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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.27 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.41 by root, Sat Jun 9 21:16:12 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 it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * 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, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * 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 along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
28 */ 28 */
145 145
146 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
152 new_bolt->duration++; 152 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
163 */ 163 */
164 164
165void 165void
166move_bolt (object *op) 166move_bolt (object *op)
167{ 167{
168 object *tmp;
169 int mflags; 168 int mflags;
170 sint16 x, y; 169 sint16 x, y;
171 maptile *m; 170 maptile *m;
172 171
173 if (--op->duration < 0) 172 if (--op->duration < 0)
246 else 245 else
247 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 247 object *tmp = op->clone ();
249 248
250 m->insert (tmp, x, y, op); 249 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 252 tmp->duration++;
254 253
255 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 255 * going off in other directions.
338 move_bolt (tmp); 337 move_bolt (tmp);
339 338
340 return 1; 339 return 1;
341} 340}
342 341
343
344
345/*************************************************************************** 342/***************************************************************************
346 * 343 *
347 * BULLET/BALL CODE 344 * BULLET/BALL CODE
348 * 345 *
349 ***************************************************************************/ 346 ***************************************************************************/
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 378 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 379 {
383 object *tmp = op->clone (); 380 object *tmp = op->clone ();
384 381
385 tmp->state = 0; 382 tmp->state = 0;
386 tmp->speed_left = -0.21; 383 tmp->speed_left = -0.21f;
387 tmp->range--; 384 tmp->range--;
388 tmp->value = 0; 385 tmp->value = 0;
389 386
390 m->insert (tmp, dx, dy, op); 387 m->insert (tmp, dx, dy, op);
391 } 388 }
392 } 389 }
393 } 390 }
394} 391}
395
396 392
397/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
399 * explode. 395 * explode.
400 */ 396 */
519 515
520 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
522 return; 518 return;
523 519
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 521 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 523 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
605 } 601 }
606 else 602 else
607 check_bullet (op); 603 check_bullet (op);
608} 604}
609 605
610
611
612
613/* fire_bullet 606/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 610 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
619 * pointers. 612 * pointers.
620 */ 613 */
621
622int 614int
623fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 616{
625 object *tmp = NULL; 617 object *tmp = NULL;
626 int mflags; 618 int mflags;
684 check_bullet (tmp); 676 check_bullet (tmp);
685 677
686 return 1; 678 return 1;
687} 679}
688 680
689
690
691
692/***************************************************************************** 681/*****************************************************************************
693 * 682 *
694 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
695 * 684 *
696 *****************************************************************************/ 685 *****************************************************************************/
697
698 686
699/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
700void 688void
701cone_drop (object *op) 689cone_drop (object *op)
702{ 690{
828 816
829 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 819 * insert it into is blocked.
832 */ 820 */
833 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
834 822
835 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
836 { 824 {
837 sint16 x, y, d; 825 sint16 x, y, d;
838 826
917 else 905 else
918 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
919 } 907 }
920 908
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 911
924 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 914
927 m->insert (tmp, sx, sy, op); 915 m->insert (tmp, sx, sy, op);
928 916
929 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 918 * a single space too many times.
941/**************************************************************************** 929/****************************************************************************
942 * 930 *
943 * BOMB related code 931 * BOMB related code
944 * 932 *
945 ****************************************************************************/ 933 ****************************************************************************/
946
947 934
948/* This handles an exploding bomb. 935/* This handles an exploding bomb.
949 * op is the original bomb object. 936 * op is the original bomb object.
950 */ 937 */
951void 938void
1055 * dir is the direction to look in. 1042 * dir is the direction to look in.
1056 * range is how far out to look. 1043 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1059 */ 1046 */
1060
1061object * 1047object *
1062get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1063{ 1049{
1064 object *target; 1050 object *target;
1065 sint16 x, y; 1051 sint16 x, y;
1084 return NULL; 1070 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1072 return NULL;
1087 1073
1088 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1077 return target;
1095 }
1096 }
1097 }
1098 } 1078 }
1079
1099 return NULL; 1080 return NULL;
1100} 1081}
1101
1102 1082
1103/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1105 * usual params - 1085 * usual params -
1106 * op = player 1086 * op = player
1308 return 0; 1288 return 0;
1309 } 1289 }
1310 return 1; 1290 return 1;
1311} 1291}
1312 1292
1313
1314
1315
1316int 1293int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1295{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1320 sint16 sx, sy; 1297 sint16 sx, sy;
1340 else if (caster->skill) 1317 else if (caster->skill)
1341 op->skill = caster->skill; 1318 op->skill = caster->skill;
1342 else 1319 else
1343 op->skill = NULL; 1320 op->skill = NULL;
1344 1321
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1346 1323
1347 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1348 { 1325 {
1349 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1350 { 1327 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1432 }
1456 return 1; 1433 return 1;
1457 } 1434 }
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1436 force->speed = 1.f;
1460 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1462 1439
1463 if (god) 1440 if (god)
1464 { 1441 {
1465 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1482 insert_ob_in_ob (force, tmp); 1459 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1460 tmp->update_stats ();
1484 return 1; 1461 return 1;
1485 1462
1486} 1463}
1487
1488 1464
1489/********************************************************************** 1465/**********************************************************************
1490 * mood change 1466 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1467 * Arguably, this may or may not be an attack spell. But since it
1492 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1499 race = god->race;
1524 else 1500 else
1525 race = spell->race; 1501 race = spell->race;
1526 1502
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1504 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1505 {
1531
1532 done_one = 0; 1506 done_one = 0;
1533 m = op->map; 1507 m = op->map;
1534 nx = x; 1508 nx = x;
1535 ny = y; 1509 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1513
1540 /* If there is nothing living on this space, no need to go further */ 1514 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1515 if (!(mflags & P_IS_ALIVE))
1542 continue; 1516 continue;
1543 1517
1518 // players can only affect spaces that they can actually see
1519 if (caster && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70)
1521 continue;
1522
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1525 break;
1547 1526
1548 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1528 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1535 head = tmp;
1557 1536
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1537 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1538 if (race && head->race && !strstr (race, head->race))
1560 continue; 1539 continue;
1540
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1542 continue;
1563 1543
1564 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1545 best_at = -1;
1582 at -= level / 5; 1562 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1584 continue; 1564 continue;
1585 } 1565 }
1586 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1587 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591
1592 The chance will then be in the range [20-70] percent, not too bad.
1593
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster...
1596
1597 Ryo, august 14th
1598 */
1599 { 1567 {
1568 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572
1573 The chance will then be in the range [20-70] percent, not too bad.
1574
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster...
1577
1578 Ryo, august 14th
1579 */
1600 if (head->level > level) 1580 if (head->level > level)
1601 continue; 1581 continue;
1582
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1584 /* Failed, no effect */
1604 continue; 1585 continue;
1605 } 1586 }
1606 1587
1607 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1608 1589
1609 /* aggravation */ 1590 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1592 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1594 remove_friendly_object (head);
1615
1616 done_one = 1; 1595 done_one = 1;
1617 head->enemy = op; 1596 head->enemy = op;
1618 } 1597 }
1619 1598
1620 /* calm monsters */ 1599 /* calm monsters */
1720 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1700 * the surround spaces.
1722 */ 1701 */
1723 for (j = 0; j < 9; j++) 1702 for (j = 0; j < 9; j++)
1724 { 1703 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1704 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1705 hy = ny + freearr_y[j];
1729 1706
1730 m = op->map; 1707 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1807#if 0 1784#if 0
1808 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1787 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1788 // space.
1812 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1813 // (schmorp) 1790 // (schmorp)
1814 1791
1815 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1816 * more uniform 1793 * more uniform
1817 */ 1794 */
2107 if (disease->stats.sp) 2084 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
2109 2086
2110 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2111 { 2088 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2090
2116 disease->destroy (); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2093 return 1;
2119 } 2094 }
2120 2095
2121 disease->destroy (); 2096 disease->destroy ();
2122 } 2097 }

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