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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 1.37 by root, Mon May 28 21:28:36 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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 */
144 145
145 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
151 new_bolt->duration++; 152 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
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)
245 else 245 else
246 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 247 object *tmp = op->clone ();
248 248
249 m->insert (tmp, x, y, op); 249 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 252 tmp->duration++;
253 253
254 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 255 * going off in other directions.
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 381 {
382 object *tmp = op->clone (); 382 object *tmp = op->clone ();
383 383
384 tmp->state = 0; 384 tmp->state = 0;
385 tmp->speed_left = -0.21; 385 tmp->speed_left = -0.21f;
386 tmp->range--; 386 tmp->range--;
387 tmp->value = 0; 387 tmp->value = 0;
388 388
389 m->insert (tmp, dx, dy, op); 389 m->insert (tmp, dx, dy, op);
390 } 390 }
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{
1307 return 0; 1300 return 0;
1308 } 1301 }
1309 return 1; 1302 return 1;
1310} 1303}
1311 1304
1312
1313
1314
1315int 1305int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1306cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1307{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1319 sint16 sx, sy; 1309 sint16 sx, sy;
1339 else if (caster->skill) 1329 else if (caster->skill)
1340 op->skill = caster->skill; 1330 op->skill = caster->skill;
1341 else 1331 else
1342 op->skill = NULL; 1332 op->skill = NULL;
1343 1333
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1345 1335
1346 for (i = -range; i < range; i++) 1336 for (i = -range; i < range; i++)
1347 { 1337 {
1348 for (j = -range; j < range; j++) 1338 for (j = -range; j < range; j++)
1349 { 1339 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1444 }
1455 return 1; 1445 return 1;
1456 } 1446 }
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1448 force->speed = 1.f;
1459 force->speed_left = -1.0; 1449 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1450 SET_FLAG (force, FLAG_APPLIED);
1461 1451
1462 if (god) 1452 if (god)
1463 { 1453 {
1464 if (spell_ob->last_grace) 1454 if (spell_ob->last_grace)
1481 insert_ob_in_ob (force, tmp); 1471 insert_ob_in_ob (force, tmp);
1482 tmp->update_stats (); 1472 tmp->update_stats ();
1483 return 1; 1473 return 1;
1484 1474
1485} 1475}
1486
1487 1476
1488/********************************************************************** 1477/**********************************************************************
1489 * mood change 1478 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1479 * 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 1480 * effects monsters, it seems best to put it into this file
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1510 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1522 race = god->race; 1511 race = god->race;
1523 else 1512 else
1524 race = spell->race; 1513 race = spell->race;
1525 1514
1526
1527 for (x = op->x - range; x <= op->x + range; x++) 1515 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++) 1516 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1517 {
1530
1531 done_one = 0; 1518 done_one = 0;
1532 m = op->map; 1519 m = op->map;
1533 nx = x; 1520 nx = x;
1534 ny = y; 1521 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1538 1525
1539 /* If there is nothing living on this space, no need to go further */ 1526 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1527 if (!(mflags & P_IS_ALIVE))
1541 continue; 1528 continue;
1542 1529
1530 // players can only affect spaces that they can actually see
1531 if (caster && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70)
1533 continue;
1534
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1536 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1545 break; 1537 break;
1546 1538
1547 /* There can be living objects that are not monsters */ 1539 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1540 if (!tmp || tmp->type == PLAYER)
1555 head = tmp; 1547 head = tmp;
1556 1548
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1549 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1550 if (race && head->race && !strstr (race, head->race))
1559 continue; 1551 continue;
1552
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1554 continue;
1562 1555
1563 /* Now do a bunch of stuff related to saving throws */ 1556 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1557 best_at = -1;
1581 at -= level / 5; 1574 at -= level / 5;
1582 if (did_make_save (head, head->level, at)) 1575 if (did_make_save (head, head->level, at))
1583 continue; 1576 continue;
1584 } 1577 }
1585 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1586 /*
1587 Spell has no attacktype (charm & such), so we'll have a specific saving:
1588 * if spell level < monster level, no go
1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1590
1591 The chance will then be in the range [20-70] percent, not too bad.
1592
1593 This is required to fix the 'charm monster' abuse, where a player level 1 can
1594 charm a level 125 monster...
1595
1596 Ryo, august 14th
1597 */
1598 { 1579 {
1580 /*
1581 Spell has no attacktype (charm & such), so we'll have a specific saving:
1582 * if spell level < monster level, no go
1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1584
1585 The chance will then be in the range [20-70] percent, not too bad.
1586
1587 This is required to fix the 'charm monster' abuse, where a player level 1 can
1588 charm a level 125 monster...
1589
1590 Ryo, august 14th
1591 */
1599 if (head->level > level) 1592 if (head->level > level)
1600 continue; 1593 continue;
1594
1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1602 /* Failed, no effect */ 1596 /* Failed, no effect */
1603 continue; 1597 continue;
1604 } 1598 }
1605 1599
1606 /* Done with saving throw. Now start effecting the monster */ 1600 /* Done with saving throw. Now start affecting the monster */
1607 1601
1608 /* aggravation */ 1602 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1603 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1604 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1605 CLEAR_FLAG (head, FLAG_SLEEP);
1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1613 remove_friendly_object (head); 1606 remove_friendly_object (head);
1614
1615 done_one = 1; 1607 done_one = 1;
1616 head->enemy = op; 1608 head->enemy = op;
1617 } 1609 }
1618 1610
1619 /* calm monsters */ 1611 /* calm monsters */
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1621 {
1630 SET_FLAG (head, FLAG_BERSERK); 1622 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1623 done_one = 1;
1632 } 1624 }
1625
1633 /* charm */ 1626 /* charm */
1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 { 1628 {
1636 SET_FLAG (head, FLAG_FRIENDLY);
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1629 /* Prevent uncontolled outbreaks of self replicating monsters.
1638 Typical use case is charm, go somwhere, use aggravation to make hostile. 1630 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. */ 1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1632 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1633 head->set_owner (op);
1719 * if this has an other_arch field, we insert that in 1711 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1712 * the surround spaces.
1721 */ 1713 */
1722 for (j = 0; j < 9; j++) 1714 for (j = 0; j < 9; j++)
1723 { 1715 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1716 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1717 hy = ny + freearr_y[j];
1728 1718
1729 m = op->map; 1719 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1720 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1806#if 0 1796#if 0
1807 // this is bogus: it causes wrong places to be checked below 1797 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and 1798 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1799 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space. 1800 // space.
1811 // should be fixed later, but correctness before featurs... 1801 // should be fixed later, but correctness before features...
1812 // (schmorp) 1802 // (schmorp)
1813 1803
1814 /* new offset calculation to make swarm element distribution 1804 /* new offset calculation to make swarm element distribution
1815 * more uniform 1805 * more uniform
1816 */ 1806 */
2106 if (disease->stats.sp) 2096 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2097 disease->stats.sp -= dam_mod;
2108 2098
2109 if (infect_object (walk, disease, 1)) 2099 if (infect_object (walk, disease, 1))
2110 { 2100 {
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); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2102
2115 disease->destroy (); /* don't need this one anymore */ 2103 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2117 return 1; 2105 return 1;

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