1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
11 | * 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 Affero GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
20 | * <http://www.gnu.org/licenses/>. |
21 | * |
21 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | /* This file contains all the spell attack code. Grouping this code |
25 | /* This file contains all the spell attack code. Grouping this code |
26 | * together should hopefully make it easier to find the relevent bits |
26 | * together should hopefully make it easier to find the relevent bits |
… | |
… | |
86 | if (tmp->move_type & MOVE_FLYING) |
86 | if (tmp->move_type & MOVE_FLYING) |
87 | frictionmod = 1; /* flying objects loose the friction modifier */ |
87 | frictionmod = 1; /* flying objects loose the friction modifier */ |
88 | |
88 | |
89 | if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) |
89 | if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) |
90 | { /* move it. */ |
90 | { /* move it. */ |
91 | /* move_object is really for monsters, but looking at |
91 | /* move_object is really for monsters, but looking at |
92 | * the move_object function, it appears that it should |
92 | * the move_object function, it appears that it should |
93 | * also be safe for objects. |
93 | * also be safe for objects. |
94 | * This does return if successful or not, but |
94 | * This does return if successful or not, but |
95 | * I don't see us doing anything useful with that information |
95 | * I don't see us doing anything useful with that information |
96 | * right now. |
96 | * right now. |
… | |
… | |
247 | tmp->speed_left = -0.1f; |
247 | tmp->speed_left = -0.1f; |
248 | /* To make up for the decrease at the top of the function */ |
248 | /* To make up for the decrease at the top of the function */ |
249 | tmp->duration++; |
249 | tmp->duration++; |
250 | |
250 | |
251 | /* New forking code. Possibly create forks of this object |
251 | /* New forking code. Possibly create forks of this object |
252 | * going off in other directions. |
252 | * going off in other directions. |
253 | */ |
253 | */ |
254 | if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) |
254 | if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) |
255 | forklightning (op, tmp); /* stats.Dex % of forking */ |
255 | forklightning (op, tmp); /* stats.Dex % of forking */ |
256 | |
256 | |
257 | /* In this way, the object left behind sticks on the space, but |
257 | /* In this way, the object left behind sticks on the space, but |
… | |
… | |
367 | sint16 dx, dy; |
367 | sint16 dx, dy; |
368 | |
368 | |
369 | dx = op->x + freearr_x[i]; |
369 | dx = op->x + freearr_x[i]; |
370 | dy = op->y + freearr_y[i]; |
370 | dy = op->y + freearr_y[i]; |
371 | |
371 | |
372 | /* ok_to_put_more already does things like checks for walls, |
372 | /* ok_to_put_more already does things like checks for walls, |
373 | * out of map, etc. |
373 | * out of map, etc. |
374 | */ |
374 | */ |
375 | if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) |
375 | if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) |
376 | { |
376 | { |
377 | object *tmp = op->clone (); |
377 | object *tmp = op->clone (); |
… | |
… | |
549 | move_bullet (object *op) |
549 | move_bullet (object *op) |
550 | { |
550 | { |
551 | #if 0 |
551 | #if 0 |
552 | /* We need a better general purpose way to do this */ |
552 | /* We need a better general purpose way to do this */ |
553 | |
553 | |
554 | /* peterm: added to make comet leave a trail of burnouts |
554 | /* peterm: added to make comet leave a trail of burnouts |
555 | it's an unadulterated hack, but the effect is cool. */ |
555 | it's an unadulterated hack, but the effect is cool. */ |
556 | if (op->stats.sp == SP_METEOR) |
556 | if (op->stats.sp == SP_METEOR) |
557 | { |
557 | { |
558 | replace_insert_ob_in_map ("fire_trail", op); |
558 | replace_insert_ob_in_map ("fire_trail", op); |
559 | if (op->destroyed ()) |
559 | if (op->destroyed ()) |
… | |
… | |
754 | if (!op->is_on_map ()) |
754 | if (!op->is_on_map ()) |
755 | return; |
755 | return; |
756 | |
756 | |
757 | /* Check to see if we should push anything. |
757 | /* Check to see if we should push anything. |
758 | * Spell objects with weight push whatever they encounter to some |
758 | * Spell objects with weight push whatever they encounter to some |
759 | * degree. |
759 | * degree. |
760 | */ |
760 | */ |
761 | if (op->weight) |
761 | if (op->weight) |
762 | { |
762 | { |
763 | check_spell_knockback (op); |
763 | check_spell_knockback (op); |
764 | |
764 | |
… | |
… | |
1096 | } |
1096 | } |
1097 | |
1097 | |
1098 | return NULL; |
1098 | return NULL; |
1099 | } |
1099 | } |
1100 | |
1100 | |
1101 | /* cast_smite_arch() - the priest points to a creature and causes |
1101 | /* cast_smite_spell() - the priest points to a creature and causes |
1102 | * a 'godly curse' to decend. |
1102 | * a 'godly curse' to decend. |
1103 | * usual params - |
1103 | * usual params - |
1104 | * op = player |
1104 | * op = player |
1105 | * caster = object casting the spell. |
1105 | * caster = object casting the spell. |
1106 | * dir = direction being cast |
1106 | * dir = direction being cast |
1107 | * spell = spell object |
1107 | * spell = spell object |
… | |
… | |
1109 | int |
1109 | int |
1110 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1110 | cast_smite_spell (object *op, object *caster, int dir, object *spell) |
1111 | { |
1111 | { |
1112 | object *effect, *target; |
1112 | object *effect, *target; |
1113 | object *god = find_god (determine_god (op)); |
1113 | object *god = find_god (determine_god (op)); |
1114 | int range; |
|
|
1115 | |
1114 | |
1116 | range = spell->range + SP_level_range_adjust (caster, spell); |
|
|
1117 | target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); |
1115 | target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); |
1118 | |
1116 | |
1119 | /* Bunch of conditions for casting this spell. Note that only |
1117 | /* Bunch of conditions for casting this spell. Note that only |
1120 | * require a god if this is a cleric spell (requires grace). |
1118 | * require a god if this is a cleric spell (requires grace). |
1121 | * This makes this spell much more general purpose - it can be used |
1119 | * This makes this spell much more general purpose - it can be used |
1122 | * by wizards also, which is good, because I think this is a very |
1120 | * by wizards also, which is good, because I think this is a very |
1123 | * interesting spell. |
1121 | * interesting spell. |
1124 | * if it is a cleric spell, you need a god, and the creature |
1122 | * if it is a cleric spell, you need a god, and the creature |
… | |
… | |
1252 | /**************************************************************************** |
1250 | /**************************************************************************** |
1253 | * Destruction |
1251 | * Destruction |
1254 | ****************************************************************************/ |
1252 | ****************************************************************************/ |
1255 | |
1253 | |
1256 | /* make_object_glow() - currently only makes living objects glow. |
1254 | /* make_object_glow() - currently only makes living objects glow. |
1257 | * we do this by creating a force and inserting it in the |
1255 | * we do this by creating a force and inserting it in the |
1258 | * object. if time is 0, the object glows permanently. To truely |
1256 | * object. if time is 0, the object glows permanently. To truely |
1259 | * make this work for non-living objects, we would have to |
1257 | * make this work for non-living objects, we would have to |
1260 | * give them the capability to have an inventory. b.t. |
1258 | * give them the capability to have an inventory. b.t. |
1261 | */ |
1259 | */ |
1262 | static int |
1260 | static int |
1263 | make_object_glow (object *op, int radius, int time) |
1261 | make_object_glow (object *op, int radius, int time) |
1264 | { |
1262 | { |
… | |
… | |
1461 | unordered_mapwalk (buf, op, -range, -range, range, range) |
1459 | unordered_mapwalk (buf, op, -range, -range, range, range) |
1462 | { |
1460 | { |
1463 | mapspace &ms = m->at (nx, ny); |
1461 | mapspace &ms = m->at (nx, ny); |
1464 | |
1462 | |
1465 | /* If there is nothing living on this space, no need to go further */ |
1463 | /* If there is nothing living on this space, no need to go further */ |
1466 | if (!ms.flags () & P_IS_ALIVE) |
1464 | if (!(ms.flags () & P_IS_ALIVE)) |
1467 | continue; |
1465 | continue; |
1468 | |
1466 | |
1469 | // players can only affect spaces that they can actually see |
1467 | // players can only affect spaces that they can actually see |
1470 | if (caster |
1468 | if (caster |
1471 | && caster->contr |
1469 | && caster->contr |
… | |
… | |
1641 | m = op->map; |
1639 | m = op->map; |
1642 | } |
1640 | } |
1643 | |
1641 | |
1644 | m->insert (op, nx, ny, op); |
1642 | m->insert (op, nx, ny, op); |
1645 | |
1643 | |
1646 | dam_save = op->stats.dam; /* save the original dam: we do halfdam on |
1644 | dam_save = op->stats.dam; /* save the original dam: we do halfdam on |
1647 | surrounding squares */ |
1645 | surrounding squares */ |
1648 | |
1646 | |
1649 | /* loop over current square and neighbors to hit. |
1647 | /* loop over current square and neighbors to hit. |
1650 | * if this has an other_arch field, we insert that in |
1648 | * if this has an other_arch field, we insert that in |
1651 | * the surround spaces. |
1649 | * the surround spaces. |
… | |
… | |
1692 | |
1690 | |
1693 | op->direction = i; |
1691 | op->direction = i; |
1694 | } |
1692 | } |
1695 | } |
1693 | } |
1696 | |
1694 | |
1697 | /* move_swarm_spell: peterm |
1695 | /* move_swarm_spell: peterm |
1698 | * This is an implementation of the swarm spell. It was written for |
1696 | * This is an implementation of the swarm spell. It was written for |
1699 | * meteor swarm, but it could be used for any swarm. A swarm spell |
1697 | * meteor swarm, but it could be used for any swarm. A swarm spell |
1700 | * is a special type of object that casts swarms of other types |
1698 | * is a special type of object that casts swarms of other types |
1701 | * of spells. Which spell it casts is flexible. It fires the spells |
1699 | * of spells. Which spell it casts is flexible. It fires the spells |
1702 | * from a set of squares surrounding the caster, in a given direction. |
1700 | * from a set of squares surrounding the caster, in a given direction. |
1703 | */ |
1701 | */ |
1704 | void |
1702 | void |
1705 | move_swarm_spell (object *op) |
1703 | move_swarm_spell (object *op) |
1706 | { |
1704 | { |
1707 | #if 0 |
1705 | #if 0 |
… | |
… | |
1743 | // space. |
1741 | // space. |
1744 | // should be fixed later, but correctness before features... |
1742 | // should be fixed later, but correctness before features... |
1745 | // (schmorp) |
1743 | // (schmorp) |
1746 | |
1744 | |
1747 | /* new offset calculation to make swarm element distribution |
1745 | /* new offset calculation to make swarm element distribution |
1748 | * more uniform |
1746 | * more uniform |
1749 | */ |
1747 | */ |
1750 | if (op->duration) |
1748 | if (op->duration) |
1751 | { |
1749 | { |
1752 | if (basedir & 1) |
1750 | if (basedir & 1) |
1753 | { |
1751 | { |
… | |
… | |
1765 | |
1763 | |
1766 | target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; |
1764 | target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; |
1767 | target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; |
1765 | target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; |
1768 | |
1766 | |
1769 | /* back up one space so we can hit point-blank targets, but this |
1767 | /* back up one space so we can hit point-blank targets, but this |
1770 | * necessitates extra out_of_map check below |
1768 | * necessitates extra out_of_map check below |
1771 | */ |
1769 | */ |
1772 | origin_x = target_x - freearr_x[basedir]; |
1770 | origin_x = target_x - freearr_x[basedir]; |
1773 | origin_y = target_y - freearr_y[basedir]; |
1771 | origin_y = target_y - freearr_y[basedir]; |
1774 | |
1772 | |
1775 | |
1773 | |
… | |
… | |
1809 | } |
1807 | } |
1810 | |
1808 | |
1811 | /* fire_swarm: |
1809 | /* fire_swarm: |
1812 | * The following routine creates a swarm of objects. It actually |
1810 | * The following routine creates a swarm of objects. It actually |
1813 | * sets up a specific swarm object, which then fires off all |
1811 | * sets up a specific swarm object, which then fires off all |
1814 | * the parts of the swarm. |
1812 | * the parts of the swarm. |
1815 | * |
1813 | * |
1816 | * op: the owner |
1814 | * op: the owner |
1817 | * caster: the caster (owner, wand, rod, scroll) |
1815 | * caster: the caster (owner, wand, rod, scroll) |
1818 | * dir: the direction everything will be fired in |
1816 | * dir: the direction everything will be fired in |
1819 | * spell - the spell that is this spell. |
1817 | * spell - the spell that is this spell. |
… | |
… | |
1922 | |
1920 | |
1923 | return 1; |
1921 | return 1; |
1924 | } |
1922 | } |
1925 | |
1923 | |
1926 | /* cast_cause_disease: this spell looks along <dir> from the |
1924 | /* cast_cause_disease: this spell looks along <dir> from the |
1927 | * player and infects someone. |
1925 | * player and infects someone. |
1928 | * op is the player/monster, caster is the object, dir is the direction |
1926 | * op is the player/monster, caster is the object, dir is the direction |
1929 | * to cast, disease_arch is the specific disease, and type is the spell number |
1927 | * to cast, disease_arch is the specific disease, and type is the spell number |
1930 | * perhaps this should actually be in disease.c? |
1928 | * perhaps this should actually be in disease.c? |
1931 | */ |
1929 | */ |
1932 | int |
1930 | int |
… | |
… | |
1938 | maptile *m; |
1936 | maptile *m; |
1939 | |
1937 | |
1940 | x = op->x; |
1938 | x = op->x; |
1941 | y = op->y; |
1939 | y = op->y; |
1942 | |
1940 | |
1943 | /* If casting from a scroll, no direction will be available, so refer to the |
1941 | /* If casting from a scroll, no direction will be available, so refer to the |
1944 | * direction the player is pointing. |
1942 | * direction the player is pointing. |
1945 | */ |
1943 | */ |
1946 | if (!dir) |
1944 | if (!dir) |
1947 | dir = op->facing; |
1945 | dir = op->facing; |
1948 | |
1946 | |
… | |
… | |
1996 | |
1994 | |
1997 | if (disease->last_sp < 1) |
1995 | if (disease->last_sp < 1) |
1998 | disease->last_sp = 1; |
1996 | disease->last_sp = 1; |
1999 | } |
1997 | } |
2000 | |
1998 | |
2001 | if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod); |
1999 | if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod); |
2002 | if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod); |
2000 | if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod); |
2003 | if (disease->stats.ac ) disease->stats.ac += dam_mod; |
2001 | if (disease->stats.ac ) disease->stats.ac += dam_mod; |
2004 | if (disease->last_eat ) disease->last_eat -= dam_mod; |
2002 | if (disease->last_eat ) disease->last_eat -= dam_mod; |
2005 | if (disease->stats.hp ) disease->stats.hp -= dam_mod; |
2003 | if (disease->stats.hp ) disease->stats.hp -= dam_mod; |
2006 | if (disease->stats.sp ) disease->stats.sp -= dam_mod; |
2004 | if (disease->stats.sp ) disease->stats.sp -= dam_mod; |
2007 | |
2005 | |