ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.74 by root, Sun Dec 28 07:48:44 2008 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra 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
545 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
546 */ 546 */
547void 547void
548move_bullet (object *op) 548move_bullet (object *op)
549{ 549{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 550#if 0
555 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
556 552
557 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
573 op->destroy (); 569 op->destroy ();
574 570
575 return; 571 return;
576 } 572 }
577 573
578 new_x = op->x + DIRX (op); 574 mapxy pos (op);
579 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 576
583 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
584 { 578 {
585 op->destroy (); 579 op->destroy ();
586 return; 580 return;
587 } 581 }
588 582
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 588 {
591 if (op->other_arch) 589 if (op->other_arch)
592 explode_bullet (op); 590 explode_bullet (op);
593 else 591 else
594 op->destroy (); 592 op->destroy ();
595 593
596 return; 594 return;
597 } 595 }
598 596
599 if (!(op = m->insert (op, new_x, new_y, op))) 597 if (!(op = pos.insert (op, op)))
600 return; 598 return;
601 599
602 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
603 { 601 {
604 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
828 */ 826 */
829 movetype = spell->other_arch->move_type; 827 movetype = spell->other_arch->move_type;
830 828
831 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
832 { 830 {
833 sint16 x, y, d; 831 sint16 x, y;
834 832
835 /* We can't use absdir here, because it never returns 833 /* 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 834 * 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 835 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 836 * to hit that person.
839 */ 837 */
840 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 839
846 /* If it's not a rune, we don't want to blast the caster. 840 /* 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, 841 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
951 945
952 object *env = op->outer_env (); 946 object *env = op->outer_env ();
953 947
954 if (op->env) 948 if (op->env)
955 { 949 {
956 if (env->map == NULL) 950 if (!env->map)
957 return; 951 return;
958 952
959 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
960 return; 954 return;
961 } 955 }
962 956
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 959 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
967 { 961 {
968 op->destroy (); 962 op->destroy ();
969 return; 963 return;
970 } 964 }
971 965
1115 * interesting spell. 1109 * interesting spell.
1116 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1117 * can't be friendly to your god. 1111 * can't be friendly to your god.
1118 */ 1112 */
1119 1113
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1121 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1123 { 1119 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1125 return 0; 1121 return 0;
1126 } 1122 }
1127 1123
1134 effect->level = casting_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 { 1133 {
1138 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1140 else 1136 else
1141 { 1137 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1143 return 0; 1139 return 0;
1144 } 1140 }
1258 1254
1259 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1260 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1261 tmp->stats.food = time; 1257 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1264 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1265 1261
1266 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1268 1264
1269 return 1; 1265 return 1;
1270} 1266}
1271 1267
1272int 1268int
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 */
1451 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1452 * won't ever match anything. 1446 * won't ever match anything.
1453 */ 1447 */
1454 if (!spell->race) 1448 if (!spell->race)
1455 race = NULL; 1449 race = NULL;
1456 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1457 race = god->slaying; 1451 race = god->slaying;
1458 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_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
1919 } 1905 }
1920 1906
1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922 1908
1923 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1924 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1910 tmp->set_glow_radius (
1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1912 );
1925 1913
1926 if (dir) 1914 if (dir)
1927 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1928 else 1916 else
1929 caster->outer_env ()->insert (tmp); 1917 caster->outer_env_or_self ()->insert (tmp);
1930 1918
1931 return 1; 1919 return 1;
1932} 1920}
1933 1921
1934/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines