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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
162 */ 163 */
163 164
164void 165void
165move_bolt (object *op) 166move_bolt (object *op)
166{ 167{
167 object *tmp;
168 int mflags; 168 int mflags;
169 sint16 x, y; 169 sint16 x, y;
170 maptile *m; 170 maptile *m;
171 171
172 if (--op->duration < 0) 172 if (--op->duration < 0)
1482 tmp->update_stats (); 1482 tmp->update_stats ();
1483 return 1; 1483 return 1;
1484 1484
1485} 1485}
1486 1486
1487
1488/********************************************************************** 1487/**********************************************************************
1489 * mood change 1488 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1489 * Arguably, this may or may not be an attack spell. But since it
1491 * effects monsters, it seems best to put it into this file 1490 * effects monsters, it seems best to put it into this file
1492 ***********************************************************************/ 1491 ***********************************************************************/
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1520 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1521 race = god->race;
1523 else 1522 else
1524 race = spell->race; 1523 race = spell->race;
1525 1524
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1525 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1526 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1527 {
1530
1531 done_one = 0; 1528 done_one = 0;
1532 m = op->map; 1529 m = op->map;
1533 nx = x; 1530 nx = x;
1534 ny = y; 1531 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1532 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1535
1539 /* If there is nothing living on this space, no need to go further */ 1536 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1537 if (!(mflags & P_IS_ALIVE))
1541 continue; 1538 continue;
1542 1539
1540 // players can only affect spaces that they can actually see
1541 if (caster && caster->contr
1542 && caster->contr->visibility_at (m, nx, ny) < 70)
1543 continue;
1544
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1545 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1546 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1547 break;
1546 1548
1547 /* There can be living objects that are not monsters */ 1549 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1550 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1557 head = tmp;
1556 1558
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1559 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1560 if (race && head->race && !strstr (race, head->race))
1559 continue; 1561 continue;
1562
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1563 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1564 continue;
1562 1565
1563 /* Now do a bunch of stuff related to saving throws */ 1566 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1567 best_at = -1;
1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1602 /* Failed, no effect */ 1605 /* Failed, no effect */
1603 continue; 1606 continue;
1604 } 1607 }
1605 1608
1606 /* Done with saving throw. Now start effecting the monster */ 1609 /* Done with saving throw. Now start affecting the monster */
1607 1610
1608 /* aggravation */ 1611 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1612 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1613 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1614 CLEAR_FLAG (head, FLAG_SLEEP);
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1631 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1632 {
1630 SET_FLAG (head, FLAG_BERSERK); 1633 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1634 done_one = 1;
1632 } 1635 }
1636
1633 /* charm */ 1637 /* charm */
1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1638 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 { 1639 {
1636 SET_FLAG (head, FLAG_FRIENDLY);
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1640 /* Prevent uncontolled outbreaks of self replicating monsters.
1638 Typical use case is charm, go somwhere, use aggravation to make hostile. 1641 Typical use case is charm, go somwhere, use aggravation to make hostile.
1639 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1642 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1643 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1644 head->set_owner (op);
1719 * if this has an other_arch field, we insert that in 1722 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1723 * the surround spaces.
1721 */ 1724 */
1722 for (j = 0; j < 9; j++) 1725 for (j = 0; j < 9; j++)
1723 { 1726 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1727 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1728 hy = ny + freearr_y[j];
1728 1729
1729 m = op->map; 1730 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
2106 if (disease->stats.sp) 2107 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2108 disease->stats.sp -= dam_mod;
2108 2109
2109 if (infect_object (walk, disease, 1)) 2110 if (infect_object (walk, disease, 1))
2110 { 2111 {
2111 object *flash; /* visual effect for inflicting disease */
2112
2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2113
2115 disease->destroy (); /* don't need this one anymore */ 2114 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2117 return 1; 2116 return 1;

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