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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.29 by root, Mon Jan 29 16:11:48 2007 UTC vs.
Revision 1.44 by root, Sun Jul 22 14:17:58 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 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
145 144
146 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
152 new_bolt->duration++; 151 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
163 */ 162 */
164 163
165void 164void
166move_bolt (object *op) 165move_bolt (object *op)
167{ 166{
168 object *tmp;
169 int mflags; 167 int mflags;
170 sint16 x, y; 168 sint16 x, y;
171 maptile *m; 169 maptile *m;
172 170
173 if (--op->duration < 0) 171 if (--op->duration < 0)
246 else 244 else
247 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 246 object *tmp = op->clone ();
249 247
250 m->insert (tmp, x, y, op); 248 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 251 tmp->duration++;
254 252
255 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 254 * going off in other directions.
338 move_bolt (tmp); 336 move_bolt (tmp);
339 337
340 return 1; 338 return 1;
341} 339}
342 340
343
344
345/*************************************************************************** 341/***************************************************************************
346 * 342 *
347 * BULLET/BALL CODE 343 * BULLET/BALL CODE
348 * 344 *
349 ***************************************************************************/ 345 ***************************************************************************/
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 378 {
383 object *tmp = op->clone (); 379 object *tmp = op->clone ();
384 380
385 tmp->state = 0; 381 tmp->state = 0;
386 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
387 tmp->range--; 383 tmp->range--;
388 tmp->value = 0; 384 tmp->value = 0;
389 385
390 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
391 } 387 }
392 } 388 }
393 } 389 }
394} 390}
395
396 391
397/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
399 * explode. 394 * explode.
400 */ 395 */
519 514
520 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
522 return; 517 return;
523 518
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 520 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 522 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
605 } 600 }
606 else 601 else
607 check_bullet (op); 602 check_bullet (op);
608} 603}
609 604
610
611
612
613/* fire_bullet 605/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 609 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
619 * pointers. 611 * pointers.
620 */ 612 */
621
622int 613int
623fire_bullet (object *op, object *caster, int dir, object *spob) 614fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 615{
625 object *tmp = NULL; 616 object *tmp = NULL;
626 int mflags; 617 int mflags;
684 check_bullet (tmp); 675 check_bullet (tmp);
685 676
686 return 1; 677 return 1;
687} 678}
688 679
689
690
691
692/***************************************************************************** 680/*****************************************************************************
693 * 681 *
694 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
695 * 683 *
696 *****************************************************************************/ 684 *****************************************************************************/
697
698 685
699/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
700void 687void
701cone_drop (object *op) 688cone_drop (object *op)
702{ 689{
828 815
829 /* Need to know what the movetype of the object we are about 816 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 817 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 818 * insert it into is blocked.
832 */ 819 */
833 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
834 821
835 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
836 { 823 {
837 sint16 x, y, d; 824 sint16 x, y, d;
838 825
917 else 904 else
918 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
919 } 906 }
920 907
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 910
924 if (!tmp->move_on && tmp->stats.dam) 911 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 913
927 m->insert (tmp, sx, sy, op); 914 m->insert (tmp, sx, sy, op);
928 915
929 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 917 * a single space too many times.
941/**************************************************************************** 928/****************************************************************************
942 * 929 *
943 * BOMB related code 930 * BOMB related code
944 * 931 *
945 ****************************************************************************/ 932 ****************************************************************************/
946
947 933
948/* This handles an exploding bomb. 934/* This handles an exploding bomb.
949 * op is the original bomb object. 935 * op is the original bomb object.
950 */ 936 */
951void 937void
1055 * dir is the direction to look in. 1041 * dir is the direction to look in.
1056 * range is how far out to look. 1042 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1059 */ 1045 */
1060
1061object * 1046object *
1062get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1063{ 1048{
1064 object *target; 1049 object *target;
1065 sint16 x, y; 1050 sint16 x, y;
1084 return NULL; 1069 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1071 return NULL;
1087 1072
1088 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1076 return target;
1095 }
1096 }
1097 }
1098 } 1077 }
1078
1099 return NULL; 1079 return NULL;
1100} 1080}
1101
1102 1081
1103/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1105 * usual params - 1084 * usual params -
1106 * op = player 1085 * op = player
1107 * caster = object casting the spell. 1086 * caster = object casting the spell.
1108 * dir = direction being cast 1087 * dir = direction being cast
1109 * spell = spell object 1088 * spell = spell object
1110 */ 1089 */
1111
1112int 1090int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1092{
1115 object *effect, *target; 1093 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1274 * we do this by creating a force and inserting it in the 1252 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1253 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1254 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1255 * give them the capability to have an inventory. b.t.
1278 */ 1256 */
1279
1280int 1257int
1281make_object_glow (object *op, int radius, int time) 1258make_object_glow (object *op, int radius, int time)
1282{ 1259{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1260 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1261 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1262 return 0;
1288 1263
1289 tmp = get_archetype (FORCE_NAME); 1264 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1265 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1266 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1267 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1268 tmp->glow_radius = radius;
1294 if (tmp->glow_radius > MAX_LIGHT_RADII) 1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII; 1270 tmp->glow_radius = MAX_LIGHT_RADII;
1296 1271
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1273
1302 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1275 op->glow_radius = tmp->glow_radius;
1304 1276
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1277 return 1;
1311} 1278}
1312
1313
1314
1315 1279
1316int 1280int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1282{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1283 int i, j, range, mflags, friendly = 0, dam, dur;
1340 else if (caster->skill) 1304 else if (caster->skill)
1341 op->skill = caster->skill; 1305 op->skill = caster->skill;
1342 else 1306 else
1343 op->skill = NULL; 1307 op->skill = NULL;
1344 1308
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1309 op->change_skill (find_skill_by_name (op, op->skill));
1346 1310
1347 for (i = -range; i < range; i++) 1311 for (i = -range; i < range; i++)
1348 { 1312 {
1349 for (j = -range; j < range; j++) 1313 for (j = -range; j < range; j++)
1350 { 1314 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1419 }
1456 return 1; 1420 return 1;
1457 } 1421 }
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1422 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1423 force->speed = 1.f;
1460 force->speed_left = -1.0; 1424 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1425 SET_FLAG (force, FLAG_APPLIED);
1462 1426
1463 if (god) 1427 if (god)
1464 { 1428 {
1465 if (spell_ob->last_grace) 1429 if (spell_ob->last_grace)
1585 at -= level / 5; 1549 at -= level / 5;
1586 if (did_make_save (head, head->level, at)) 1550 if (did_make_save (head, head->level, at))
1587 continue; 1551 continue;
1588 } 1552 }
1589 else /* spell->attacktype */ 1553 else /* spell->attacktype */
1590 /*
1591 Spell has no attacktype (charm & such), so we'll have a specific saving:
1592 * if spell level < monster level, no go
1593 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1594
1595 The chance will then be in the range [20-70] percent, not too bad.
1596
1597 This is required to fix the 'charm monster' abuse, where a player level 1 can
1598 charm a level 125 monster...
1599
1600 Ryo, august 14th
1601 */
1602 { 1554 {
1555 /*
1556 Spell has no attacktype (charm & such), so we'll have a specific saving:
1557 * if spell level < monster level, no go
1558 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1559
1560 The chance will then be in the range [20-70] percent, not too bad.
1561
1562 This is required to fix the 'charm monster' abuse, where a player level 1 can
1563 charm a level 125 monster...
1564
1565 Ryo, august 14th
1566 */
1603 if (head->level > level) 1567 if (head->level > level)
1604 continue; 1568 continue;
1569
1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1570 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1606 /* Failed, no effect */ 1571 /* Failed, no effect */
1607 continue; 1572 continue;
1608 } 1573 }
1609 1574
1611 1576
1612 /* aggravation */ 1577 /* aggravation */
1613 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1578 if (QUERY_FLAG (spell, FLAG_MONSTER))
1614 { 1579 {
1615 CLEAR_FLAG (head, FLAG_SLEEP); 1580 CLEAR_FLAG (head, FLAG_SLEEP);
1616 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1617 remove_friendly_object (head); 1581 remove_friendly_object (head);
1618
1619 done_one = 1; 1582 done_one = 1;
1620 head->enemy = op; 1583 head->enemy = op;
1621 } 1584 }
1622 1585
1623 /* calm monsters */ 1586 /* calm monsters */
1723 * if this has an other_arch field, we insert that in 1686 * if this has an other_arch field, we insert that in
1724 * the surround spaces. 1687 * the surround spaces.
1725 */ 1688 */
1726 for (j = 0; j < 9; j++) 1689 for (j = 0; j < 9; j++)
1727 { 1690 {
1728 object *new_ob;
1729
1730 hx = nx + freearr_x[j]; 1691 hx = nx + freearr_x[j];
1731 hy = ny + freearr_y[j]; 1692 hy = ny + freearr_y[j];
1732 1693
1733 m = op->map; 1694 m = op->map;
1734 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1695 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1810#if 0 1771#if 0
1811 // this is bogus: it causes wrong places to be checked below 1772 // this is bogus: it causes wrong places to be checked below
1812 // (a wall 2 cells away will block the effect...) and 1773 // (a wall 2 cells away will block the effect...) and
1813 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1774 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1814 // space. 1775 // space.
1815 // should be fixed later, but correctness before featurs... 1776 // should be fixed later, but correctness before features...
1816 // (schmorp) 1777 // (schmorp)
1817 1778
1818 /* new offset calculation to make swarm element distribution 1779 /* new offset calculation to make swarm element distribution
1819 * more uniform 1780 * more uniform
1820 */ 1781 */
2110 if (disease->stats.sp) 2071 if (disease->stats.sp)
2111 disease->stats.sp -= dam_mod; 2072 disease->stats.sp -= dam_mod;
2112 2073
2113 if (infect_object (walk, disease, 1)) 2074 if (infect_object (walk, disease, 1))
2114 { 2075 {
2115 object *flash; /* visual effect for inflicting disease */
2116
2117 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2076 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2118 2077
2119 disease->destroy (); /* don't need this one anymore */ 2078 disease->destroy (); /* don't need this one anymore */
2120 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2079 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2121 return 1; 2080 return 1;
2122 } 2081 }
2123 2082
2124 disease->destroy (); 2083 disease->destroy ();
2125 } 2084 }

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