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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 1.31 by root, Fri Mar 30 21:53:09 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 */
162 */ 163 */
163 164
164void 165void
165move_bolt (object *op) 166move_bolt (object *op)
166{ 167{
167 object *tmp;
168 int mflags; 168 int mflags;
169 sint16 x, y; 169 sint16 x, y;
170 maptile *m; 170 maptile *m;
171 171
172 if (--op->duration < 0) 172 if (--op->duration < 0)
518 518
519 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
521 return; 521 return;
522 522
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
604 } 604 }
605 else 605 else
606 check_bullet (op); 606 check_bullet (op);
607} 607}
608 608
609
610
611
612/* fire_bullet 609/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 613 * spob->attacktype.
683 check_bullet (tmp); 680 check_bullet (tmp);
684 681
685 return 1; 682 return 1;
686} 683}
687 684
688
689
690
691/***************************************************************************** 685/*****************************************************************************
692 * 686 *
693 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
694 * 688 *
695 *****************************************************************************/ 689 *****************************************************************************/
696
697 690
698/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
699void 692void
700cone_drop (object *op) 693cone_drop (object *op)
701{ 694{
1482 tmp->update_stats (); 1475 tmp->update_stats ();
1483 return 1; 1476 return 1;
1484 1477
1485} 1478}
1486 1479
1487
1488/********************************************************************** 1480/**********************************************************************
1489 * mood change 1481 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1482 * 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 1483 * effects monsters, it seems best to put it into this file
1492 ***********************************************************************/ 1484 ***********************************************************************/
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1513 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1514 race = god->race;
1523 else 1515 else
1524 race = spell->race; 1516 race = spell->race;
1525 1517
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1518 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1519 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1520 {
1530
1531 done_one = 0; 1521 done_one = 0;
1532 m = op->map; 1522 m = op->map;
1533 nx = x; 1523 nx = x;
1534 ny = y; 1524 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1525 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1528
1539 /* If there is nothing living on this space, no need to go further */ 1529 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1530 if (!(mflags & P_IS_ALIVE))
1541 continue; 1531 continue;
1542 1532
1533 // players can only affect spaces that they can actually see
1534 if (caster && caster->contr
1535 && caster->contr->visibility_at (m, nx, ny) < 70)
1536 continue;
1537
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1538 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1539 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1540 break;
1546 1541
1547 /* There can be living objects that are not monsters */ 1542 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1543 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1550 head = tmp;
1556 1551
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1552 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1553 if (race && head->race && !strstr (race, head->race))
1559 continue; 1554 continue;
1555
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1556 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1557 continue;
1562 1558
1563 /* Now do a bunch of stuff related to saving throws */ 1559 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1560 best_at = -1;
1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1602 /* Failed, no effect */ 1598 /* Failed, no effect */
1603 continue; 1599 continue;
1604 } 1600 }
1605 1601
1606 /* Done with saving throw. Now start effecting the monster */ 1602 /* Done with saving throw. Now start affecting the monster */
1607 1603
1608 /* aggravation */ 1604 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1605 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1606 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1607 CLEAR_FLAG (head, FLAG_SLEEP);
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1624 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1625 {
1630 SET_FLAG (head, FLAG_BERSERK); 1626 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1627 done_one = 1;
1632 } 1628 }
1629
1633 /* charm */ 1630 /* charm */
1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1631 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 { 1632 {
1636 SET_FLAG (head, FLAG_FRIENDLY);
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1633 /* Prevent uncontolled outbreaks of self replicating monsters.
1638 Typical use case is charm, go somwhere, use aggravation to make hostile. 1634 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. */ 1635 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1636 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1637 head->set_owner (op);
1719 * if this has an other_arch field, we insert that in 1715 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1716 * the surround spaces.
1721 */ 1717 */
1722 for (j = 0; j < 9; j++) 1718 for (j = 0; j < 9; j++)
1723 { 1719 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1720 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1721 hy = ny + freearr_y[j];
1728 1722
1729 m = op->map; 1723 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1724 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806#if 0 1800#if 0
1807 // this is bogus: it causes wrong places to be checked below 1801 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and 1802 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1803 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space. 1804 // space.
1811 // should be fixed later, but correctness before featurs... 1805 // should be fixed later, but correctness before features...
1812 // (schmorp) 1806 // (schmorp)
1813 1807
1814 /* new offset calculation to make swarm element distribution 1808 /* new offset calculation to make swarm element distribution
1815 * more uniform 1809 * more uniform
1816 */ 1810 */
2106 if (disease->stats.sp) 2100 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2101 disease->stats.sp -= dam_mod;
2108 2102
2109 if (infect_object (walk, disease, 1)) 2103 if (infect_object (walk, disease, 1))
2110 { 2104 {
2111 object *flash; /* visual effect for inflicting disease */
2112
2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2105 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2106
2115 disease->destroy (); /* don't need this one anymore */ 2107 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2108 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2117 return 1; 2109 return 1;

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