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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 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 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
344 * BULLET/BALL CODE 343 * BULLET/BALL CODE
345 * 344 *
346 ***************************************************************************/ 345 ***************************************************************************/
347 346
348/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 349 * At least that is what I think this does.
351 */ 350 */
352void 351void
353explosion (object *op) 352explosion (object *op)
354{ 353{
406 return; 405 return;
407 } 406 }
408 407
409 if (op->env) 408 if (op->env)
410 { 409 {
411 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
412 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))
413 { 413 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 415 op->destroy ();
416 return; 416 return;
417 } 417 }
484 484
485 /* Prevent recursion */ 485 /* Prevent recursion */
486 op->move_on = 0; 486 op->move_on = 0;
487 487
488 tmp->insert_at (op, op); 488 tmp->insert_at (op, op);
489 tmp->play_sound (tmp->sound);
490
489 /* remove the firebullet */ 491 /* remove the firebullet */
490 op->destroy (); 492 op->destroy ();
491} 493}
492 494
493/* 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
936 * op is the original bomb object. 938 * op is the original bomb object.
937 */ 939 */
938void 940void
939animate_bomb (object *op) 941animate_bomb (object *op)
940{ 942{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 944 return;
946 945
947 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
948 947
949 if (op->env) 948 if (op->env)
950 { 949 {
951 if (env->map == NULL) 950 if (env->map == NULL)
952 return; 951 return;
971 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 971 * so just set up the appropriate values.
973 */ 972 */
974 if (archetype *at = archetype::find (SPLINT)) 973 if (archetype *at = archetype::find (SPLINT))
975 { 974 {
976 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
977 { 976 {
978 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]))
979 continue; 978 continue;
980 979
981 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
982 tmp->direction = i; 981 tmp->direction = i;
983 tmp->range = op->range; 982 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 984 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1086 * op = player 1085 * op = player
1087 * caster = object casting the spell. 1086 * caster = object casting the spell.
1088 * dir = direction being cast 1087 * dir = direction being cast
1089 * spell = spell object 1088 * spell = spell object
1090 */ 1089 */
1091
1092int 1090int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1091cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1092{
1095 object *effect, *target; 1093 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1094 object *god = find_god (determine_god (op));
1174 effect->insert_at (target, op); 1172 effect->insert_at (target, op);
1175 1173
1176 return 1; 1174 return 1;
1177} 1175}
1178 1176
1179
1180/**************************************************************************** 1177/****************************************************************************
1181 * 1178 *
1182 * MAGIC MISSILE code. 1179 * MAGIC MISSILE code.
1183 * 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
1184 * code here is just to move the missile. 1181 * code here is just to move the missile.
1254 * 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
1255 * object. if time is 0, the object glows permanently. To truely 1252 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1253 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1254 * give them the capability to have an inventory. b.t.
1258 */ 1255 */
1259
1260int 1256int
1261make_object_glow (object *op, int radius, int time) 1257make_object_glow (object *op, int radius, int time)
1262{ 1258{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1259 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1260 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1261 return 0;
1268 1262
1269 tmp = get_archetype (FORCE_NAME); 1263 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1264 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1265 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1266 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1267 tmp->glow_radius = radius;
1274 if (tmp->glow_radius > MAX_LIGHT_RADII) 1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII; 1269 tmp->glow_radius = MAX_LIGHT_RADII;
1276 1270
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1271 tmp = insert_ob_in_ob (tmp, op);
1272
1282 if (tmp->glow_radius > op->glow_radius) 1273 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1274 op->glow_radius = tmp->glow_radius;
1284 1275
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1276 return 1;
1291} 1277}
1292 1278
1293int 1279int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1280cast_destruction (object *op, object *caster, object *spell_ob)
1385 { 1371 {
1386 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.");
1387 return 0; 1373 return 0;
1388 } 1374 }
1389 1375
1376 tmp = tmp->head_ ();
1377
1390 /* 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. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1392 { 1380 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1382 {
1395 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1396 { 1384 {
1402 return 0; 1390 return 0;
1403 } 1391 }
1404 } 1392 }
1405 } 1393 }
1406 1394
1407 if (force == NULL) 1395 if (!force)
1408 { 1396 {
1409 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1411 if (spell_ob->race) 1400 if (spell_ob->race)
1412 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1413 else 1402 else
1414 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1415 1404
1425 { 1414 {
1426 force->duration = duration; 1415 force->duration = duration;
1427 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.");
1428 } 1417 }
1429 else 1418 else
1430 {
1431 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.");
1432 } 1420
1433 return 1; 1421 return 1;
1434 } 1422 }
1423
1435 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;
1436 force->speed = 1.f; 1425 force->speed = 1.f;
1437 force->speed_left = -1.f; 1426 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1439 1428
1970 1959
1971 m->insert (tmp, x, y, op); 1960 m->insert (tmp, x, y, op);
1972 return 1; 1961 return 1;
1973} 1962}
1974 1963
1975
1976
1977
1978/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1965 * player and infects someone.
1980 * 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
1981 * 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
1982 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
1983 */ 1969 */
1984
1985int 1970int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1972{
1988 sint16 x, y; 1973 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
1996 /* 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
1997 * direction the player is pointing. 1982 * direction the player is pointing.
1998 */ 1983 */
1999 if (!dir) 1984 if (!dir)
2000 dir = op->facing; 1985 dir = op->facing;
1986
2001 if (!dir) 1987 if (!dir)
2002 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 */
2003 1989
2004 /* Calculate these once here */ 1990 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2039 /* do level adjustments */ 2025 /* do level adjustments */
2040 if (disease->stats.wc) 2026 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2042 2028
2043 if (disease->magic > 0) 2029 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2045 2031
2046 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2048 2034
2049 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)

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