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 1.26 by pippijn, Sat Jan 6 14:42:31 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * 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, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * 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 along
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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 */
145 145
146 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
152 new_bolt->duration++; 152 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
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)
246 else 245 else
247 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 247 object *tmp = op->clone ();
249 248
250 m->insert (tmp, x, y, op); 249 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
252 /* 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 */
253 tmp->duration++; 252 tmp->duration++;
254 253
255 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 255 * going off in other directions.
381 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))
382 { 381 {
383 object *tmp = op->clone (); 382 object *tmp = op->clone ();
384 383
385 tmp->state = 0; 384 tmp->state = 0;
386 tmp->speed_left = -0.21; 385 tmp->speed_left = -0.21f;
387 tmp->range--; 386 tmp->range--;
388 tmp->value = 0; 387 tmp->value = 0;
389 388
390 m->insert (tmp, dx, dy, op); 389 m->insert (tmp, dx, dy, op);
391 } 390 }
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{
1308 return 0; 1300 return 0;
1309 } 1301 }
1310 return 1; 1302 return 1;
1311} 1303}
1312 1304
1313
1314
1315
1316int 1305int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1306cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1307{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1308 int i, j, range, mflags, friendly = 0, dam, dur;
1320 sint16 sx, sy; 1309 sint16 sx, sy;
1340 else if (caster->skill) 1329 else if (caster->skill)
1341 op->skill = caster->skill; 1330 op->skill = caster->skill;
1342 else 1331 else
1343 op->skill = NULL; 1332 op->skill = NULL;
1344 1333
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1334 op->change_skill (find_skill_by_name (op, op->skill));
1346 1335
1347 for (i = -range; i < range; i++) 1336 for (i = -range; i < range; i++)
1348 { 1337 {
1349 for (j = -range; j < range; j++) 1338 for (j = -range; j < range; j++)
1350 { 1339 {
1454 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.");
1455 } 1444 }
1456 return 1; 1445 return 1;
1457 } 1446 }
1458 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;
1459 force->speed = 1.0; 1448 force->speed = 1.f;
1460 force->speed_left = -1.0; 1449 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1450 SET_FLAG (force, FLAG_APPLIED);
1462 1451
1463 if (god) 1452 if (god)
1464 { 1453 {
1465 if (spell_ob->last_grace) 1454 if (spell_ob->last_grace)
1482 insert_ob_in_ob (force, tmp); 1471 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1472 tmp->update_stats ();
1484 return 1; 1473 return 1;
1485 1474
1486} 1475}
1487
1488 1476
1489/********************************************************************** 1477/**********************************************************************
1490 * mood change 1478 * mood change
1491 * 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
1492 * effects monsters, it seems best to put it into this file 1480 * effects monsters, it seems best to put it into this file
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1510 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1511 race = god->race;
1524 else 1512 else
1525 race = spell->race; 1513 race = spell->race;
1526 1514
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1515 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1516 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1517 {
1531
1532 done_one = 0; 1518 done_one = 0;
1533 m = op->map; 1519 m = op->map;
1534 nx = x; 1520 nx = x;
1535 ny = y; 1521 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1525
1540 /* 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 */
1541 if (!(mflags & P_IS_ALIVE)) 1527 if (!(mflags & P_IS_ALIVE))
1542 continue; 1528 continue;
1543 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
1544 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)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1536 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1537 break;
1547 1538
1548 /* There can be living objects that are not monsters */ 1539 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1540 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1547 head = tmp;
1557 1548
1558 /* 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 */
1559 if (race && head->race && !strstr (race, head->race)) 1550 if (race && head->race && !strstr (race, head->race))
1560 continue; 1551 continue;
1552
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1554 continue;
1563 1555
1564 /* Now do a bunch of stuff related to saving throws */ 1556 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1557 best_at = -1;
1582 at -= level / 5; 1574 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1575 if (did_make_save (head, head->level, at))
1584 continue; 1576 continue;
1585 } 1577 }
1586 else /* spell->attacktype */ 1578 else /* spell->attacktype */
1587 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591
1592 The chance will then be in the range [20-70] percent, not too bad.
1593
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster...
1596
1597 Ryo, august 14th
1598 */
1599 { 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 */
1600 if (head->level > level) 1592 if (head->level > level)
1601 continue; 1593 continue;
1594
1602 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))))
1603 /* Failed, no effect */ 1596 /* Failed, no effect */
1604 continue; 1597 continue;
1605 } 1598 }
1606 1599
1607 /* Done with saving throw. Now start effecting the monster */ 1600 /* Done with saving throw. Now start affecting the monster */
1608 1601
1609 /* aggravation */ 1602 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1603 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1604 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1605 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1606 remove_friendly_object (head);
1615
1616 done_one = 1; 1607 done_one = 1;
1617 head->enemy = op; 1608 head->enemy = op;
1618 } 1609 }
1619 1610
1620 /* calm monsters */ 1611 /* calm monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1621 {
1631 SET_FLAG (head, FLAG_BERSERK); 1622 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1623 done_one = 1;
1633 } 1624 }
1625
1634 /* charm */ 1626 /* charm */
1635 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))
1636 { 1628 {
1637 SET_FLAG (head, FLAG_FRIENDLY);
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1629 /* Prevent uncontolled outbreaks of self replicating monsters.
1639 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.
1640 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. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1632 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1633 head->set_owner (op);
1720 * if this has an other_arch field, we insert that in 1711 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1712 * the surround spaces.
1722 */ 1713 */
1723 for (j = 0; j < 9; j++) 1714 for (j = 0; j < 9; j++)
1724 { 1715 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1716 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1717 hy = ny + freearr_y[j];
1729 1718
1730 m = op->map; 1719 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1720 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1807#if 0 1796#if 0
1808 // this is bogus: it causes wrong places to be checked below 1797 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1798 // (a wall 2 cells away will block the effect...) and
1810 // 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
1811 // space. 1800 // space.
1812 // should be fixed later, but correctness before featurs... 1801 // should be fixed later, but correctness before features...
1813 // (schmorp) 1802 // (schmorp)
1814 1803
1815 /* new offset calculation to make swarm element distribution 1804 /* new offset calculation to make swarm element distribution
1816 * more uniform 1805 * more uniform
1817 */ 1806 */
2107 if (disease->stats.sp) 2096 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2097 disease->stats.sp -= dam_mod;
2109 2098
2110 if (infect_object (walk, disease, 1)) 2099 if (infect_object (walk, disease, 1))
2111 { 2100 {
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); 2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2102
2116 disease->destroy (); /* don't need this one anymore */ 2103 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op);
2118 return 1; 2105 return 1;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines