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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 1.26 by pippijn, Sat Jan 6 14:42:31 2007 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) 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, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License 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 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 at <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 */
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)
1483 tmp->update_stats (); 1482 tmp->update_stats ();
1484 return 1; 1483 return 1;
1485 1484
1486} 1485}
1487 1486
1488
1489/********************************************************************** 1487/**********************************************************************
1490 * mood change 1488 * mood change
1491 * 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
1492 * effects monsters, it seems best to put it into this file 1490 * effects monsters, it seems best to put it into this file
1493 ***********************************************************************/ 1491 ***********************************************************************/
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1520 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1521 race = god->race;
1524 else 1522 else
1525 race = spell->race; 1523 race = spell->race;
1526 1524
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1525 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1526 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1527 {
1531
1532 done_one = 0; 1528 done_one = 0;
1533 m = op->map; 1529 m = op->map;
1534 nx = x; 1530 nx = x;
1535 ny = y; 1531 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1532 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1535
1540 /* 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 */
1541 if (!(mflags & P_IS_ALIVE)) 1537 if (!(mflags & P_IS_ALIVE))
1542 continue; 1538 continue;
1543 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
1544 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)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1546 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1547 break;
1547 1548
1548 /* There can be living objects that are not monsters */ 1549 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1550 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1557 head = tmp;
1557 1558
1558 /* 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 */
1559 if (race && head->race && !strstr (race, head->race)) 1560 if (race && head->race && !strstr (race, head->race))
1560 continue; 1561 continue;
1562
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1563 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1564 continue;
1563 1565
1564 /* Now do a bunch of stuff related to saving throws */ 1566 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1567 best_at = -1;
1602 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))))
1603 /* Failed, no effect */ 1605 /* Failed, no effect */
1604 continue; 1606 continue;
1605 } 1607 }
1606 1608
1607 /* Done with saving throw. Now start effecting the monster */ 1609 /* Done with saving throw. Now start affecting the monster */
1608 1610
1609 /* aggravation */ 1611 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1612 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1613 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1614 CLEAR_FLAG (head, FLAG_SLEEP);
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1631 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1632 {
1631 SET_FLAG (head, FLAG_BERSERK); 1633 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1634 done_one = 1;
1633 } 1635 }
1636
1634 /* charm */ 1637 /* charm */
1635 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))
1636 { 1639 {
1637 SET_FLAG (head, FLAG_FRIENDLY);
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1640 /* Prevent uncontolled outbreaks of self replicating monsters.
1639 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.
1640 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. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1643 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1644 head->set_owner (op);
1720 * if this has an other_arch field, we insert that in 1722 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1723 * the surround spaces.
1722 */ 1724 */
1723 for (j = 0; j < 9; j++) 1725 for (j = 0; j < 9; j++)
1724 { 1726 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1727 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1728 hy = ny + freearr_y[j];
1729 1729
1730 m = op->map; 1730 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
2107 if (disease->stats.sp) 2107 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2108 disease->stats.sp -= dam_mod;
2109 2109
2110 if (infect_object (walk, disease, 1)) 2110 if (infect_object (walk, disease, 1))
2111 { 2111 {
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); 2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2113
2116 disease->destroy (); /* don't need this one anymore */ 2114 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2118 return 1; 2116 return 1;

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