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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.50 by root, Sun Apr 20 23:25:09 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 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 }
483 484
484 /* Prevent recursion */ 485 /* Prevent recursion */
485 op->move_on = 0; 486 op->move_on = 0;
486 487
487 tmp->insert_at (op, op); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
488 /* remove the firebullet */ 491 /* remove the firebullet */
489 op->destroy (); 492 op->destroy ();
490} 493}
491 494
492/* 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
935 * op is the original bomb object. 938 * op is the original bomb object.
936 */ 939 */
937void 940void
938animate_bomb (object *op) 941animate_bomb (object *op)
939{ 942{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 944 return;
945 945
946 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
947 947
948 if (op->env) 948 if (op->env)
949 { 949 {
950 if (env->map == NULL) 950 if (env->map == NULL)
951 return; 951 return;
970 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 971 * so just set up the appropriate values.
972 */ 972 */
973 if (archetype *at = archetype::find (SPLINT)) 973 if (archetype *at = archetype::find (SPLINT))
974 { 974 {
975 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
976 { 976 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 978 continue;
979 979
980 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
981 tmp->direction = i; 981 tmp->direction = i;
982 tmp->range = op->range; 982 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 984 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1085 * op = player 1085 * op = player
1086 * caster = object casting the spell. 1086 * caster = object casting the spell.
1087 * dir = direction being cast 1087 * dir = direction being cast
1088 * spell = spell object 1088 * spell = spell object
1089 */ 1089 */
1090
1091int 1090int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1092{
1094 object *effect, *target; 1093 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1173 effect->insert_at (target, op); 1172 effect->insert_at (target, op);
1174 1173
1175 return 1; 1174 return 1;
1176} 1175}
1177 1176
1178
1179/**************************************************************************** 1177/****************************************************************************
1180 * 1178 *
1181 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1182 * note that the fire_bullet is used to fire the missile. The 1180 * note that the fire_bullet is used to fire the missile. The
1183 * code here is just to move the missile. 1181 * code here is just to move the missile.
1253 * we do this by creating a force and inserting it in the 1251 * we do this by creating a force and inserting it in the
1254 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1257 */ 1255 */
1258
1259int 1256int
1260make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1261{ 1258{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1261 return 0;
1267 1262
1268 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1265 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1273 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1275 1270
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1281 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1283 1275
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1276 return 1;
1290} 1277}
1291 1278
1292int 1279int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1384 { 1371 {
1385 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1372 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1386 return 0; 1373 return 0;
1387 } 1374 }
1388 1375
1376 tmp = tmp->head_ ();
1377
1389 /* If we've already got a force of this type, don't add a new one. */ 1378 /* If we've already got a force of this type, don't add a new one. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1391 { 1380 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1382 {
1394 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1395 { 1384 {
1401 return 0; 1390 return 0;
1402 } 1391 }
1403 } 1392 }
1404 } 1393 }
1405 1394
1406 if (force == NULL) 1395 if (!force)
1407 { 1396 {
1408 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1410 if (spell_ob->race) 1400 if (spell_ob->race)
1411 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1412 else 1402 else
1413 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1414 1404
1424 { 1414 {
1425 force->duration = duration; 1415 force->duration = duration;
1426 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1427 } 1417 }
1428 else 1418 else
1429 {
1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1431 } 1420
1432 return 1; 1421 return 1;
1433 } 1422 }
1423
1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1435 force->speed = 1.f; 1425 force->speed = 1.f;
1436 force->speed_left = -1.f; 1426 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1438 1428
1969 1959
1970 m->insert (tmp, x, y, op); 1960 m->insert (tmp, x, y, op);
1971 return 1; 1961 return 1;
1972} 1962}
1973 1963
1974
1975
1976
1977/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1965 * player and infects someone.
1979 * op is the player/monster, caster is the object, dir is the direction 1966 * op is the player/monster, caster is the object, dir is the direction
1980 * to cast, disease_arch is the specific disease, and type is the spell number 1967 * to cast, disease_arch is the specific disease, and type is the spell number
1981 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
1982 */ 1969 */
1983
1984int 1970int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1972{
1987 sint16 x, y; 1973 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
1995 /* If casting from a scroll, no direction will be available, so refer to the 1981 /* If casting from a scroll, no direction will be available, so refer to the
1996 * direction the player is pointing. 1982 * direction the player is pointing.
1997 */ 1983 */
1998 if (!dir) 1984 if (!dir)
1999 dir = op->facing; 1985 dir = op->facing;
1986
2000 if (!dir) 1987 if (!dir)
2001 return 0; /* won't find anything if casting on ourself, so just return */ 1988 return 0; /* won't find anything if casting on ourself, so just return */
2002 1989
2003 /* Calculate these once here */ 1990 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2038 /* do level adjustments */ 2025 /* do level adjustments */
2039 if (disease->stats.wc) 2026 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2041 2028
2042 if (disease->magic > 0) 2029 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2044 2031
2045 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2047 2034
2048 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)

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