ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 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{
484 483
485 /* Prevent recursion */ 484 /* Prevent recursion */
486 op->move_on = 0; 485 op->move_on = 0;
487 486
488 tmp->insert_at (op, op); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
489 /* remove the firebullet */ 490 /* remove the firebullet */
490 op->destroy (); 491 op->destroy ();
491} 492}
492 493
493/* 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
1086 * op = player 1087 * op = player
1087 * caster = object casting the spell. 1088 * caster = object casting the spell.
1088 * dir = direction being cast 1089 * dir = direction being cast
1089 * spell = spell object 1090 * spell = spell object
1090 */ 1091 */
1091
1092int 1092int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1094{
1095 object *effect, *target; 1095 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1174 effect->insert_at (target, op); 1174 effect->insert_at (target, op);
1175 1175
1176 return 1; 1176 return 1;
1177} 1177}
1178 1178
1179
1180/**************************************************************************** 1179/****************************************************************************
1181 * 1180 *
1182 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1183 * 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
1184 * code here is just to move the missile. 1183 * code here is just to move the missile.
1254 * 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
1255 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1258 */ 1257 */
1259
1260int 1258int
1261make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1262{ 1260{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1263 return 0;
1268 1264
1269 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1267 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1274 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1276 1272
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); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1282 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1284 1277
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; 1278 return 1;
1291} 1279}
1292 1280
1293int 1281int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1385 { 1373 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0; 1375 return 0;
1388 } 1376 }
1389 1377
1378 tmp = tmp->head_ ();
1379
1390 /* If we've already got a force of this type, don't add a new one. */ 1380 /* 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) 1381 for (force = tmp->inv; force; force = force->below)
1392 { 1382 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1384 {
1395 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1396 { 1386 {
1402 return 0; 1392 return 0;
1403 } 1393 }
1404 } 1394 }
1405 } 1395 }
1406 1396
1407 if (force == NULL) 1397 if (!force)
1408 { 1398 {
1409 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1411 if (spell_ob->race) 1402 if (spell_ob->race)
1412 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1413 else 1404 else
1414 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1415 1406
1425 { 1416 {
1426 force->duration = duration; 1417 force->duration = duration;
1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1428 } 1419 }
1429 else 1420 else
1430 {
1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1421 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1432 } 1422
1433 return 1; 1423 return 1;
1434 } 1424 }
1425
1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1426 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1436 force->speed = 1.f; 1427 force->speed = 1.f;
1437 force->speed_left = -1.f; 1428 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1439 1430
1970 1961
1971 m->insert (tmp, x, y, op); 1962 m->insert (tmp, x, y, op);
1972 return 1; 1963 return 1;
1973} 1964}
1974 1965
1975
1976
1977
1978/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1967 * player and infects someone.
1980 * op is the player/monster, caster is the object, dir is the direction 1968 * 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 1969 * to cast, disease_arch is the specific disease, and type is the spell number
1982 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
1983 */ 1971 */
1984
1985int 1972int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1974{
1988 sint16 x, y; 1975 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
1996 /* If casting from a scroll, no direction will be available, so refer to the 1983 /* If casting from a scroll, no direction will be available, so refer to the
1997 * direction the player is pointing. 1984 * direction the player is pointing.
1998 */ 1985 */
1999 if (!dir) 1986 if (!dir)
2000 dir = op->facing; 1987 dir = op->facing;
1988
2001 if (!dir) 1989 if (!dir)
2002 return 0; /* won't find anything if casting on ourself, so just return */ 1990 return 0; /* won't find anything if casting on ourself, so just return */
2003 1991
2004 /* Calculate these once here */ 1992 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2039 /* do level adjustments */ 2027 /* do level adjustments */
2040 if (disease->stats.wc) 2028 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2042 2030
2043 if (disease->magic > 0) 2031 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2045 2033
2046 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2048 2036
2049 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines