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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.32 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.45 by root, Wed Aug 1 00:26:03 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
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 2 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,
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 GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
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
145 144
146 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
152 new_bolt->duration++; 151 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
245 else 244 else
246 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 246 object *tmp = op->clone ();
248 247
249 m->insert (tmp, x, y, op); 248 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 251 tmp->duration++;
253 252
254 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 254 * going off in other directions.
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 ***************************************************************************/
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 378 {
382 object *tmp = op->clone (); 379 object *tmp = op->clone ();
383 380
384 tmp->state = 0; 381 tmp->state = 0;
385 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
386 tmp->range--; 383 tmp->range--;
387 tmp->value = 0; 384 tmp->value = 0;
388 385
389 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
390 } 387 }
391 } 388 }
392 } 389 }
393} 390}
394
395 391
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 */
487 483
488 /* Prevent recursion */ 484 /* Prevent recursion */
489 op->move_on = 0; 485 op->move_on = 0;
490 486
491 tmp->insert_at (op, op); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
492 /* remove the firebullet */ 490 /* remove the firebullet */
493 op->destroy (); 491 op->destroy ();
494} 492}
495 493
496/* checks to see what op should do, given the space it is on 494/* checks to see what op should do, given the space it is on
612 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 611 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
615 * pointers. 613 * pointers.
616 */ 614 */
617
618int 615int
619fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 617{
621 object *tmp = NULL; 618 object *tmp = NULL;
622 int mflags; 619 int mflags;
820 817
821 /* Need to know what the movetype of the object we are about 818 /* 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 819 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 820 * insert it into is blocked.
824 */ 821 */
825 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
826 823
827 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
828 { 825 {
829 sint16 x, y, d; 826 sint16 x, y, d;
830 827
909 else 906 else
910 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
911 } 908 }
912 909
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 912
916 if (!tmp->move_on && tmp->stats.dam) 913 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); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 915
919 m->insert (tmp, sx, sy, op); 916 m->insert (tmp, sx, sy, op);
920 917
921 /* This is used for tracking spells so that one effect doesn't hit 918 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 919 * a single space too many times.
933/**************************************************************************** 930/****************************************************************************
934 * 931 *
935 * BOMB related code 932 * BOMB related code
936 * 933 *
937 ****************************************************************************/ 934 ****************************************************************************/
938
939 935
940/* This handles an exploding bomb. 936/* This handles an exploding bomb.
941 * op is the original bomb object. 937 * op is the original bomb object.
942 */ 938 */
943void 939void
1047 * dir is the direction to look in. 1043 * dir is the direction to look in.
1048 * range is how far out to look. 1044 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1051 */ 1047 */
1052
1053object * 1048object *
1054get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1055{ 1050{
1056 object *target; 1051 object *target;
1057 sint16 x, y; 1052 sint16 x, y;
1076 return NULL; 1071 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1073 return NULL;
1079 1074
1080 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1076 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1078 return target;
1087 }
1088 }
1089 }
1090 } 1079 }
1080
1091 return NULL; 1081 return NULL;
1092} 1082}
1093
1094 1083
1095/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1097 * usual params - 1086 * usual params -
1098 * op = player 1087 * op = player
1099 * caster = object casting the spell. 1088 * caster = object casting the spell.
1100 * dir = direction being cast 1089 * dir = direction being cast
1101 * spell = spell object 1090 * spell = spell object
1102 */ 1091 */
1103
1104int 1092int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1094{
1107 object *effect, *target; 1095 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1266 * we do this by creating a force and inserting it in the 1254 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1255 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1256 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1257 * give them the capability to have an inventory. b.t.
1270 */ 1258 */
1271
1272int 1259int
1273make_object_glow (object *op, int radius, int time) 1260make_object_glow (object *op, int radius, int time)
1274{ 1261{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1262 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1263 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1264 return 0;
1280 1265
1281 tmp = get_archetype (FORCE_NAME); 1266 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1267 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1268 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1269 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1270 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1271 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1272 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1273
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); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1294 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1277 op->glow_radius = tmp->glow_radius;
1296 1278
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; 1279 return 1;
1303} 1280}
1304
1305
1306
1307 1281
1308int 1282int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1284{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1285 int i, j, range, mflags, friendly = 0, dam, dur;
1332 else if (caster->skill) 1306 else if (caster->skill)
1333 op->skill = caster->skill; 1307 op->skill = caster->skill;
1334 else 1308 else
1335 op->skill = NULL; 1309 op->skill = NULL;
1336 1310
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1311 op->change_skill (find_skill_by_name (op, op->skill));
1338 1312
1339 for (i = -range; i < range; i++) 1313 for (i = -range; i < range; i++)
1340 { 1314 {
1341 for (j = -range; j < range; j++) 1315 for (j = -range; j < range; j++)
1342 { 1316 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1420 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1421 }
1448 return 1; 1422 return 1;
1449 } 1423 }
1450 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;
1451 force->speed = 1.0; 1425 force->speed = 1.f;
1452 force->speed_left = -1.0; 1426 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1454 1428
1455 if (god) 1429 if (god)
1456 { 1430 {
1457 if (spell_ob->last_grace) 1431 if (spell_ob->last_grace)
1577 at -= level / 5; 1551 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1552 if (did_make_save (head, head->level, at))
1579 continue; 1553 continue;
1580 } 1554 }
1581 else /* spell->attacktype */ 1555 else /* spell->attacktype */
1582 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586
1587 The chance will then be in the range [20-70] percent, not too bad.
1588
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster...
1591
1592 Ryo, august 14th
1593 */
1594 { 1556 {
1557 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561
1562 The chance will then be in the range [20-70] percent, not too bad.
1563
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster...
1566
1567 Ryo, august 14th
1568 */
1595 if (head->level > level) 1569 if (head->level > level)
1596 continue; 1570 continue;
1571
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1573 /* Failed, no effect */
1599 continue; 1574 continue;
1600 } 1575 }
1601 1576
2101 if (infect_object (walk, disease, 1)) 2076 if (infect_object (walk, disease, 1))
2102 { 2077 {
2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2078 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2104 2079
2105 disease->destroy (); /* don't need this one anymore */ 2080 disease->destroy (); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2081 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2107 return 1; 2082 return 1;
2108 } 2083 }
2109 2084
2110 disease->destroy (); 2085 disease->destroy ();
2111 } 2086 }

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