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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 1.74 by root, Sun Dec 28 07:48:44 2008 UTC vs.
Revision 1.76 by root, Sun Dec 28 08:09:49 2008 UTC

831 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
832 { 832 {
833 sint16 x, y, d; 833 sint16 x, y, d;
834 834
835 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
836 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
837 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 838 * to hit that person.
839 */ 839 */
840 d = dir + i; 840 d = (dir + i) % 9;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 841
846 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
847 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
1433 */ 1429 */
1434int 1430int
1435mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1436{ 1432{
1437 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1438 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1439 sint16 x, y, nx, ny;
1440 maptile *m;
1441 const char *race; 1435 const char *race;
1442 1436
1443 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1444 * doing it over and over again. 1438 * doing it over and over again.
1445 */ 1439 */
1458 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1459 race = god->race; 1453 race = god->race;
1460 else 1454 else
1461 race = spell->race; 1455 race = spell->race;
1462 1456
1463 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1464 for (y = op->y - range; y <= op->y + range; y++)
1465 { 1458 {
1466 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1467 m = op->map;
1468 nx = x;
1469 ny = y;
1470 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1471 if (mflags & P_OUT_OF_MAP)
1472 continue;
1473 1460
1474 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1475 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1476 continue; 1463 continue;
1477 1464
1478 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1479 if (caster 1466 if (caster
1480 && caster->contr 1467 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue; 1469 continue;
1483 1470
1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1485 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1486 break; 1473 break;
1487 1474
1488 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1489 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1490 continue; 1477 continue;
1491 1478
1492 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1493 if (tmp->head)
1494 head = tmp->head; 1480 head = tmp->head_ ();
1495 else
1496 head = tmp;
1497 1481
1498 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1499 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1500 continue; 1484 continue;
1501 1485
1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1503 continue; 1487 continue;
1504 1488
1505 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1506 best_at = -1; 1490 best_at = -1;
1507 if (spell->attacktype) 1491 if (spell->attacktype)
1508 { 1492 {
1509 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1510 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1511 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1512 best_at = at; 1496 best_at = at;
1513 1497
1514 if (best_at == -1) 1498 if (best_at == -1)
1515 at = 0; 1499 at = 0;
1516 else 1500 else
1517 { 1501 {
1518 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1519 continue; 1503 continue;
1520 else 1504 else
1521 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1522 } 1506 }
1507
1523 at -= level / 5; 1508 at -= level / 5;
1524 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1525 continue; 1510 continue;
1526 } 1511 }
1527 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1528 { 1513 {
1529 /* 1514 /*
1530 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1531 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1532 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1533 1518
1534 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1535 1520
1536 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1537 charm a level 125 monster... 1522 charm a level 125 monster...
1538 1523
1539 Ryo, august 14th 1524 Ryo, august 14th
1540 */ 1525 */
1541 if (head->level > level) 1526 if (head->level > level)
1542 continue; 1527 continue;
1543 1528
1544 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1545 /* Failed, no effect */ 1530 /* Failed, no effect */
1546 continue; 1531 continue;
1547 } 1532 }
1548 1533
1549 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1550 1536
1551 /* aggravation */ 1537 /* aggravation */
1552 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1553 { 1539 {
1554 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1555 remove_friendly_object (head); 1541 remove_friendly_object (head);
1556 done_one = 1; 1542 done_one = 1;
1557 head->enemy = op; 1543 head->enemy = op;
1558 } 1544 }
1559 1545
1560 /* calm monsters */ 1546 /* calm monsters */
1561 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1562 { 1548 {
1563 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1564 head->enemy = NULL; 1550 head->enemy = NULL;
1565 done_one = 1; 1551 done_one = 1;
1566 } 1552 }
1567 1553
1568 /* berserk monsters */ 1554 /* berserk monsters */
1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1570 { 1556 {
1571 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1572 done_one = 1; 1558 done_one = 1;
1573 } 1559 }
1574 1560
1575 /* charm */ 1561 /* charm */
1576 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1577 { 1563 {
1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579 1565
1580 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1581 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1582 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1583 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1584 head->set_owner (op); 1570 head->set_owner (op);
1585 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1586 add_friendly_object (head); 1572 add_friendly_object (head);
1587 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1588 done_one = 1; 1574 done_one = 1;
1589 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1590 head->stats.exp = 0; 1576 head->stats.exp = 0;
1591 } 1577 }
1592 1578
1593 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1594 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1595 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1596 } /* for y */ 1582 }
1597 1583
1598 return 1; 1584 return 1;
1599} 1585}
1600 1586
1601/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander

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