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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 1.75 by root, Sun Dec 28 08:08:25 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}
1448 */ 1433 */
1449int 1434int
1450mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1451{ 1436{
1452 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1453 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1454 sint16 x, y, nx, ny;
1455 maptile *m;
1456 const char *race; 1439 const char *race;
1457 1440
1458 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1459 * doing it over and over again. 1442 * doing it over and over again.
1460 */ 1443 */
1473 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1474 race = god->race; 1457 race = god->race;
1475 else 1458 else
1476 race = spell->race; 1459 race = spell->race;
1477 1460
1478 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1479 for (y = op->y - range; y <= op->y + range; y++)
1480 { 1462 {
1481 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1482 m = op->map;
1483 nx = x;
1484 ny = y;
1485 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1486 if (mflags & P_OUT_OF_MAP)
1487 continue;
1488 1464
1489 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1490 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1491 continue; 1467 continue;
1492 1468
1493 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1494 if (caster && caster->contr 1471 && caster->contr
1495 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1496 continue; 1473 continue;
1497 1474
1498 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1499 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1500 break; 1477 break;
1501 1478
1502 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1503 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1504 continue; 1481 continue;
1505 1482
1506 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1507 if (tmp->head)
1508 head = tmp->head; 1484 head = tmp->head_ ();
1509 else
1510 head = tmp;
1511 1485
1512 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1513 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1514 continue; 1488 continue;
1515 1489
1516 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1517 continue; 1491 continue;
1518 1492
1519 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1520 best_at = -1; 1494 best_at = -1;
1521 if (spell->attacktype) 1495 if (spell->attacktype)
1522 { 1496 {
1523 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1524 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1525 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1526 best_at = at; 1500 best_at = at;
1527 1501
1528 if (best_at == -1) 1502 if (best_at == -1)
1529 at = 0; 1503 at = 0;
1530 else 1504 else
1531 { 1505 {
1532 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1533 continue; 1507 continue;
1534 else 1508 else
1535 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1536 } 1510 }
1511
1537 at -= level / 5; 1512 at -= level / 5;
1538 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1539 continue; 1514 continue;
1540 } 1515 }
1541 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1542 { 1517 {
1543 /* 1518 /*
1544 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1545 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1546 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1547 1522
1548 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1549 1524
1550 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1551 charm a level 125 monster... 1526 charm a level 125 monster...
1552 1527
1553 Ryo, august 14th 1528 Ryo, august 14th
1554 */ 1529 */
1555 if (head->level > level) 1530 if (head->level > level)
1556 continue; 1531 continue;
1557 1532
1558 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1559 /* Failed, no effect */ 1534 /* Failed, no effect */
1560 continue; 1535 continue;
1561 } 1536 }
1562 1537
1563 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1564 1540
1565 /* aggravation */ 1541 /* aggravation */
1566 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1567 { 1543 {
1568 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1569 remove_friendly_object (head); 1545 remove_friendly_object (head);
1570 done_one = 1; 1546 done_one = 1;
1571 head->enemy = op; 1547 head->enemy = op;
1572 } 1548 }
1573 1549
1574 /* calm monsters */ 1550 /* calm monsters */
1575 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1576 { 1552 {
1577 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1578 head->enemy = NULL; 1554 head->enemy = NULL;
1579 done_one = 1; 1555 done_one = 1;
1580 } 1556 }
1581 1557
1582 /* berserk monsters */ 1558 /* berserk monsters */
1583 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1584 { 1560 {
1585 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1586 done_one = 1; 1562 done_one = 1;
1587 } 1563 }
1588 1564
1589 /* charm */ 1565 /* charm */
1590 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1591 { 1567 {
1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593 1569
1594 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1595 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1596 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1597 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1598 head->set_owner (op); 1574 head->set_owner (op);
1599 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1600 add_friendly_object (head); 1576 add_friendly_object (head);
1601 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1602 done_one = 1; 1578 done_one = 1;
1603 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1604 head->stats.exp = 0; 1580 head->stats.exp = 0;
1605 } 1581 }
1606 1582
1607 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1608 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1609 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1610 } /* for y */ 1586 }
1611 1587
1612 return 1; 1588 return 1;
1613} 1589}
1614
1615 1590
1616/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* 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 1592 * about. was called move_ball_lightning, but since more than the ball
1618 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1619 * op is the spell effect. 1594 * op is the spell effect.
1645 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1646 { 1621 {
1647 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1648 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1649 */ 1624 */
1650
1651 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1652 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1653 1627
1654 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1655 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1657 { 1631 {
1658 dir = tmpdir; 1632 dir = tmpdir;
1659 break; 1633 break;
1660 } 1634 }
1661 } 1635 }
1636
1662 if (dir == 0) 1637 if (dir == 0)
1663 { 1638 {
1664 nx = op->x; 1639 nx = op->x;
1665 ny = op->y; 1640 ny = op->y;
1666 m = op->map; 1641 m = op->map;

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