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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 1.46 by root, Wed Aug 1 00:52:38 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 ***************************************************************************/
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{
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
518 516
519 /* If nothing alive on this space, no reason to do anything further */ 517 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 518 if (!(mflags & P_IS_ALIVE))
521 return; 519 return;
522 520
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 522 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 524 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
604 } 602 }
605 else 603 else
606 check_bullet (op); 604 check_bullet (op);
607} 605}
608 606
609
610
611
612/* fire_bullet 607/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 608 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 609 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 611 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
618 * pointers. 613 * pointers.
619 */ 614 */
620
621int 615int
622fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 617{
624 object *tmp = NULL; 618 object *tmp = NULL;
625 int mflags; 619 int mflags;
683 check_bullet (tmp); 677 check_bullet (tmp);
684 678
685 return 1; 679 return 1;
686} 680}
687 681
688
689
690
691/***************************************************************************** 682/*****************************************************************************
692 * 683 *
693 * CONE RELATED FUNCTIONS 684 * CONE RELATED FUNCTIONS
694 * 685 *
695 *****************************************************************************/ 686 *****************************************************************************/
696
697 687
698/* drops an object based on what is in the cone's "other_arch" */ 688/* drops an object based on what is in the cone's "other_arch" */
699void 689void
700cone_drop (object *op) 690cone_drop (object *op)
701{ 691{
827 817
828 /* 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
829 * 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
830 * insert it into is blocked. 820 * insert it into is blocked.
831 */ 821 */
832 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
833 823
834 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
835 { 825 {
836 sint16 x, y, d; 826 sint16 x, y, d;
837 827
916 else 906 else
917 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
918 } 908 }
919 909
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
921 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);
922 912
923 if (!tmp->move_on && tmp->stats.dam) 913 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); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 915
926 m->insert (tmp, sx, sy, op); 916 m->insert (tmp, sx, sy, op);
927 917
928 /* 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
929 * a single space too many times. 919 * a single space too many times.
940/**************************************************************************** 930/****************************************************************************
941 * 931 *
942 * BOMB related code 932 * BOMB related code
943 * 933 *
944 ****************************************************************************/ 934 ****************************************************************************/
945
946 935
947/* This handles an exploding bomb. 936/* This handles an exploding bomb.
948 * op is the original bomb object. 937 * op is the original bomb object.
949 */ 938 */
950void 939void
1054 * dir is the direction to look in. 1043 * dir is the direction to look in.
1055 * range is how far out to look. 1044 * range is how far out to look.
1056 * 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.
1057 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1058 */ 1047 */
1059
1060object * 1048object *
1061get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1062{ 1050{
1063 object *target; 1051 object *target;
1064 sint16 x, y; 1052 sint16 x, y;
1083 return NULL; 1071 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1073 return NULL;
1086 1074
1087 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1088 {
1089 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)
1090 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1078 return target;
1094 }
1095 }
1096 }
1097 } 1079 }
1080
1098 return NULL; 1081 return NULL;
1099} 1082}
1100
1101 1083
1102/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1104 * usual params - 1086 * usual params -
1105 * op = player 1087 * op = player
1106 * caster = object casting the spell. 1088 * caster = object casting the spell.
1107 * dir = direction being cast 1089 * dir = direction being cast
1108 * spell = spell object 1090 * spell = spell object
1109 */ 1091 */
1110
1111int 1092int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1094{
1114 object *effect, *target; 1095 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1193 effect->insert_at (target, op); 1174 effect->insert_at (target, op);
1194 1175
1195 return 1; 1176 return 1;
1196} 1177}
1197 1178
1198
1199/**************************************************************************** 1179/****************************************************************************
1200 * 1180 *
1201 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1202 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1203 * code here is just to move the missile. 1183 * code here is just to move the missile.
1273 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1274 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1277 */ 1257 */
1278
1279int 1258int
1280make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1281{ 1260{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1263 return 0;
1287 1264
1288 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1267 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1272
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1301 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1303 1277
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1278 return 1;
1310} 1279}
1311
1312
1313
1314 1280
1315int 1281int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1283{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1305 else if (caster->skill)
1340 op->skill = caster->skill; 1306 op->skill = caster->skill;
1341 else 1307 else
1342 op->skill = NULL; 1308 op->skill = NULL;
1343 1309
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1345 1311
1346 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1347 { 1313 {
1348 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1349 { 1315 {
1453 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.");
1454 } 1420 }
1455 return 1; 1421 return 1;
1456 } 1422 }
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1423 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1424 force->speed = 1.f;
1459 force->speed_left = -1.0; 1425 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1426 SET_FLAG (force, FLAG_APPLIED);
1461 1427
1462 if (god) 1428 if (god)
1463 { 1429 {
1464 if (spell_ob->last_grace) 1430 if (spell_ob->last_grace)
1584 at -= level / 5; 1550 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1551 if (did_make_save (head, head->level, at))
1586 continue; 1552 continue;
1587 } 1553 }
1588 else /* spell->attacktype */ 1554 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 { 1555 {
1556 /*
1557 Spell has no attacktype (charm & such), so we'll have a specific saving:
1558 * if spell level < monster level, no go
1559 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1560
1561 The chance will then be in the range [20-70] percent, not too bad.
1562
1563 This is required to fix the 'charm monster' abuse, where a player level 1 can
1564 charm a level 125 monster...
1565
1566 Ryo, august 14th
1567 */
1602 if (head->level > level) 1568 if (head->level > level)
1603 continue; 1569 continue;
1570
1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1571 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1605 /* Failed, no effect */ 1572 /* Failed, no effect */
1606 continue; 1573 continue;
1607 } 1574 }
1608 1575
1610 1577
1611 /* aggravation */ 1578 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1579 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1580 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1581 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1582 remove_friendly_object (head);
1617
1618 done_one = 1; 1583 done_one = 1;
1619 head->enemy = op; 1584 head->enemy = op;
1620 } 1585 }
1621 1586
1622 /* calm monsters */ 1587 /* calm monsters */
1807#if 0 1772#if 0
1808 // this is bogus: it causes wrong places to be checked below 1773 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1774 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1775 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1776 // space.
1812 // should be fixed later, but correctness before featurs... 1777 // should be fixed later, but correctness before features...
1813 // (schmorp) 1778 // (schmorp)
1814 1779
1815 /* new offset calculation to make swarm element distribution 1780 /* new offset calculation to make swarm element distribution
1816 * more uniform 1781 * more uniform
1817 */ 1782 */
2110 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2111 { 2076 {
2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2113 2078
2114 disease->destroy (); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2116 return 1; 2081 return 1;
2117 } 2082 }
2118 2083
2119 disease->destroy (); 2084 disease->destroy ();
2120 } 2085 }

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