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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 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 8 * Deliantra 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
343 * BULLET/BALL CODE 343 * BULLET/BALL CODE
344 * 344 *
345 ***************************************************************************/ 345 ***************************************************************************/
346 346
347/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 349 * At least that is what I think this does.
350 */ 350 */
351void 351void
352explosion (object *op) 352explosion (object *op)
353{ 353{
405 return; 405 return;
406 } 406 }
407 407
408 if (op->env) 408 if (op->env)
409 { 409 {
410 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
411 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))
412 { 413 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 415 op->destroy ();
415 return; 416 return;
416 } 417 }
937 * op is the original bomb object. 938 * op is the original bomb object.
938 */ 939 */
939void 940void
940animate_bomb (object *op) 941animate_bomb (object *op)
941{ 942{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 944 return;
947 945
948 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
949 947
950 if (op->env) 948 if (op->env)
951 { 949 {
952 if (env->map == NULL) 950 if (env->map == NULL)
953 return; 951 return;
972 * but using the cast_bullet isn't really feasible, 970 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 971 * so just set up the appropriate values.
974 */ 972 */
975 if (archetype *at = archetype::find (SPLINT)) 973 if (archetype *at = archetype::find (SPLINT))
976 { 974 {
977 for (i = 1; i < 9; i++) 975 for (int i = 1; i < 9; i++)
978 { 976 {
979 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]))
980 continue; 978 continue;
981 979
982 tmp = arch_to_object (at); 980 object *tmp = arch_to_object (at);
983 tmp->direction = i; 981 tmp->direction = i;
984 tmp->range = op->range; 982 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 983 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 984 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 985 tmp->attacktype = op->attacktype;
1173 /* ok, tell it where to be, and insert! */ 1171 /* ok, tell it where to be, and insert! */
1174 effect->insert_at (target, op); 1172 effect->insert_at (target, op);
1175 1173
1176 return 1; 1174 return 1;
1177} 1175}
1178
1179 1176
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
1374 { 1371 {
1375 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.");
1376 return 0; 1373 return 0;
1377 } 1374 }
1378 1375
1376 tmp = tmp->head_ ();
1377
1379 /* 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. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1379 for (force = tmp->inv; force; force = force->below)
1381 { 1380 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1382 {
1384 if (force->name == spell_ob->name) 1383 if (force->name == spell_ob->name)
1385 { 1384 {
1391 return 0; 1390 return 0;
1392 } 1391 }
1393 } 1392 }
1394 } 1393 }
1395 1394
1396 if (force == NULL) 1395 if (!force)
1397 { 1396 {
1398 force = get_archetype (FORCE_NAME); 1397 force = get_archetype (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1398 force->subtype = FORCE_CHANGE_ABILITY;
1399
1400 if (spell_ob->race) 1400 if (spell_ob->race)
1401 force->name = spell_ob->race; 1401 force->name = spell_ob->race;
1402 else 1402 else
1403 force->name = spell_ob->name; 1403 force->name = spell_ob->name;
1404 1404
1414 { 1414 {
1415 force->duration = duration; 1415 force->duration = duration;
1416 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.");
1417 } 1417 }
1418 else 1418 else
1419 {
1420 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.");
1421 } 1420
1422 return 1; 1421 return 1;
1423 } 1422 }
1423
1424 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;
1425 force->speed = 1.f; 1425 force->speed = 1.f;
1426 force->speed_left = -1.f; 1426 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1427 SET_FLAG (force, FLAG_APPLIED);
1428 1428
1959 1959
1960 m->insert (tmp, x, y, op); 1960 m->insert (tmp, x, y, op);
1961 return 1; 1961 return 1;
1962} 1962}
1963 1963
1964
1965
1966
1967/* cast_cause_disease: this spell looks along <dir> from the 1964/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1965 * player and infects someone.
1969 * 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
1970 * 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
1971 * perhaps this should actually be in disease.c? 1968 * perhaps this should actually be in disease.c?
1972 */ 1969 */
1973
1974int 1970int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1971cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1972{
1977 sint16 x, y; 1973 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1974 int i, mflags, range, dam_mod, dur_mod;
1985 /* 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
1986 * direction the player is pointing. 1982 * direction the player is pointing.
1987 */ 1983 */
1988 if (!dir) 1984 if (!dir)
1989 dir = op->facing; 1985 dir = op->facing;
1986
1990 if (!dir) 1987 if (!dir)
1991 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 */
1992 1989
1993 /* Calculate these once here */ 1990 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1991 range = spell->range + SP_level_range_adjust (caster, spell);
2028 /* do level adjustments */ 2025 /* do level adjustments */
2029 if (disease->stats.wc) 2026 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 2027 disease->stats.wc += dur_mod / 2;
2031 2028
2032 if (disease->magic > 0) 2029 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 2030 disease->magic += dur_mod / 8;
2034 2031
2035 if (disease->stats.maxhp > 0) 2032 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 2033 disease->stats.maxhp += dur_mod;
2037 2034
2038 if (disease->stats.maxgrace > 0) 2035 if (disease->stats.maxgrace > 0)

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