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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.41 by root, Sat Jun 9 21:16:12 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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
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
27 * of code 27 * of code
145 145
146 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
152 new_bolt->duration++; 152 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
245 else 245 else
246 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 247 object *tmp = op->clone ();
248 248
249 m->insert (tmp, x, y, op); 249 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 252 tmp->duration++;
253 253
254 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 255 * going off in other directions.
337 move_bolt (tmp); 337 move_bolt (tmp);
338 338
339 return 1; 339 return 1;
340} 340}
341 341
342
343
344/*************************************************************************** 342/***************************************************************************
345 * 343 *
346 * BULLET/BALL CODE 344 * BULLET/BALL CODE
347 * 345 *
348 ***************************************************************************/ 346 ***************************************************************************/
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 378 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 379 {
382 object *tmp = op->clone (); 380 object *tmp = op->clone ();
383 381
384 tmp->state = 0; 382 tmp->state = 0;
385 tmp->speed_left = -0.21; 383 tmp->speed_left = -0.21f;
386 tmp->range--; 384 tmp->range--;
387 tmp->value = 0; 385 tmp->value = 0;
388 386
389 m->insert (tmp, dx, dy, op); 387 m->insert (tmp, dx, dy, op);
390 } 388 }
391 } 389 }
392 } 390 }
393} 391}
394
395 392
396/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
398 * explode. 395 * explode.
399 */ 396 */
518 515
519 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
521 return; 518 return;
522 519
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 521 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 523 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
604 } 601 }
605 else 602 else
606 check_bullet (op); 603 check_bullet (op);
607} 604}
608 605
609
610
611
612/* fire_bullet 606/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 610 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
618 * pointers. 612 * pointers.
619 */ 613 */
620
621int 614int
622fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 616{
624 object *tmp = NULL; 617 object *tmp = NULL;
625 int mflags; 618 int mflags;
683 check_bullet (tmp); 676 check_bullet (tmp);
684 677
685 return 1; 678 return 1;
686} 679}
687 680
688
689
690
691/***************************************************************************** 681/*****************************************************************************
692 * 682 *
693 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
694 * 684 *
695 *****************************************************************************/ 685 *****************************************************************************/
696
697 686
698/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
699void 688void
700cone_drop (object *op) 689cone_drop (object *op)
701{ 690{
827 816
828 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
829 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
830 * insert it into is blocked. 819 * insert it into is blocked.
831 */ 820 */
832 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
833 822
834 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
835 { 824 {
836 sint16 x, y, d; 825 sint16 x, y, d;
837 826
916 else 905 else
917 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
918 } 907 }
919 908
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
922 911
923 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 914
926 m->insert (tmp, sx, sy, op); 915 m->insert (tmp, sx, sy, op);
927 916
928 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
929 * a single space too many times. 918 * a single space too many times.
940/**************************************************************************** 929/****************************************************************************
941 * 930 *
942 * BOMB related code 931 * BOMB related code
943 * 932 *
944 ****************************************************************************/ 933 ****************************************************************************/
945
946 934
947/* This handles an exploding bomb. 935/* This handles an exploding bomb.
948 * op is the original bomb object. 936 * op is the original bomb object.
949 */ 937 */
950void 938void
1054 * dir is the direction to look in. 1042 * dir is the direction to look in.
1055 * range is how far out to look. 1043 * range is how far out to look.
1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1057 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1058 */ 1046 */
1059
1060object * 1047object *
1061get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1062{ 1049{
1063 object *target; 1050 object *target;
1064 sint16 x, y; 1051 sint16 x, y;
1083 return NULL; 1070 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1072 return NULL;
1086 1073
1087 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1077 return target;
1094 }
1095 }
1096 }
1097 } 1078 }
1079
1098 return NULL; 1080 return NULL;
1099} 1081}
1100
1101 1082
1102/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1104 * usual params - 1085 * usual params -
1105 * op = player 1086 * op = player
1307 return 0; 1288 return 0;
1308 } 1289 }
1309 return 1; 1290 return 1;
1310} 1291}
1311 1292
1312
1313
1314
1315int 1293int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1295{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1319 sint16 sx, sy; 1297 sint16 sx, sy;
1339 else if (caster->skill) 1317 else if (caster->skill)
1340 op->skill = caster->skill; 1318 op->skill = caster->skill;
1341 else 1319 else
1342 op->skill = NULL; 1320 op->skill = NULL;
1343 1321
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1345 1323
1346 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1347 { 1325 {
1348 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1349 { 1327 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1432 }
1455 return 1; 1433 return 1;
1456 } 1434 }
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1436 force->speed = 1.f;
1459 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1461 1439
1462 if (god) 1440 if (god)
1463 { 1441 {
1464 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1584 at -= level / 5; 1562 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1586 continue; 1564 continue;
1587 } 1565 }
1588 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1589 /*
1590 Spell has no attacktype (charm & such), so we'll have a specific saving:
1591 * if spell level < monster level, no go
1592 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1593
1594 The chance will then be in the range [20-70] percent, not too bad.
1595
1596 This is required to fix the 'charm monster' abuse, where a player level 1 can
1597 charm a level 125 monster...
1598
1599 Ryo, august 14th
1600 */
1601 { 1567 {
1568 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572
1573 The chance will then be in the range [20-70] percent, not too bad.
1574
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster...
1577
1578 Ryo, august 14th
1579 */
1602 if (head->level > level) 1580 if (head->level > level)
1603 continue; 1581 continue;
1582
1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1605 /* Failed, no effect */ 1584 /* Failed, no effect */
1606 continue; 1585 continue;
1607 } 1586 }
1608 1587
1610 1589
1611 /* aggravation */ 1590 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1592 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1594 remove_friendly_object (head);
1617
1618 done_one = 1; 1595 done_one = 1;
1619 head->enemy = op; 1596 head->enemy = op;
1620 } 1597 }
1621 1598
1622 /* calm monsters */ 1599 /* calm monsters */
1807#if 0 1784#if 0
1808 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1787 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1788 // space.
1812 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1813 // (schmorp) 1790 // (schmorp)
1814 1791
1815 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1816 * more uniform 1793 * more uniform
1817 */ 1794 */
2110 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2111 { 2088 {
2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2113 2090
2114 disease->destroy (); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2116 return 1; 2093 return 1;
2117 } 2094 }
2118 2095
2119 disease->destroy (); 2096 disease->destroy ();
2120 } 2097 }

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