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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 1.69 by root, Thu Dec 4 01:07:35 2008 UTC vs.
Revision 1.74 by root, Sun Dec 28 07:48:44 2008 UTC

1008 int mflags; 1008 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1010 maptile *m;
1011 1011
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1021 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1023 return 0;
1024 }
1017 } 1025 }
1018 1026
1019 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1020 1028
1021 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1262} 1270}
1263 1271
1264int 1272int
1265cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1266{ 1274{
1267 int i, j, range, mflags, friendly = 0, dam, dur;
1268 sint16 sx, sy;
1269 maptile *m;
1270 object *tmp;
1271 const char *skill;
1272
1273 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1274 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1275 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1276 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1277 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278 1280
1279 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1280 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1281 * We do some shortcuts here - since this is just temporary
1282 * and we'll reset the values back, we don't need to go through
1283 * the full share string/free_string route.
1284 */ 1283 */
1285 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1286 if (caster == op) 1286 if (caster == op)
1287 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1288 else if (caster->skill) 1288 else if (caster->skill)
1289 op->skill = caster->skill; 1289 op->skill = caster->skill;
1290 else 1290 else
1291 op->skill = NULL; 1291 op->skill = 0;
1292 1292
1293 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1294 1294
1295 for (i = -range; i <= range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1296 { 1296 {
1297 for (j = -range; j <= range; j++) 1297 mapspace &ms = m->at (nx, ny);
1298 {
1299 m = op->map;
1300 sx = op->x + i;
1301 sy = op->y + j;
1302 1298
1303 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1304 if (mflags & P_OUT_OF_MAP)
1305 continue;
1306
1307 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1308 { 1302 {
1309 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1310 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1311 break;
1312 1304
1313 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1314 { 1307 {
1315 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1316 tmp = tmp->head;
1317
1318 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1320 { 1309 {
1321 if (spell_ob->subtype == SP_DESTRUCTION)
1322 {
1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324 1311
1325 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1326 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1327 } 1314 }
1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1329 { 1316 {
1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1331 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1332 }
1333 } 1319 }
1334 } 1320 }
1335 } 1321 }
1336 }
1337 } 1322 }
1338 1323
1339 op->skill = skill; 1324 op->skill = skill;
1340 return 1; 1325 return 1;
1341} 1326}
1489 /* If there is nothing living on this space, no need to go further */ 1474 /* If there is nothing living on this space, no need to go further */
1490 if (!(mflags & P_IS_ALIVE)) 1475 if (!(mflags & P_IS_ALIVE))
1491 continue; 1476 continue;
1492 1477
1493 // players can only affect spaces that they can actually see 1478 // players can only affect spaces that they can actually see
1479 if (caster
1494 if (caster && caster->contr 1480 && caster->contr
1495 && caster->contr->visibility_at (m, nx, ny) < 70) 1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1496 continue; 1482 continue;
1497 1483
1498 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1499 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1485 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1500 break; 1486 break;
1610 } /* for y */ 1596 } /* for y */
1611 1597
1612 return 1; 1598 return 1;
1613} 1599}
1614 1600
1615
1616/* Move_ball_spell: This handles ball type spells that just sort of wander 1601/* Move_ball_spell: This handles ball type spells that just sort of wander
1617 * about. was called move_ball_lightning, but since more than the ball 1602 * about. was called move_ball_lightning, but since more than the ball
1618 * lightning spell used it, that seemed misnamed. 1603 * lightning spell used it, that seemed misnamed.
1619 * op is the spell effect. 1604 * op is the spell effect.
1620 * note that duration is handled by process_object() in time.c 1605 * note that duration is handled by process_object() in time.c
1645 for (i = 1; i < 9; i++) 1630 for (i = 1; i < 9; i++)
1646 { 1631 {
1647 /* i bit 0: alters sign of offset 1632 /* i bit 0: alters sign of offset
1648 * other bits (i / 2): absolute value of offset 1633 * other bits (i / 2): absolute value of offset
1649 */ 1634 */
1650
1651 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1635 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1652 int tmpdir = absdir (op->direction + offset); 1636 int tmpdir = absdir (op->direction + offset);
1653 1637
1654 nx = op->x + freearr_x[tmpdir]; 1638 nx = op->x + freearr_x[tmpdir];
1655 ny = op->y + freearr_y[tmpdir]; 1639 ny = op->y + freearr_y[tmpdir];
1657 { 1641 {
1658 dir = tmpdir; 1642 dir = tmpdir;
1659 break; 1643 break;
1660 } 1644 }
1661 } 1645 }
1646
1662 if (dir == 0) 1647 if (dir == 0)
1663 { 1648 {
1664 nx = op->x; 1649 nx = op->x;
1665 ny = op->y; 1650 ny = op->y;
1666 m = op->map; 1651 m = op->map;

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