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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.28 by pippijn, Mon Jan 15 21:06:20 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
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 */
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;

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