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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 1.25 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.29 by root, Mon Jan 29 16:11:48 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
1482 tmp->update_stats (); 1483 tmp->update_stats ();
1483 return 1; 1484 return 1;
1484 1485
1485} 1486}
1486 1487
1487
1488/********************************************************************** 1488/**********************************************************************
1489 * mood change 1489 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1490 * Arguably, this may or may not be an attack spell. But since it
1491 * effects monsters, it seems best to put it into this file 1491 * effects monsters, it seems best to put it into this file
1492 ***********************************************************************/ 1492 ***********************************************************************/
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1521 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1522 race = god->race;
1523 else 1523 else
1524 race = spell->race; 1524 race = spell->race;
1525 1525
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1526 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1527 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1528 {
1530
1531 done_one = 0; 1529 done_one = 0;
1532 m = op->map; 1530 m = op->map;
1533 nx = x; 1531 nx = x;
1534 ny = y; 1532 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1533 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1536
1539 /* If there is nothing living on this space, no need to go further */ 1537 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1538 if (!(mflags & P_IS_ALIVE))
1541 continue; 1539 continue;
1542 1540
1541 // players can only affect spaces that they can actually see
1542 if (caster && caster->contr
1543 && caster->contr->visibility_at (m, nx, ny) < 70)
1544 continue;
1545
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1546 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1547 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1548 break;
1546 1549
1547 /* There can be living objects that are not monsters */ 1550 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1551 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1558 head = tmp;
1556 1559
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1560 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1561 if (race && head->race && !strstr (race, head->race))
1559 continue; 1562 continue;
1563
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1564 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1565 continue;
1562 1566
1563 /* Now do a bunch of stuff related to saving throws */ 1567 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1568 best_at = -1;
1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1605 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1602 /* Failed, no effect */ 1606 /* Failed, no effect */
1603 continue; 1607 continue;
1604 } 1608 }
1605 1609
1606 /* Done with saving throw. Now start effecting the monster */ 1610 /* Done with saving throw. Now start affecting the monster */
1607 1611
1608 /* aggravation */ 1612 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1613 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1614 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1615 CLEAR_FLAG (head, FLAG_SLEEP);
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1632 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1633 {
1630 SET_FLAG (head, FLAG_BERSERK); 1634 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1635 done_one = 1;
1632 } 1636 }
1637
1633 /* charm */ 1638 /* charm */
1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1639 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 { 1640 {
1636 SET_FLAG (head, FLAG_FRIENDLY);
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1641 /* Prevent uncontolled outbreaks of self replicating monsters.
1638 Typical use case is charm, go somwhere, use aggravation to make hostile. 1642 Typical use case is charm, go somwhere, use aggravation to make hostile.
1639 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1643 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1644 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1645 head->set_owner (op);

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