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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 1.54 by root, Wed Apr 30 10:31:04 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 (©) 2005,2006,2007,2008 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;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 952
957 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
958 return; 954 return;
959 } 955 }
960 956
971 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 968 * so just set up the appropriate values.
973 */ 969 */
974 if (archetype *at = archetype::find (SPLINT)) 970 if (archetype *at = archetype::find (SPLINT))
975 { 971 {
976 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
977 { 973 {
978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
979 continue; 975 continue;
980 976
981 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
982 tmp->direction = i; 978 tmp->direction = i;
983 tmp->range = op->range; 979 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 981 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1000} 996}
1001 997
1002int 998int
1003create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 1000{
1005
1006 object *tmp; 1001 object *tmp;
1007 int mflags; 1002 int mflags;
1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1009 maptile *m; 1004 maptile *m;
1010 1005
1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1007 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1013 { 1008 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1015 return 0; 1010 return 0;
1016 } 1011 }
1012
1017 tmp = arch_to_object (spell->other_arch); 1013 tmp = arch_to_object (spell->other_arch);
1018 1014
1019 /* level dependencies for bomb */ 1015 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1017 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1086 * op = player 1082 * op = player
1087 * caster = object casting the spell. 1083 * caster = object casting the spell.
1088 * dir = direction being cast 1084 * dir = direction being cast
1089 * spell = spell object 1085 * spell = spell object
1090 */ 1086 */
1091
1092int 1087int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1088cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1089{
1095 object *effect, *target; 1090 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1091 object *god = find_god (determine_god (op));
1174 effect->insert_at (target, op); 1169 effect->insert_at (target, op);
1175 1170
1176 return 1; 1171 return 1;
1177} 1172}
1178 1173
1179
1180/**************************************************************************** 1174/****************************************************************************
1181 * 1175 *
1182 * MAGIC MISSILE code. 1176 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1177 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1178 * code here is just to move the missile.
1254 * we do this by creating a force and inserting it in the 1248 * we do this by creating a force and inserting it in the
1255 * object. if time is 0, the object glows permanently. To truely 1249 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1250 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1251 * give them the capability to have an inventory. b.t.
1258 */ 1252 */
1259
1260int 1253int
1261make_object_glow (object *op, int radius, int time) 1254make_object_glow (object *op, int radius, int time)
1262{ 1255{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1256 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1257 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1258 return 0;
1268 1259
1269 tmp = get_archetype (FORCE_NAME); 1260 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1261 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1262 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1263 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1264 tmp->glow_radius = radius;
1274 if (tmp->glow_radius > MAX_LIGHT_RADII) 1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII; 1266 tmp->glow_radius = MAX_LIGHT_RADII;
1276 1267
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); 1268 tmp = insert_ob_in_ob (tmp, op);
1269
1282 if (tmp->glow_radius > op->glow_radius) 1270 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1271 op->glow_radius = tmp->glow_radius;
1284 1272
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; 1273 return 1;
1291} 1274}
1292 1275
1293int 1276int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1277cast_destruction (object *op, object *caster, object *spell_ob)
1385 { 1368 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1369 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0; 1370 return 0;
1388 } 1371 }
1389 1372
1373 tmp = tmp->head_ ();
1374
1390 /* If we've already got a force of this type, don't add a new one. */ 1375 /* 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) 1376 for (force = tmp->inv; force; force = force->below)
1392 { 1377 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1378 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1379 {
1395 if (force->name == spell_ob->name) 1380 if (force->name == spell_ob->name)
1396 { 1381 {
1402 return 0; 1387 return 0;
1403 } 1388 }
1404 } 1389 }
1405 } 1390 }
1406 1391
1407 if (force == NULL) 1392 if (!force)
1408 { 1393 {
1409 force = get_archetype (FORCE_NAME); 1394 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1395 force->subtype = FORCE_CHANGE_ABILITY;
1396
1411 if (spell_ob->race) 1397 if (spell_ob->race)
1412 force->name = spell_ob->race; 1398 force->name = spell_ob->race;
1413 else 1399 else
1414 force->name = spell_ob->name; 1400 force->name = spell_ob->name;
1415 1401
1425 { 1411 {
1426 force->duration = duration; 1412 force->duration = duration;
1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1413 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1428 } 1414 }
1429 else 1415 else
1430 {
1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1416 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1432 } 1417
1433 return 1; 1418 return 1;
1434 } 1419 }
1420
1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1421 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1436 force->speed = 1.f; 1422 force->speed = 1.f;
1437 force->speed_left = -1.f; 1423 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1424 SET_FLAG (force, FLAG_APPLIED);
1439 1425
1612 } 1598 }
1613 1599
1614 /* charm */ 1600 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1616 { 1602 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1605 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 Typical use case is charm, go somwhere, use aggravation to make hostile. 1606 Typical use case is charm, go somwhere, use aggravation to make hostile.
1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1608 CLEAR_FLAG (head, FLAG_GENERATOR);
1621 head->set_owner (op); 1609 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1610 set_spell_skill (op, caster, spell, head);
1970 1958
1971 m->insert (tmp, x, y, op); 1959 m->insert (tmp, x, y, op);
1972 return 1; 1960 return 1;
1973} 1961}
1974 1962
1975
1976
1977
1978/* cast_cause_disease: this spell looks along <dir> from the 1963/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1964 * player and infects someone.
1980 * op is the player/monster, caster is the object, dir is the direction 1965 * 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 1966 * to cast, disease_arch is the specific disease, and type is the spell number
1982 * perhaps this should actually be in disease.c? 1967 * perhaps this should actually be in disease.c?
1983 */ 1968 */
1984
1985int 1969int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1970cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1971{
1988 sint16 x, y; 1972 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1973 int i, mflags, range, dam_mod, dur_mod;
1996 /* If casting from a scroll, no direction will be available, so refer to the 1980 /* If casting from a scroll, no direction will be available, so refer to the
1997 * direction the player is pointing. 1981 * direction the player is pointing.
1998 */ 1982 */
1999 if (!dir) 1983 if (!dir)
2000 dir = op->facing; 1984 dir = op->facing;
1985
2001 if (!dir) 1986 if (!dir)
2002 return 0; /* won't find anything if casting on ourself, so just return */ 1987 return 0; /* won't find anything if casting on ourself, so just return */
2003 1988
2004 /* Calculate these once here */ 1989 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1990 range = spell->range + SP_level_range_adjust (caster, spell);
2039 /* do level adjustments */ 2024 /* do level adjustments */
2040 if (disease->stats.wc) 2025 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 2026 disease->stats.wc += dur_mod / 2;
2042 2027
2043 if (disease->magic > 0) 2028 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 2029 disease->magic += dur_mod / 8;
2045 2030
2046 if (disease->stats.maxhp > 0) 2031 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 2032 disease->stats.maxhp += dur_mod;
2048 2033
2049 if (disease->stats.maxgrace > 0) 2034 if (disease->stats.maxgrace > 0)

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