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Comparing deliantra/server/server/spell_effect.C (file contents):
Revision 1.139 by root, Sat Dec 31 06:18:02 2011 UTC vs.
Revision 1.148 by root, Sat Nov 17 23:40:04 2018 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <object.h> 27#include <object.h>
196 /* Can't get any money for these objects */ 197 /* Can't get any money for these objects */
197 missile->value = 0; 198 missile->value = 0;
198 199
199 missile->set_flag (FLAG_IDENTIFIED); 200 missile->set_flag (FLAG_IDENTIFIED);
200 201
201 if (!cast_create_obj (op, caster, missile, dir) && op->type == PLAYER && !missile->destroyed ()) 202 cast_create_obj (op, caster, missile, dir);
203
204 if (!dir
205 && op->type == PLAYER
206 && !missile->destroyed ())
202 pick_up (op, missile); 207 pick_up (op, missile);
203 208
204 return 1; 209 return 1;
205} 210}
206
207 211
208/* allows the choice of what sort of food object to make. 212/* allows the choice of what sort of food object to make.
209 * If spellparam is NULL, it will create food dependent on level --PeterM*/ 213 * If spellparam is NULL, it will create food dependent on level --PeterM*/
210int 214int
211cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam) 215cast_create_food (object *op, object *caster, object *spell_ob, int dir, const char *spellparam)
290 } 294 }
291 295
292 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 296 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
293 for (r = 1; r < maxrange; r++) 297 for (r = 1; r < maxrange; r++)
294 { 298 {
295 sint16 x = op->x + r * freearr_x[dir], y = op->y + r * freearr_y[dir]; 299 sint16 x = op->x + r * DIRX (dir), y = op->y + r * DIRY (dir);
296 300
297 m = op->map; 301 m = op->map;
298 mflags = get_map_flags (m, &m, x, y, &x, &y); 302 mflags = get_map_flags (m, &m, x, y, &x, &y);
299 303
300 if (mflags & P_OUT_OF_MAP) 304 if (mflags & P_OUT_OF_MAP)
401 405
402 if (spell_ob->flag [FLAG_MAKE_INVIS]) 406 if (spell_ob->flag [FLAG_MAKE_INVIS])
403 op->contr->tmp_invis = 0; 407 op->contr->tmp_invis = 0;
404 else 408 else
405 op->contr->tmp_invis = 1; 409 op->contr->tmp_invis = 1;
406
407 op->contr->hidden = 0;
408 } 410 }
409 411
410 if (makes_invisible_to (op, op)) 412 if (makes_invisible_to (op, op))
411 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!"); 413 new_draw_info (NDI_UNIQUE, 0, op, "You can't see your hands!");
412 else 414 else
470 472
471 op->destroy (); 473 op->destroy ();
472} 474}
473 475
474/* Word of recall causes the player to return 'home'. 476/* Word of recall causes the player to return 'home'.
475 * we put a force into the player object, so that there is a 477 * we put a force into the player object, so that there is a
476 * time delay effect. 478 * time delay effect.
477 */ 479 */
478int 480int
479cast_word_of_recall (object *op, object *caster, object *spell_ob) 481cast_word_of_recall (object *op, object *caster, object *spell_ob)
480{ 482{
618 x = op->x; 620 x = op->x;
619 y = op->y; 621 y = op->y;
620 } 622 }
621 else 623 else
622 { 624 {
623 x = op->x + freearr_x[dir]; 625 x = op->x + DIRX (dir);
624 y = op->y + freearr_y[dir]; 626 y = op->y + DIRY (dir);
625 } 627 }
626 628
627 m = op->map; 629 m = op->map;
628 630
629 if ((spell_ob->move_block || x != op->x || y != op->y) && 631 if ((spell_ob->move_block || x != op->x || y != op->y) &&
704 /* If this is a spellcasting wall, need to insert the spell object */ 706 /* If this is a spellcasting wall, need to insert the spell object */
705 if (tmp->other_arch && tmp->other_arch->type == SPELL) 707 if (tmp->other_arch && tmp->other_arch->type == SPELL)
706 insert_ob_in_ob (tmp->other_arch->instance (), tmp); 708 insert_ob_in_ob (tmp->other_arch->instance (), tmp);
707 709
708 /* This code causes the wall to extend some distance in 710 /* This code causes the wall to extend some distance in
709 * each direction, or until an obstruction is encountered. 711 * each direction, or until an obstruction is encountered.
710 * posblocked and negblocked help determine how far the 712 * posblocked and negblocked help determine how far the
711 * created wall can extend, it won't go extend through 713 * created wall can extend, it won't go extend through
712 * blocked spaces. 714 * blocked spaces.
713 */ 715 */
714 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 716 maxrange = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
719 { 721 {
720 int dir2; 722 int dir2;
721 723
722 dir2 = (dir < 4) ? (dir + 2) : dir - 2; 724 dir2 = (dir < 4) ? (dir + 2) : dir - 2;
723 725
724 x = tmp->x + i * freearr_x[dir2]; 726 x = tmp->x + i * DIRX (dir2);
725 y = tmp->y + i * freearr_y[dir2]; 727 y = tmp->y + i * DIRY (dir2);
726 m = tmp->map; 728 m = tmp->map;
727 729
728 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 730 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
729 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked) 731 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !posblocked)
730 { 732 {
737 739
738 } 740 }
739 else 741 else
740 posblocked = 1; 742 posblocked = 1;
741 743
742 x = tmp->x - i * freearr_x[dir2]; 744 x = tmp->x - i * DIRX (dir2);
743 y = tmp->y - i * freearr_y[dir2]; 745 y = tmp->y - i * DIRY (dir2);
744 m = tmp->map; 746 m = tmp->map;
745 747
746 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) && 748 if (!(get_map_flags (m, &m, x, y, &x, &y) & (P_OUT_OF_MAP | P_IS_ALIVE)) &&
747 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked) 749 ((spell_ob->move_block & GET_MAP_MOVE_BLOCK (m, x, y)) != spell_ob->move_block) && !negblocked)
748 { 750 {
794 return 0; 796 return 0;
795 } 797 }
796 798
797 for (dist = 0; dist < count; dist++) 799 for (dist = 0; dist < count; dist++)
798 { 800 {
799 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 801 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
800 802
801 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 803 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
802 break; 804 break;
803 805
804 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 806 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
817 * by such squares). Also, there are probably treasure rooms and 819 * by such squares). Also, there are probably treasure rooms and
818 * lots of other maps that protect areas with no magic, but the 820 * lots of other maps that protect areas with no magic, but the
819 * areas themselves don't contain no magic spaces. 821 * areas themselves don't contain no magic spaces.
820 */ 822 */
821 /* This call here is really just to normalize the coordinates */ 823 /* This call here is really just to normalize the coordinates */
822 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, &sx, &sy); 824 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, &sx, &sy);
823 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 825 if (mflags & P_IS_ALIVE || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
824 { 826 {
825 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n"); 827 new_draw_info (NDI_UNIQUE, 0, op, "You cast your spell, but nothing happens.\n");
826 return 1; /* Maybe the penalty should be more severe... */ 828 return 1; /* Maybe the penalty should be more severe... */
827 } 829 }
833 * spaces that blocked the players view. 835 * spaces that blocked the players view.
834 */ 836 */
835 837
836 for (dist = 0; dist < maxdist; dist++) 838 for (dist = 0; dist < maxdist; dist++)
837 { 839 {
838 mflags = get_map_flags (op->map, &m, op->x + freearr_x[dir] * (dist + 1), op->y + freearr_y[dir] * (dist + 1), &sx, &sy); 840 mflags = get_map_flags (op->map, &m, op->x + DIRX (dir) * (dist + 1), op->y + DIRY (dir) * (dist + 1), &sx, &sy);
839 841
840 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP)) 842 if (mflags & (P_NO_MAGIC | P_OUT_OF_MAP))
841 break; 843 break;
842 844
843 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 845 if ((mflags & P_BLOCKSVIEW) && OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
848 /* If the destination is blocked, keep backing up until we 850 /* If the destination is blocked, keep backing up until we
849 * find a place for the player. 851 * find a place for the player.
850 */ 852 */
851 for (; dist > 0; dist--) 853 for (; dist > 0; dist--)
852 { 854 {
853 if (get_map_flags (op->map, &m, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, 855 if (get_map_flags (op->map, &m, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist,
854 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE)) 856 &sx, &sy) & (P_OUT_OF_MAP | P_IS_ALIVE))
855 continue; 857 continue;
856 858
857 859
858 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy))) 860 if (!OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, sx, sy)))
865 return 0; 867 return 0;
866 } 868 }
867 } 869 }
868 870
869 /* Actually move the player now */ 871 /* Actually move the player now */
870 if (!(op = op->map->insert (op, op->x + freearr_x[dir] * dist, op->y + freearr_y[dir] * dist, op))) 872 if (!(op = op->map->insert (op, op->x + DIRX (dir) * dist, op->y + DIRY (dir) * dist, op)))
871 return 1; 873 return 1;
872 874
873 op->speed_left = -5. * op->speed; /* Freeze them for a short while */ 875 op->speed_left = -5. * op->speed; /* Freeze them for a short while */
874 876
875 return 1; 877 return 1;
1257 1259
1258/* Alchemy code by Mark Wedel 1260/* Alchemy code by Mark Wedel
1259 * 1261 *
1260 * This code adds a new spell, called alchemy. Alchemy will turn 1262 * This code adds a new spell, called alchemy. Alchemy will turn
1261 * objects to pyrite ("false gold"), henceforth called gold nuggets. 1263 * objects to pyrite ("false gold"), henceforth called gold nuggets.
1262 * 1264 *
1263 * The value of the gold nuggets being about 90% of that of the item 1265 * The value of the gold nuggets being about 90% of that of the item
1264 * itself. It uses the value of the object before charisma adjustments, 1266 * itself. It uses the value of the object before charisma adjustments,
1265 * because the nuggets themselves will be will be adjusted by charisma 1267 * because the nuggets themselves will be will be adjusted by charisma
1266 * when sold. 1268 * when sold.
1267 * 1269 *
1511 1513
1512int 1514int
1513cast_detection (object *op, object *caster, object *spell, object *skill) 1515cast_detection (object *op, object *caster, object *spell, object *skill)
1514{ 1516{
1515 object *tmp, *last, *god, *detect; 1517 object *tmp, *last, *god, *detect;
1516 int done_one, range, mflags, floor, level; 1518 int done_one, range, floor, level;
1517 sint16 x, y, nx, ny; 1519 sint16 x, y, nx, ny;
1518 maptile *m; 1520 maptile *m;
1519 1521
1520 /* We precompute some values here so that we don't have to keep 1522 /* We precompute some values here so that we don't have to keep
1521 * doing it over and over again. 1523 * doing it over and over again.
1767 sint16 x, y; 1769 sint16 x, y;
1768 maptile *m; 1770 maptile *m;
1769 int mflags; 1771 int mflags;
1770 1772
1771 m = op->map; 1773 m = op->map;
1772 x = op->x + freearr_x[dir]; 1774 x = op->x + DIRX (dir);
1773 y = op->y + freearr_y[dir]; 1775 y = op->y + DIRY (dir);
1774 1776
1775 mflags = get_map_flags (m, &m, x, y, &x, &y); 1777 mflags = get_map_flags (m, &m, x, y, &x, &y);
1776 1778
1777 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE) 1779 if (!(mflags & P_OUT_OF_MAP) && mflags & P_IS_ALIVE)
1778 { 1780 {
1842 object *tmp, *head, *next; 1844 object *tmp, *head, *next;
1843 int mflags; 1845 int mflags;
1844 maptile *m; 1846 maptile *m;
1845 sint16 sx, sy; 1847 sint16 sx, sy;
1846 1848
1847 sx = op->x + freearr_x[dir]; 1849 sx = op->x + DIRX (dir);
1848 sy = op->y + freearr_y[dir]; 1850 sy = op->y + DIRY (dir);
1849 m = op->map; 1851 m = op->map;
1850 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1852 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1851 if (mflags & P_OUT_OF_MAP) 1853 if (mflags & P_OUT_OF_MAP)
1852 return; 1854 return;
1853 1855
1866 1868
1867 /* don't attack our own spells */ 1869 /* don't attack our own spells */
1868 if (tmp->owner && tmp->owner == op->owner) 1870 if (tmp->owner && tmp->owner == op->owner)
1869 continue; 1871 continue;
1870 1872
1871 /* Basically, if the object is magical and not counterspell, 1873 /* Basically, if the object is magical and not counterspell,
1872 * we will more or less remove the object. Don't counterspell 1874 * we will more or less remove the object. Don't counterspell
1873 * monsters either. 1875 * monsters either.
1874 */ 1876 */
1875 1877
1876 if (head->attacktype & AT_MAGIC 1878 if (head->attacktype & AT_MAGIC
1877 && !(head->attacktype & AT_COUNTERSPELL) 1879 && !(head->attacktype & AT_COUNTERSPELL)
1878 && !head->flag [FLAG_MONSTER] 1880 && !head->flag [FLAG_MONSTER]
1952 1954
1953 op->failmsg ("You are not standing over an altar!"); 1955 op->failmsg ("You are not standing over an altar!");
1954 return 0; 1956 return 0;
1955} 1957}
1956 1958
1957/* animate_weapon - 1959/* animate_weapon -
1958 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon. 1960 * Generalization of staff_to_snake. Makes a golem out of the caster's weapon.
1959 * The golem is based on the archetype specified, modified by the caster's level 1961 * The golem is based on the archetype specified, modified by the caster's level
1960 * and the attributes of the weapon. The weapon is inserted in the golem's 1962 * and the attributes of the weapon. The weapon is inserted in the golem's
1961 * inventory so that it falls to the ground when the golem dies. 1963 * inventory so that it falls to the ground when the golem dies.
1962 * This code was very odd - code early on would only let players use the spell, 1964 * This code was very odd - code early on would only let players use the spell,
1963 * yet the code wass full of player checks. I've presumed that the code 1965 * yet the code wass full of player checks. I've presumed that the code
1964 * that only let players use it was correct, and removed all the other 1966 * that only let players use it was correct, and removed all the other
1965 * player checks. MSW 2003-01-06 1967 * player checks. MSW 2003-01-06
1992 /* if no direction specified, pick one */ 1994 /* if no direction specified, pick one */
1993 if (!dir) 1995 if (!dir)
1994 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9); 1996 dir = find_free_spot (spell->other_arch, op->map, op->x, op->y, 1, 9);
1995 1997
1996 m = op->map; 1998 m = op->map;
1997 x = op->x + freearr_x[dir]; 1999 x = op->x + DIRX (dir);
1998 y = op->y + freearr_y[dir]; 2000 y = op->y + DIRY (dir);
1999 2001
2000 /* if there's no place to put the golem, abort */ 2002 /* if there's no place to put the golem, abort */
2001 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP) 2003 if (dir < 0 || (get_map_flags (m, &m, x, y, &x, &y) & P_OUT_OF_MAP)
2002 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type)) 2004 || ((spell->other_arch->move_type & GET_MAP_MOVE_BLOCK (m, x, y)) == spell->other_arch->move_type))
2003 { 2005 {
2203 2205
2204/* move aura function. An aura is a part of someone's inventory, 2206/* move aura function. An aura is a part of someone's inventory,
2205 * which he carries with him, but which acts on the map immediately 2207 * which he carries with him, but which acts on the map immediately
2206 * around him. 2208 * around him.
2207 * Aura parameters: 2209 * Aura parameters:
2208 * duration: duration counter. 2210 * duration: duration counter.
2209 * attacktype: aura's attacktype 2211 * attacktype: aura's attacktype
2210 * other_arch: archetype to drop where we attack 2212 * other_arch: archetype to drop where we attack
2211 */ 2213 */
2212void 2214void
2213move_aura (object *aura) 2215move_aura (object *aura)
2214{ 2216{
2215 /* auras belong in inventories */ 2217 /* auras belong in inventories */
2216 object *env = aura->env; 2218 object *env = aura->env;
2217 object *owner = aura->owner; 2219 object *owner = aura->owner;
2218 2220
2219 /* no matter what we've gotta remove the aura... 2221 /* no matter what we've gotta remove the aura...
2220 * we'll put it back if its time isn't up. 2222 * we'll put it back if its time isn't up.
2221 */ 2223 */
2222 aura->remove (); 2224 aura->remove ();
2223 2225
2224 /* exit if we're out of gas */ 2226 /* exit if we're out of gas */
2225 if (aura->duration-- < 0) 2227 if (aura->duration-- < 0)
2234 aura->destroy (); 2236 aura->destroy ();
2235 return; 2237 return;
2236 } 2238 }
2237 2239
2238 /* we need to jump out of the inventory for a bit 2240 /* we need to jump out of the inventory for a bit
2239 * in order to hit the map conveniently. 2241 * in order to hit the map conveniently.
2240 */ 2242 */
2241 aura->insert_at (env, aura); 2243 aura->insert_at (env, aura);
2242 2244
2243 for (int i = 1; i < 9; i++) 2245 for (int i = 1; i < 9; i++)
2244 { 2246 {

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