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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 1.73 by root, Sun Dec 28 06:59:27 2008 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 2008 UTC

1270} 1270}
1271 1271
1272int 1272int
1273cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1274{ 1274{
1275 int i, j, range, mflags, friendly = 0, dam, dur;
1276 sint16 sx, sy;
1277 maptile *m;
1278 object *tmp;
1279 const char *skill;
1280
1281 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1282 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);
1283 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1285 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1286 1280
1287 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1288 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1289 * We do some shortcuts here - since this is just temporary
1290 * and we'll reset the values back, we don't need to go through
1291 * the full share string/free_string route.
1292 */ 1283 */
1293 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1294 if (caster == op) 1286 if (caster == op)
1295 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1296 else if (caster->skill) 1288 else if (caster->skill)
1297 op->skill = caster->skill; 1289 op->skill = caster->skill;
1298 else 1290 else
1299 op->skill = NULL; 1291 op->skill = 0;
1300 1292
1301 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1302 1294
1303 for (i = -range; i <= range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1304 { 1296 {
1305 for (j = -range; j <= range; j++) 1297 mapspace &ms = m->at (nx, ny);
1306 {
1307 m = op->map;
1308 sx = op->x + i;
1309 sy = op->y + j;
1310 1298
1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1312 if (mflags & P_OUT_OF_MAP)
1313 continue;
1314
1315 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 ())
1316 { 1302 {
1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320 1304
1321 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1322 { 1307 {
1323 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1324 tmp = tmp->head;
1325
1326 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1328 { 1309 {
1329 if (spell_ob->subtype == SP_DESTRUCTION)
1330 {
1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332 1311
1333 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1334 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);
1335 } 1314 }
1336 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)
1337 { 1316 {
1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1339 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);
1340 }
1341 } 1319 }
1342 } 1320 }
1343 } 1321 }
1344 }
1345 } 1322 }
1346 1323
1347 op->skill = skill; 1324 op->skill = skill;
1348 return 1; 1325 return 1;
1349} 1326}
1456 */ 1433 */
1457int 1434int
1458mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1459{ 1436{
1460 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1461 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1462 sint16 x, y, nx, ny;
1463 maptile *m;
1464 const char *race; 1439 const char *race;
1465 1440
1466 /* 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
1467 * doing it over and over again. 1442 * doing it over and over again.
1468 */ 1443 */
1481 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1482 race = god->race; 1457 race = god->race;
1483 else 1458 else
1484 race = spell->race; 1459 race = spell->race;
1485 1460
1486 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1487 for (y = op->y - range; y <= op->y + range; y++)
1488 { 1462 {
1489 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1490 m = op->map;
1491 nx = x;
1492 ny = y;
1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1494 if (mflags & P_OUT_OF_MAP)
1495 continue;
1496 1464
1497 /* 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 */
1498 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1499 continue; 1467 continue;
1500 1468
1501 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1502 if (caster 1470 if (caster
1503 && caster->contr 1471 && caster->contr
1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1473 continue;
1506 1474
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1509 break; 1477 break;
1510 1478
1511 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1513 continue; 1481 continue;
1514 1482
1515 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1484 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1485
1521 /* 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 */
1522 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1523 continue; 1488 continue;
1524 1489
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue; 1491 continue;
1527 1492
1528 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1494 best_at = -1;
1530 if (spell->attacktype) 1495 if (spell->attacktype)
1531 { 1496 {
1532 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1500 best_at = at;
1536 1501
1537 if (best_at == -1) 1502 if (best_at == -1)
1538 at = 0; 1503 at = 0;
1539 else 1504 else
1540 { 1505 {
1541 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1542 continue; 1507 continue;
1543 else 1508 else
1544 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1545 } 1510 }
1511
1546 at -= level / 5; 1512 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1548 continue; 1514 continue;
1549 } 1515 }
1550 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1551 { 1517 {
1552 /* 1518 /*
1553 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:
1554 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1555 * 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 ) )
1556 1522
1557 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.
1558 1524
1559 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
1560 charm a level 125 monster... 1526 charm a level 125 monster...
1561 1527
1562 Ryo, august 14th 1528 Ryo, august 14th
1563 */ 1529 */
1564 if (head->level > level) 1530 if (head->level > level)
1565 continue; 1531 continue;
1566 1532
1567 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))))
1568 /* Failed, no effect */ 1534 /* Failed, no effect */
1569 continue; 1535 continue;
1570 } 1536 }
1571 1537
1572 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1573 1540
1574 /* aggravation */ 1541 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 { 1543 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1578 remove_friendly_object (head); 1545 remove_friendly_object (head);
1579 done_one = 1; 1546 done_one = 1;
1580 head->enemy = op; 1547 head->enemy = op;
1581 } 1548 }
1582 1549
1583 /* calm monsters */ 1550 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 { 1552 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1554 head->enemy = NULL;
1588 done_one = 1; 1555 done_one = 1;
1589 } 1556 }
1590 1557
1591 /* berserk monsters */ 1558 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 { 1560 {
1594 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1595 done_one = 1; 1562 done_one = 1;
1596 } 1563 }
1597 1564
1598 /* charm */ 1565 /* charm */
1599 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))
1600 { 1567 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1569
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 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.
1605 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. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1574 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1576 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1611 done_one = 1; 1578 done_one = 1;
1612 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);
1613 head->stats.exp = 0; 1580 head->stats.exp = 0;
1614 } 1581 }
1615 1582
1616 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1619 } /* for y */ 1586 }
1620 1587
1621 return 1; 1588 return 1;
1622} 1589}
1623 1590
1624/* 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

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