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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 1.26 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.32 by root, Tue Apr 24 12:32:16 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 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
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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 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>
23*/ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
28 */ 28 */
163 */ 163 */
164 164
165void 165void
166move_bolt (object *op) 166move_bolt (object *op)
167{ 167{
168 object *tmp;
169 int mflags; 168 int mflags;
170 sint16 x, y; 169 sint16 x, y;
171 maptile *m; 170 maptile *m;
172 171
173 if (--op->duration < 0) 172 if (--op->duration < 0)
519 518
520 /* 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 */
521 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
522 return; 521 return;
523 522
524 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)
525 { 524 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 526 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
605 } 604 }
606 else 605 else
607 check_bullet (op); 606 check_bullet (op);
608} 607}
609 608
610
611
612
613/* fire_bullet 609/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 610 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 611 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 612 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 613 * spob->attacktype.
684 check_bullet (tmp); 680 check_bullet (tmp);
685 681
686 return 1; 682 return 1;
687} 683}
688 684
689
690
691
692/***************************************************************************** 685/*****************************************************************************
693 * 686 *
694 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
695 * 688 *
696 *****************************************************************************/ 689 *****************************************************************************/
697
698 690
699/* 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" */
700void 692void
701cone_drop (object *op) 693cone_drop (object *op)
702{ 694{
1483 tmp->update_stats (); 1475 tmp->update_stats ();
1484 return 1; 1476 return 1;
1485 1477
1486} 1478}
1487 1479
1488
1489/********************************************************************** 1480/**********************************************************************
1490 * mood change 1481 * mood change
1491 * 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
1492 * effects monsters, it seems best to put it into this file 1483 * effects monsters, it seems best to put it into this file
1493 ***********************************************************************/ 1484 ***********************************************************************/
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1513 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1514 race = god->race;
1524 else 1515 else
1525 race = spell->race; 1516 race = spell->race;
1526 1517
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1518 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1519 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1520 {
1531
1532 done_one = 0; 1521 done_one = 0;
1533 m = op->map; 1522 m = op->map;
1534 nx = x; 1523 nx = x;
1535 ny = y; 1524 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1525 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1528
1540 /* 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 */
1541 if (!(mflags & P_IS_ALIVE)) 1530 if (!(mflags & P_IS_ALIVE))
1542 continue; 1531 continue;
1543 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
1544 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)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1539 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1540 break;
1547 1541
1548 /* There can be living objects that are not monsters */ 1542 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1543 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1550 head = tmp;
1557 1551
1558 /* 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 */
1559 if (race && head->race && !strstr (race, head->race)) 1553 if (race && head->race && !strstr (race, head->race))
1560 continue; 1554 continue;
1555
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1556 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1557 continue;
1563 1558
1564 /* Now do a bunch of stuff related to saving throws */ 1559 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1560 best_at = -1;
1602 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))))
1603 /* Failed, no effect */ 1598 /* Failed, no effect */
1604 continue; 1599 continue;
1605 } 1600 }
1606 1601
1607 /* Done with saving throw. Now start effecting the monster */ 1602 /* Done with saving throw. Now start affecting the monster */
1608 1603
1609 /* aggravation */ 1604 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1605 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1606 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1607 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1608 remove_friendly_object (head);
1615
1616 done_one = 1; 1609 done_one = 1;
1617 head->enemy = op; 1610 head->enemy = op;
1618 } 1611 }
1619 1612
1620 /* calm monsters */ 1613 /* calm monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1622 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1623 {
1631 SET_FLAG (head, FLAG_BERSERK); 1624 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1625 done_one = 1;
1633 } 1626 }
1627
1634 /* charm */ 1628 /* charm */
1635 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1629 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1636 { 1630 {
1637 SET_FLAG (head, FLAG_FRIENDLY);
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1631 /* Prevent uncontolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1632 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1633 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1634 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1635 head->set_owner (op);
1720 * if this has an other_arch field, we insert that in 1713 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1714 * the surround spaces.
1722 */ 1715 */
1723 for (j = 0; j < 9; j++) 1716 for (j = 0; j < 9; j++)
1724 { 1717 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1718 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1719 hy = ny + freearr_y[j];
1729 1720
1730 m = op->map; 1721 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1722 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1807#if 0 1798#if 0
1808 // this is bogus: it causes wrong places to be checked below 1799 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1800 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1801 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1802 // space.
1812 // should be fixed later, but correctness before featurs... 1803 // should be fixed later, but correctness before features...
1813 // (schmorp) 1804 // (schmorp)
1814 1805
1815 /* new offset calculation to make swarm element distribution 1806 /* new offset calculation to make swarm element distribution
1816 * more uniform 1807 * more uniform
1817 */ 1808 */
2107 if (disease->stats.sp) 2098 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2099 disease->stats.sp -= dam_mod;
2109 2100
2110 if (infect_object (walk, disease, 1)) 2101 if (infect_object (walk, disease, 1))
2111 { 2102 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2103 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2104
2116 disease->destroy (); /* don't need this one anymore */ 2105 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2118 return 1; 2107 return 1;

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