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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.46 by root, Wed Aug 1 00:52:38 2007 UTC vs.
Revision 1.56 by root, Sat May 17 01:05:57 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
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 }
619 int mflags; 620 int mflags;
620 621
621 if (!spob->other_arch) 622 if (!spob->other_arch)
622 return 0; 623 return 0;
623 624
624 tmp = arch_to_object (spob->other_arch); 625 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 626 if (!tmp)
626 return 0; 627 return 0;
627 628
628 /* peterm: level dependency for bolts */ 629 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype; 631 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 632 if (spob->slaying)
632 tmp->slaying = spob->slaying; 633 tmp->slaying = spob->slaying;
633 634
643 SET_ANIMATION (tmp, dir); 644 SET_ANIMATION (tmp, dir);
644 645
645 tmp->set_owner (op); 646 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 647 set_spell_skill (op, caster, spob, tmp);
647 648
648 tmp->x = op->x + freearr_x[dir]; 649 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 650 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 651 tmp->map = op->map;
651 652
652 maptile *newmap; 653 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 655 if (mflags & P_OUT_OF_MAP)
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);
1373 { 1368 {
1374 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.");
1375 return 0; 1370 return 0;
1376 } 1371 }
1377 1372
1373 tmp = tmp->head_ ();
1374
1378 /* 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. */
1379 for (force = tmp->inv; force != NULL; force = force->below) 1376 for (force = tmp->inv; force; force = force->below)
1380 { 1377 {
1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 { 1379 {
1383 if (force->name == spell_ob->name) 1380 if (force->name == spell_ob->name)
1384 { 1381 {
1390 return 0; 1387 return 0;
1391 } 1388 }
1392 } 1389 }
1393 } 1390 }
1394 1391
1395 if (force == NULL) 1392 if (!force)
1396 { 1393 {
1397 force = get_archetype (FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1398 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1396
1399 if (spell_ob->race) 1397 if (spell_ob->race)
1400 force->name = spell_ob->race; 1398 force->name = spell_ob->race;
1401 else 1399 else
1402 force->name = spell_ob->name; 1400 force->name = spell_ob->name;
1403 1401
1413 { 1411 {
1414 force->duration = duration; 1412 force->duration = duration;
1415 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.");
1416 } 1414 }
1417 else 1415 else
1418 {
1419 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.");
1420 } 1417
1421 return 1; 1418 return 1;
1422 } 1419 }
1420
1423 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;
1424 force->speed = 1.f; 1422 force->speed = 1.f;
1425 force->speed_left = -1.f; 1423 force->speed_left = -1.f;
1426 SET_FLAG (force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1427 1425
1600 } 1598 }
1601 1599
1602 /* charm */ 1600 /* charm */
1603 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))
1604 { 1602 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1605 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 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.
1607 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. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op); 1609 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1729 1729
1730 op->direction = i; 1730 op->direction = i;
1731 } 1731 }
1732} 1732}
1733 1733
1734
1735/* move_swarm_spell: peterm 1734/* move_swarm_spell: peterm
1736 * This is an implementation of the swarm spell. It was written for 1735 * This is an implementation of the swarm spell. It was written for
1737 * meteor swarm, but it could be used for any swarm. A swarm spell 1736 * meteor swarm, but it could be used for any swarm. A swarm spell
1738 * is a special type of object that casts swarms of other types 1737 * is a special type of object that casts swarms of other types
1739 * of spells. Which spell it casts is flexible. It fires the spells 1738 * of spells. Which spell it casts is flexible. It fires the spells
1740 * from a set of squares surrounding the caster, in a given direction. 1739 * from a set of squares surrounding the caster, in a given direction.
1741 */ 1740 */
1742
1743void 1741void
1744move_swarm_spell (object *op) 1742move_swarm_spell (object *op)
1745{ 1743{
1746#if 0 1744#if 0
1747 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1745 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1748 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1746 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1749 sint16 target_x, target_y, origin_x, origin_y; 1747 sint16 target_x, target_y, origin_x, origin_y;
1750 int adjustdir; 1748 int adjustdir;
1751 maptile *m; 1749 maptile *m;
1752#endif 1750#endif
1753 int basedir;
1754 object *owner; 1751 object *owner = op->env;
1755 1752
1756 owner = op->owner; 1753 if (!op->duration || !owner->is_on_map ())
1757 if (op->duration == 0 || owner == NULL)
1758 { 1754 {
1759 op->destroy (); 1755 op->destroy ();
1760 return; 1756 return;
1761 } 1757 }
1762 1758
1763 op->duration--; 1759 op->duration--;
1764 1760
1765 basedir = op->direction; 1761 int basedir = op->direction;
1766 if (basedir == 0) 1762 if (!basedir)
1767 {
1768 /* spray in all directions! 8) */ 1763 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8); 1764 basedir = 1 + (op->facing += op->state) % 8;
1770 }
1771 1765
1772#if 0 1766#if 0
1773 // this is bogus: it causes wrong places to be checked below 1767 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and 1768 // (a wall 2 cells away will block the effect...) and
1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1769 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1838 fire_bullet (owner, op, basedir, op->spell); 1832 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1833 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1834 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
1841 } 1835 }
1842} 1836}
1843
1844
1845
1846 1837
1847/* fire_swarm: 1838/* fire_swarm:
1848 * The following routine creates a swarm of objects. It actually 1839 * The following routine creates a swarm of objects. It actually
1849 * sets up a specific swarm object, which then fires off all 1840 * sets up a specific swarm object, which then fires off all
1850 * the parts of the swarm. 1841 * the parts of the swarm.
1853 * caster: the caster (owner, wand, rod, scroll) 1844 * caster: the caster (owner, wand, rod, scroll)
1854 * dir: the direction everything will be fired in 1845 * dir: the direction everything will be fired in
1855 * spell - the spell that is this spell. 1846 * spell - the spell that is this spell.
1856 * n: the number to be fired. 1847 * n: the number to be fired.
1857 */ 1848 */
1858
1859int 1849int
1860fire_swarm (object *op, object *caster, object *spell, int dir) 1850fire_swarm (object *op, object *caster, object *spell, int dir)
1861{ 1851{
1862 object *tmp;
1863 int i;
1864
1865 if (!spell->other_arch) 1852 if (!spell->other_arch)
1866 return 0; 1853 return 0;
1867 1854
1868 tmp = get_archetype (SWARM_SPELL); 1855 object *tmp = archetype::get (SWARM_SPELL);
1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1870 set_spell_skill (op, caster, spell, tmp); 1856 set_spell_skill (op, caster, spell, tmp);
1871
1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1857 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1873 tmp->spell = arch_to_object (spell->other_arch); 1858 tmp->spell = spell->other_arch->instance ();
1874
1875 tmp->attacktype = tmp->spell->attacktype; 1859 tmp->attacktype = tmp->spell->attacktype;
1876 1860
1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1861 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1878 if (!tailor_god_spell (tmp, op)) 1862 if (!tailor_god_spell (tmp, op))
1879 return 1; 1863 return 1;
1880 1864
1881 tmp->duration = SP_level_duration_adjust (caster, spell); 1865 tmp->duration = SP_level_duration_adjust (caster, spell);
1882 for (i = 0; i < spell->duration; i++) 1866 for (int i = 0; i < spell->duration; i++)
1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1867 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1884 1868
1885 tmp->direction = dir; 1869 tmp->direction = dir;
1886 tmp->invisible = 1; 1870 tmp->invisible = 1;
1871 tmp->facing = rndm (8); // initial firing direction
1872 tmp->state = rndm (4) * 2 + 1; // direction increment
1887 1873
1888 tmp->insert_at (op, op); 1874 op->insert (tmp);
1875
1889 return 1; 1876 return 1;
1890} 1877}
1891
1892 1878
1893/* See the spells documentation file for why this is its own 1879/* See the spells documentation file for why this is its own
1894 * function. 1880 * function.
1895 */ 1881 */
1896int 1882int
1958 1944
1959 m->insert (tmp, x, y, op); 1945 m->insert (tmp, x, y, op);
1960 return 1; 1946 return 1;
1961} 1947}
1962 1948
1963
1964
1965
1966/* cast_cause_disease: this spell looks along <dir> from the 1949/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1950 * player and infects someone.
1968 * op is the player/monster, caster is the object, dir is the direction 1951 * op is the player/monster, caster is the object, dir is the direction
1969 * to cast, disease_arch is the specific disease, and type is the spell number 1952 * to cast, disease_arch is the specific disease, and type is the spell number
1970 * perhaps this should actually be in disease.c? 1953 * perhaps this should actually be in disease.c?
1971 */ 1954 */
1972
1973int 1955int
1974cast_cause_disease (object *op, object *caster, object *spell, int dir) 1956cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975{ 1957{
1976 sint16 x, y; 1958 sint16 x, y;
1977 int i, mflags, range, dam_mod, dur_mod; 1959 int i, mflags, range, dam_mod, dur_mod;
1984 /* If casting from a scroll, no direction will be available, so refer to the 1966 /* If casting from a scroll, no direction will be available, so refer to the
1985 * direction the player is pointing. 1967 * direction the player is pointing.
1986 */ 1968 */
1987 if (!dir) 1969 if (!dir)
1988 dir = op->facing; 1970 dir = op->facing;
1971
1989 if (!dir) 1972 if (!dir)
1990 return 0; /* won't find anything if casting on ourself, so just return */ 1973 return 0; /* won't find anything if casting on ourself, so just return */
1991 1974
1992 /* Calculate these once here */ 1975 /* Calculate these once here */
1993 range = spell->range + SP_level_range_adjust (caster, spell); 1976 range = spell->range + SP_level_range_adjust (caster, spell);
2027 /* do level adjustments */ 2010 /* do level adjustments */
2028 if (disease->stats.wc) 2011 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 2012 disease->stats.wc += dur_mod / 2;
2030 2013
2031 if (disease->magic > 0) 2014 if (disease->magic > 0)
2032 disease->magic += dur_mod / 4; 2015 disease->magic += dur_mod / 8;
2033 2016
2034 if (disease->stats.maxhp > 0) 2017 if (disease->stats.maxhp > 0)
2035 disease->stats.maxhp += dur_mod; 2018 disease->stats.maxhp += dur_mod;
2036 2019
2037 if (disease->stats.maxgrace > 0) 2020 if (disease->stats.maxgrace > 0)

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