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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.37 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.52 by root, Tue Apr 22 02:46:18 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 it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * 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, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * 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>
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
337 move_bolt (tmp); 336 move_bolt (tmp);
338 337
339 return 1; 338 return 1;
340} 339}
341 340
342
343
344/*************************************************************************** 341/***************************************************************************
345 * 342 *
346 * BULLET/BALL CODE 343 * BULLET/BALL CODE
347 * 344 *
348 ***************************************************************************/ 345 ***************************************************************************/
349 346
350/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 349 * At least that is what I think this does.
353 */ 350 */
354void 351void
355explosion (object *op) 352explosion (object *op)
356{ 353{
390 } 387 }
391 } 388 }
392 } 389 }
393} 390}
394 391
395
396/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
398 * explode. 394 * explode.
399 */ 395 */
400void 396void
409 return; 405 return;
410 } 406 }
411 407
412 if (op->env) 408 if (op->env)
413 { 409 {
414 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
415 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))
416 { 413 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 415 op->destroy ();
419 return; 416 return;
420 } 417 }
487 484
488 /* Prevent recursion */ 485 /* Prevent recursion */
489 op->move_on = 0; 486 op->move_on = 0;
490 487
491 tmp->insert_at (op, op); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
492 /* remove the firebullet */ 491 /* remove the firebullet */
493 op->destroy (); 492 op->destroy ();
494} 493}
495 494
496/* 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
612 * we remove the magic flag - that can be derived from 611 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 612 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 613 * This function sets up the appropriate owner and skill
615 * pointers. 614 * pointers.
616 */ 615 */
617
618int 616int
619fire_bullet (object *op, object *caster, int dir, object *spob) 617fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 618{
621 object *tmp = NULL; 619 object *tmp = NULL;
622 int mflags; 620 int mflags;
820 818
821 /* Need to know what the movetype of the object we are about 819 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 820 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 821 * insert it into is blocked.
824 */ 822 */
825 movetype = spell->other_arch->clone.move_type; 823 movetype = spell->other_arch->move_type;
826 824
827 for (i = range_min; i <= range_max; i++) 825 for (i = range_min; i <= range_max; i++)
828 { 826 {
829 sint16 x, y, d; 827 sint16 x, y, d;
830 828
909 else 907 else
910 tmp->duration += caster->level / 3; 908 tmp->duration += caster->level / 3;
911 } 909 }
912 910
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 911 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 913
916 if (!tmp->move_on && tmp->stats.dam) 914 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 915 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 916
919 m->insert (tmp, sx, sy, op); 917 m->insert (tmp, sx, sy, op);
920 918
921 /* This is used for tracking spells so that one effect doesn't hit 919 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 920 * a single space too many times.
934 * 932 *
935 * BOMB related code 933 * BOMB related code
936 * 934 *
937 ****************************************************************************/ 935 ****************************************************************************/
938 936
939
940/* This handles an exploding bomb. 937/* This handles an exploding bomb.
941 * op is the original bomb object. 938 * op is the original bomb object.
942 */ 939 */
943void 940void
944animate_bomb (object *op) 941animate_bomb (object *op)
945{ 942{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 944 return;
951 945
952 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
953 947
954 if (op->env) 948 if (op->env)
955 { 949 {
956 if (env->map == NULL) 950 if (env->map == NULL)
957 return; 951 return;
976 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 971 * so just set up the appropriate values.
978 */ 972 */
979 if (archetype *at = archetype::find (SPLINT)) 973 if (archetype *at = archetype::find (SPLINT))
980 { 974 {
981 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
982 { 976 {
983 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]))
984 continue; 978 continue;
985 979
986 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
987 tmp->direction = i; 981 tmp->direction = i;
988 tmp->range = op->range; 982 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 984 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1005} 999}
1006 1000
1007int 1001int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1002create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1003{
1010
1011 object *tmp; 1004 object *tmp;
1012 int mflags; 1005 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1006 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1007 maptile *m;
1015 1008
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1010 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1011 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1012 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1013 return 0;
1021 } 1014 }
1015
1022 tmp = arch_to_object (spell->other_arch); 1016 tmp = arch_to_object (spell->other_arch);
1023 1017
1024 /* level dependencies for bomb */ 1018 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1041 * dir is the direction to look in.
1048 * range is how far out to look. 1042 * range is how far out to look.
1049 * 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.
1050 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1051 */ 1045 */
1052
1053object * 1046object *
1054get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1055{ 1048{
1056 object *target; 1049 object *target;
1057 sint16 x, y; 1050 sint16 x, y;
1076 return NULL; 1069 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1071 return NULL;
1079 1072
1080 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1081 {
1082 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)
1083 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1076 return target;
1087 }
1088 }
1089 }
1090 } 1077 }
1078
1091 return NULL; 1079 return NULL;
1092} 1080}
1093
1094 1081
1095/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1097 * usual params - 1084 * usual params -
1098 * op = player 1085 * op = player
1099 * caster = object casting the spell. 1086 * caster = object casting the spell.
1100 * dir = direction being cast 1087 * dir = direction being cast
1101 * spell = spell object 1088 * spell = spell object
1102 */ 1089 */
1103
1104int 1090int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1092{
1107 object *effect, *target; 1093 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1186 effect->insert_at (target, op); 1172 effect->insert_at (target, op);
1187 1173
1188 return 1; 1174 return 1;
1189} 1175}
1190 1176
1191
1192/**************************************************************************** 1177/****************************************************************************
1193 * 1178 *
1194 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1195 * 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
1196 * code here is just to move the missile. 1181 * code here is just to move the missile.
1266 * 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
1267 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1270 */ 1255 */
1271
1272int 1256int
1273make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1274{ 1258{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1261 return 0;
1280 1262
1281 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1265 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1270
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1294 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1296 1275
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1276 return 1;
1303} 1277}
1304 1278
1305int 1279int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1397 { 1371 {
1398 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.");
1399 return 0; 1373 return 0;
1400 } 1374 }
1401 1375
1376 tmp = tmp->head_ ();
1377
1402 /* 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. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1404 { 1380 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1382 {
1407 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1408 { 1384 {
1414 return 0; 1390 return 0;
1415 } 1391 }
1416 } 1392 }
1417 } 1393 }
1418 1394
1419 if (force == NULL) 1395 if (!force)
1420 { 1396 {
1421 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1423 if (spell_ob->race) 1400 if (spell_ob->race)
1424 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1425 else 1402 else
1426 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1427 1404
1437 { 1414 {
1438 force->duration = duration; 1415 force->duration = duration;
1439 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.");
1440 } 1417 }
1441 else 1418 else
1442 {
1443 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.");
1444 } 1420
1445 return 1; 1421 return 1;
1446 } 1422 }
1423
1447 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;
1448 force->speed = 1.f; 1425 force->speed = 1.f;
1449 force->speed_left = -1.f; 1426 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1451 1428
1982 1959
1983 m->insert (tmp, x, y, op); 1960 m->insert (tmp, x, y, op);
1984 return 1; 1961 return 1;
1985} 1962}
1986 1963
1987
1988
1989
1990/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1965 * player and infects someone.
1992 * 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
1993 * 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
1994 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
1995 */ 1969 */
1996
1997int 1970int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1972{
2000 sint16 x, y; 1973 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
2008 /* 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
2009 * direction the player is pointing. 1982 * direction the player is pointing.
2010 */ 1983 */
2011 if (!dir) 1984 if (!dir)
2012 dir = op->facing; 1985 dir = op->facing;
1986
2013 if (!dir) 1987 if (!dir)
2014 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 */
2015 1989
2016 /* Calculate these once here */ 1990 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2051 /* do level adjustments */ 2025 /* do level adjustments */
2052 if (disease->stats.wc) 2026 if (disease->stats.wc)
2053 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2054 2028
2055 if (disease->magic > 0) 2029 if (disease->magic > 0)
2056 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2057 2031
2058 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2060 2034
2061 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)
2099 if (infect_object (walk, disease, 1)) 2073 if (infect_object (walk, disease, 1))
2100 { 2074 {
2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2075 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2102 2076
2103 disease->destroy (); /* don't need this one anymore */ 2077 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2078 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2105 return 1; 2079 return 1;
2106 } 2080 }
2107 2081
2108 disease->destroy (); 2082 disease->destroy ();
2109 } 2083 }

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