1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
5 | * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT 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 2 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
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 |
… | |
… | |
337 | move_bolt (tmp); |
336 | move_bolt (tmp); |
338 | |
337 | |
339 | return 1; |
338 | return 1; |
340 | } |
339 | } |
341 | |
340 | |
342 | |
|
|
343 | |
|
|
344 | /*************************************************************************** |
341 | /*************************************************************************** |
345 | * |
342 | * |
346 | * BULLET/BALL CODE |
343 | * BULLET/BALL CODE |
347 | * |
344 | * |
348 | ***************************************************************************/ |
345 | ***************************************************************************/ |
349 | |
346 | |
350 | /* expands an explosion. op is a piece of the |
347 | /* expands an explosion. op is a piece of the |
351 | * explosion - this expans it in the different directions. |
348 | * explosion - this expands it in the different directions. |
352 | * At least that is what I think this does. |
349 | * At least that is what I think this does. |
353 | */ |
350 | */ |
354 | void |
351 | void |
355 | explosion (object *op) |
352 | explosion (object *op) |
356 | { |
353 | { |
… | |
… | |
389 | m->insert (tmp, dx, dy, op); |
386 | m->insert (tmp, dx, dy, op); |
390 | } |
387 | } |
391 | } |
388 | } |
392 | } |
389 | } |
393 | } |
390 | } |
394 | |
|
|
395 | |
391 | |
396 | /* Causes an object to explode, eg, a firebullet, |
392 | /* Causes an object to explode, eg, a firebullet, |
397 | * poison cloud ball, etc. op is the object to |
393 | * poison cloud ball, etc. op is the object to |
398 | * explode. |
394 | * explode. |
399 | */ |
395 | */ |
… | |
… | |
487 | |
483 | |
488 | /* Prevent recursion */ |
484 | /* Prevent recursion */ |
489 | op->move_on = 0; |
485 | op->move_on = 0; |
490 | |
486 | |
491 | tmp->insert_at (op, op); |
487 | tmp->insert_at (op, op); |
|
|
488 | tmp->play_sound (tmp->sound); |
|
|
489 | |
492 | /* remove the firebullet */ |
490 | /* remove the firebullet */ |
493 | op->destroy (); |
491 | op->destroy (); |
494 | } |
492 | } |
495 | |
493 | |
496 | /* checks to see what op should do, given the space it is on |
494 | /* checks to see what op should do, given the space it is on |
… | |
… | |
612 | * we remove the magic flag - that can be derived from |
610 | * we remove the magic flag - that can be derived from |
613 | * spob->attacktype. |
611 | * spob->attacktype. |
614 | * This function sets up the appropriate owner and skill |
612 | * This function sets up the appropriate owner and skill |
615 | * pointers. |
613 | * pointers. |
616 | */ |
614 | */ |
617 | |
|
|
618 | int |
615 | int |
619 | fire_bullet (object *op, object *caster, int dir, object *spob) |
616 | fire_bullet (object *op, object *caster, int dir, object *spob) |
620 | { |
617 | { |
621 | object *tmp = NULL; |
618 | object *tmp = NULL; |
622 | int mflags; |
619 | int mflags; |
… | |
… | |
820 | |
817 | |
821 | /* Need to know what the movetype of the object we are about |
818 | /* Need to know what the movetype of the object we are about |
822 | * to create is, so we can know if the space we are about to |
819 | * to create is, so we can know if the space we are about to |
823 | * insert it into is blocked. |
820 | * insert it into is blocked. |
824 | */ |
821 | */ |
825 | movetype = spell->other_arch->clone.move_type; |
822 | movetype = spell->other_arch->move_type; |
826 | |
823 | |
827 | for (i = range_min; i <= range_max; i++) |
824 | for (i = range_min; i <= range_max; i++) |
828 | { |
825 | { |
829 | sint16 x, y, d; |
826 | sint16 x, y, d; |
830 | |
827 | |
… | |
… | |
909 | else |
906 | else |
910 | tmp->duration += caster->level / 3; |
907 | tmp->duration += caster->level / 3; |
911 | } |
908 | } |
912 | |
909 | |
913 | if (!(tmp->move_type & MOVE_FLY_LOW)) |
910 | if (!(tmp->move_type & MOVE_FLY_LOW)) |
914 | LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); |
911 | LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname); |
915 | |
912 | |
916 | if (!tmp->move_on && tmp->stats.dam) |
913 | if (!tmp->move_on && tmp->stats.dam) |
917 | LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); |
914 | LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname); |
918 | |
915 | |
919 | m->insert (tmp, sx, sy, op); |
916 | m->insert (tmp, sx, sy, op); |
920 | |
917 | |
921 | /* This is used for tracking spells so that one effect doesn't hit |
918 | /* This is used for tracking spells so that one effect doesn't hit |
922 | * a single space too many times. |
919 | * a single space too many times. |
… | |
… | |
933 | /**************************************************************************** |
930 | /**************************************************************************** |
934 | * |
931 | * |
935 | * BOMB related code |
932 | * BOMB related code |
936 | * |
933 | * |
937 | ****************************************************************************/ |
934 | ****************************************************************************/ |
938 | |
|
|
939 | |
935 | |
940 | /* This handles an exploding bomb. |
936 | /* This handles an exploding bomb. |
941 | * op is the original bomb object. |
937 | * op is the original bomb object. |
942 | */ |
938 | */ |
943 | void |
939 | void |
… | |
… | |
1047 | * dir is the direction to look in. |
1043 | * dir is the direction to look in. |
1048 | * range is how far out to look. |
1044 | * range is how far out to look. |
1049 | * type is the type of spell - either SPELL_MANA or SPELL_GRACE. |
1045 | * type is the type of spell - either SPELL_MANA or SPELL_GRACE. |
1050 | * this info is used for blocked magic/unholy spaces. |
1046 | * this info is used for blocked magic/unholy spaces. |
1051 | */ |
1047 | */ |
1052 | |
|
|
1053 | object * |
1048 | object * |
1054 | get_pointed_target (object *op, int dir, int range, int type) |
1049 | get_pointed_target (object *op, int dir, int range, int type) |
1055 | { |
1050 | { |
1056 | object *target; |
1051 | object *target; |
1057 | sint16 x, y; |
1052 | sint16 x, y; |
… | |
… | |
1076 | return NULL; |
1071 | return NULL; |
1077 | if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) |
1072 | if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) |
1078 | return NULL; |
1073 | return NULL; |
1079 | |
1074 | |
1080 | if (mflags & P_IS_ALIVE) |
1075 | if (mflags & P_IS_ALIVE) |
1081 | { |
|
|
1082 | for (target = GET_MAP_OB (mp, x, y); target; target = target->above) |
1076 | for (target = GET_MAP_OB (mp, x, y); target; target = target->above) |
1083 | { |
1077 | if (QUERY_FLAG (target, FLAG_MONSTER)) |
1084 | if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER)) |
|
|
1085 | { |
|
|
1086 | return target; |
1078 | return target; |
1087 | } |
|
|
1088 | } |
|
|
1089 | } |
|
|
1090 | } |
1079 | } |
|
|
1080 | |
1091 | return NULL; |
1081 | return NULL; |
1092 | } |
1082 | } |
1093 | |
|
|
1094 | |
1083 | |
1095 | /* cast_smite_arch() - the priest points to a creature and causes |
1084 | /* cast_smite_arch() - the priest points to a creature and causes |
1096 | * a 'godly curse' to decend. |
1085 | * a 'godly curse' to decend. |
1097 | * usual params - |
1086 | * usual params - |
1098 | * op = player |
1087 | * op = player |
1099 | * caster = object casting the spell. |
1088 | * caster = object casting the spell. |
1100 | * dir = direction being cast |
1089 | * dir = direction being cast |
1101 | * spell = spell object |
1090 | * spell = spell object |
1102 | */ |
1091 | */ |
1103 | |
|
|
1104 | int |
1092 | int |
1105 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1093 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1106 | { |
1094 | { |
1107 | object *effect, *target; |
1095 | object *effect, *target; |
1108 | object *god = find_god (determine_god (op)); |
1096 | object *god = find_god (determine_god (op)); |
… | |
… | |
1186 | effect->insert_at (target, op); |
1174 | effect->insert_at (target, op); |
1187 | |
1175 | |
1188 | return 1; |
1176 | return 1; |
1189 | } |
1177 | } |
1190 | |
1178 | |
1191 | |
|
|
1192 | /**************************************************************************** |
1179 | /**************************************************************************** |
1193 | * |
1180 | * |
1194 | * MAGIC MISSILE code. |
1181 | * MAGIC MISSILE code. |
1195 | * note that the fire_bullet is used to fire the missile. The |
1182 | * note that the fire_bullet is used to fire the missile. The |
1196 | * code here is just to move the missile. |
1183 | * code here is just to move the missile. |
… | |
… | |
1266 | * we do this by creating a force and inserting it in the |
1253 | * we do this by creating a force and inserting it in the |
1267 | * object. if time is 0, the object glows permanently. To truely |
1254 | * object. if time is 0, the object glows permanently. To truely |
1268 | * make this work for non-living objects, we would have to |
1255 | * make this work for non-living objects, we would have to |
1269 | * give them the capability to have an inventory. b.t. |
1256 | * give them the capability to have an inventory. b.t. |
1270 | */ |
1257 | */ |
1271 | |
|
|
1272 | int |
1258 | int |
1273 | make_object_glow (object *op, int radius, int time) |
1259 | make_object_glow (object *op, int radius, int time) |
1274 | { |
1260 | { |
1275 | object *tmp; |
|
|
1276 | |
|
|
1277 | /* some things are unaffected... */ |
1261 | /* some things are unaffected... */ |
1278 | if (op->path_denied & PATH_LIGHT) |
1262 | if (op->path_denied & PATH_LIGHT) |
1279 | return 0; |
1263 | return 0; |
1280 | |
1264 | |
1281 | tmp = get_archetype (FORCE_NAME); |
1265 | object *tmp = get_archetype (FORCE_NAME); |
1282 | tmp->speed = 0.01; |
1266 | tmp->speed = 0.01; |
1283 | tmp->stats.food = time; |
1267 | tmp->stats.food = time; |
1284 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
1268 | SET_FLAG (tmp, FLAG_IS_USED_UP); |
1285 | tmp->glow_radius = radius; |
1269 | tmp->glow_radius = radius; |
1286 | if (tmp->glow_radius > MAX_LIGHT_RADII) |
1270 | if (tmp->glow_radius > MAX_LIGHT_RADII) |
1287 | tmp->glow_radius = MAX_LIGHT_RADII; |
1271 | tmp->glow_radius = MAX_LIGHT_RADII; |
1288 | |
1272 | |
1289 | tmp->x = op->x; |
|
|
1290 | tmp->y = op->y; |
|
|
1291 | if (tmp->speed < MIN_ACTIVE_SPEED) |
|
|
1292 | tmp->speed = MIN_ACTIVE_SPEED; /* safety */ |
|
|
1293 | tmp = insert_ob_in_ob (tmp, op); |
1273 | tmp = insert_ob_in_ob (tmp, op); |
|
|
1274 | |
1294 | if (tmp->glow_radius > op->glow_radius) |
1275 | if (tmp->glow_radius > op->glow_radius) |
1295 | op->glow_radius = tmp->glow_radius; |
1276 | op->glow_radius = tmp->glow_radius; |
1296 | |
1277 | |
1297 | if (!tmp->env || op != tmp->env) |
|
|
1298 | { |
|
|
1299 | LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name); |
|
|
1300 | return 0; |
|
|
1301 | } |
|
|
1302 | return 1; |
1278 | return 1; |
1303 | } |
1279 | } |
1304 | |
1280 | |
1305 | int |
1281 | int |
1306 | cast_destruction (object *op, object *caster, object *spell_ob) |
1282 | cast_destruction (object *op, object *caster, object *spell_ob) |
… | |
… | |
1574 | at -= level / 5; |
1550 | at -= level / 5; |
1575 | if (did_make_save (head, head->level, at)) |
1551 | if (did_make_save (head, head->level, at)) |
1576 | continue; |
1552 | continue; |
1577 | } |
1553 | } |
1578 | else /* spell->attacktype */ |
1554 | else /* spell->attacktype */ |
1579 | /* |
|
|
1580 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
|
|
1581 | * if spell level < monster level, no go |
|
|
1582 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
|
|
1583 | |
|
|
1584 | The chance will then be in the range [20-70] percent, not too bad. |
|
|
1585 | |
|
|
1586 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
|
|
1587 | charm a level 125 monster... |
|
|
1588 | |
|
|
1589 | Ryo, august 14th |
|
|
1590 | */ |
|
|
1591 | { |
1555 | { |
|
|
1556 | /* |
|
|
1557 | Spell has no attacktype (charm & such), so we'll have a specific saving: |
|
|
1558 | * if spell level < monster level, no go |
|
|
1559 | * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) |
|
|
1560 | |
|
|
1561 | The chance will then be in the range [20-70] percent, not too bad. |
|
|
1562 | |
|
|
1563 | This is required to fix the 'charm monster' abuse, where a player level 1 can |
|
|
1564 | charm a level 125 monster... |
|
|
1565 | |
|
|
1566 | Ryo, august 14th |
|
|
1567 | */ |
1592 | if (head->level > level) |
1568 | if (head->level > level) |
1593 | continue; |
1569 | continue; |
|
|
1570 | |
1594 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1571 | if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) |
1595 | /* Failed, no effect */ |
1572 | /* Failed, no effect */ |
1596 | continue; |
1573 | continue; |
1597 | } |
1574 | } |
1598 | |
1575 | |
… | |
… | |
2098 | if (infect_object (walk, disease, 1)) |
2075 | if (infect_object (walk, disease, 1)) |
2099 | { |
2076 | { |
2100 | new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); |
2077 | new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); |
2101 | |
2078 | |
2102 | disease->destroy (); /* don't need this one anymore */ |
2079 | disease->destroy (); /* don't need this one anymore */ |
2103 | walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); |
2080 | walk->map->insert (get_archetype ("detect_magic"), x, y, op); |
2104 | return 1; |
2081 | return 1; |
2105 | } |
2082 | } |
2106 | |
2083 | |
2107 | disease->destroy (); |
2084 | disease->destroy (); |
2108 | } |
2085 | } |