034 2028
2035 if (disease->stats.maxhp > 0) 2029 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 2030 disease->stats.maxhp += dur_mod;
2037 2031
2038 if (disease->stats.maxgrace > 0) 2032 if (disease->stats.maxgrace > 0)

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