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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.64 by root, Mon Sep 29 06:32:09 2008 UTC vs.
Revision 1.74 by root, Sun Dec 28 07:48:44 2008 UTC

165 sint16 x, y; 165 sint16 x, y;
166 maptile *m; 166 maptile *m;
167 167
168 if (--op->duration < 0) 168 if (--op->duration < 0)
169 { 169 {
170 op->destroy (); 170 op->drop_and_destroy ();
171 return; 171 return;
172 } 172 }
173 173
174 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
175 175
307 307
308 maptile *newmap; 308 maptile *newmap;
309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
310 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
311 { 311 {
312 tmp->destroy (); 312 tmp->drop_and_destroy ();
313 return 0; 313 return 0;
314 } 314 }
315 315
316 tmp->map = newmap; 316 tmp->map = newmap;
317 317
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 { 319 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
321 { 321 {
322 tmp->destroy (); 322 tmp->drop_and_destroy ();
323 return 0; 323 return 0;
324 } 324 }
325 325
326 tmp->x = op->x; 326 tmp->x = op->x;
327 tmp->y = op->y; 327 tmp->y = op->y;
445 tmp->set_owner (op); 445 tmp->set_owner (op);
446 tmp->skill = op->skill; 446 tmp->skill = op->skill;
447 447
448 owner = op->owner; 448 owner = op->owner;
449 449
450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
451 { 454 {
452 op->destroy (); 455 op->destroy ();
453 return; 456 return;
454 } 457 }
455 458
521 { 524 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 526 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525 528
529 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 531 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 533 {
530 op->destroy (); 534 op->destroy ();
733 } 737 }
734#endif 738#endif
735 739
736 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
737 741
742 if (!op->is_on_map ())
743 return;
744
738 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
740 * degree. 747 * degree.
741 */ 748 */
742 if (op->weight) 749 if (op->weight)
750 {
743 check_spell_knockback (op); 751 check_spell_knockback (op);
744 752
745 if (op->destroyed ()) 753 if (!op->is_on_map ())
746 return; 754 return;
755 }
747 756
748 if (op->duration-- < 0) 757 if (op->duration-- < 0)
749 { 758 {
750 op->destroy (); 759 op->destroy ();
751 return; 760 return;
999 int mflags; 1008 int mflags;
1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1001 maptile *m; 1010 maptile *m;
1002 1011
1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1005 { 1021 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1007 return 0; 1023 return 0;
1024 }
1008 } 1025 }
1009 1026
1010 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1011 1028
1012 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1179void 1196void
1180move_missile (object *op) 1197move_missile (object *op)
1181{ 1198{
1182 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1183 { 1200 {
1184 op->destroy (); 1201 op->drop_and_destroy ();
1185 return; 1202 return;
1186 } 1203 }
1187 1204
1188 mapxy pos (op); 1205 mapxy pos (op);
1189 pos.move (op->direction); 1206 pos.move (op->direction);
1241 1258
1242 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1243 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1244 tmp->stats.food = time; 1261 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius;
1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1248 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1249
1250 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1251 1265
1252 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1254 1268
1256} 1270}
1257 1271
1258int 1272int
1259cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1260{ 1274{
1261 int i, j, range, mflags, friendly = 0, dam, dur;
1262 sint16 sx, sy;
1263 maptile *m;
1264 object *tmp;
1265 const char *skill;
1266
1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1268 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1271 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1272 1280
1273 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1274 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1275 * We do some shortcuts here - since this is just temporary
1276 * and we'll reset the values back, we don't need to go through
1277 * the full share string/free_string route.
1278 */ 1283 */
1279 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1280 if (caster == op) 1286 if (caster == op)
1281 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1282 else if (caster->skill) 1288 else if (caster->skill)
1283 op->skill = caster->skill; 1289 op->skill = caster->skill;
1284 else 1290 else
1285 op->skill = NULL; 1291 op->skill = 0;
1286 1292
1287 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1288 1294
1289 for (i = -range; i <= range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1290 { 1296 {
1291 for (j = -range; j <= range; j++) 1297 mapspace &ms = m->at (nx, ny);
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296 1298
1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1301 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1302 { 1302 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306 1304
1307 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1308 { 1307 {
1309 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1310 tmp = tmp->head;
1311
1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1314 { 1309 {
1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318 1311
1319 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1321 } 1314 }
1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1323 { 1316 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1326 }
1327 } 1319 }
1328 } 1320 }
1329 } 1321 }
1330 }
1331 } 1322 }
1332 1323
1333 op->skill = skill; 1324 op->skill = skill;
1334 return 1; 1325 return 1;
1335} 1326}
1483 /* If there is nothing living on this space, no need to go further */ 1474 /* If there is nothing living on this space, no need to go further */
1484 if (!(mflags & P_IS_ALIVE)) 1475 if (!(mflags & P_IS_ALIVE))
1485 continue; 1476 continue;
1486 1477
1487 // players can only affect spaces that they can actually see 1478 // players can only affect spaces that they can actually see
1479 if (caster
1488 if (caster && caster->contr 1480 && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70) 1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1490 continue; 1482 continue;
1491 1483
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1485 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1494 break; 1486 break;
1604 } /* for y */ 1596 } /* for y */
1605 1597
1606 return 1; 1598 return 1;
1607} 1599}
1608 1600
1609
1610/* Move_ball_spell: This handles ball type spells that just sort of wander 1601/* Move_ball_spell: This handles ball type spells that just sort of wander
1611 * about. was called move_ball_lightning, but since more than the ball 1602 * about. was called move_ball_lightning, but since more than the ball
1612 * lightning spell used it, that seemed misnamed. 1603 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect. 1604 * op is the spell effect.
1614 * note that duration is handled by process_object() in time.c 1605 * note that duration is handled by process_object() in time.c
1639 for (i = 1; i < 9; i++) 1630 for (i = 1; i < 9; i++)
1640 { 1631 {
1641 /* i bit 0: alters sign of offset 1632 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1633 * other bits (i / 2): absolute value of offset
1643 */ 1634 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1635 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1636 int tmpdir = absdir (op->direction + offset);
1647 1637
1648 nx = op->x + freearr_x[tmpdir]; 1638 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir]; 1639 ny = op->y + freearr_y[tmpdir];
1651 { 1641 {
1652 dir = tmpdir; 1642 dir = tmpdir;
1653 break; 1643 break;
1654 } 1644 }
1655 } 1645 }
1646
1656 if (dir == 0) 1647 if (dir == 0)
1657 { 1648 {
1658 nx = op->x; 1649 nx = op->x;
1659 ny = op->y; 1650 ny = op->y;
1660 m = op->map; 1651 m = op->map;
1739 return; 1730 return;
1740 } 1731 }
1741 1732
1742 if (!op->duration || !owner->is_on_map ()) 1733 if (!op->duration || !owner->is_on_map ())
1743 { 1734 {
1744 op->destroy (); 1735 op->drop_and_destroy ();
1745 return; 1736 return;
1746 } 1737 }
1747 1738
1748 op->duration--; 1739 op->duration--;
1749 1740
1881 int dam, mflags; 1872 int dam, mflags;
1882 maptile *m; 1873 maptile *m;
1883 1874
1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1875 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1885 1876
1886 if (!dir) 1877 if (dir)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1889 return 0;
1890 } 1878 {
1891
1892 x = op->x + freearr_x[dir]; 1879 x = op->x + freearr_x[dir];
1893 y = op->y + freearr_y[dir]; 1880 y = op->y + freearr_y[dir];
1894 m = op->map; 1881 m = op->map;
1895 1882
1896 mflags = get_map_flags (m, &m, x, y, &x, &y); 1883 mflags = get_map_flags (m, &m, x, y, &x, &y);
1897 1884
1898 if (mflags & P_OUT_OF_MAP) 1885 if (mflags & P_OUT_OF_MAP)
1899 { 1886 {
1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1887 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1901 return 0; 1888 return 0;
1902 } 1889 }
1903 1890
1904 if (mflags & P_IS_ALIVE && spell->attacktype) 1891 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 { 1892 {
1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1893 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1907 if (QUERY_FLAG (target, FLAG_MONSTER)) 1894 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 { 1895 {
1909 /* oky doky. got a target monster. Lets make a blinding attack */ 1896 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head) 1897 if (target->head)
1911 target = target->head; 1898 target = target->head;
1912 1899
1913 hit_player (target, dam, op, spell->attacktype, 1); 1900 hit_player (target, dam, op, spell->attacktype, 1);
1914 return 1; /* one success only! */ 1901 return 1; /* one success only! */
1902 }
1915 } 1903 }
1916 }
1917 1904
1918 /* no live target, perhaps a wall is in the way? */ 1905 /* no live target, perhaps a wall is in the way? */
1919 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1906 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1920 { 1907 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1908 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1922 return 0; 1909 return 0;
1910 }
1923 } 1911 }
1924 1912
1925 /* ok, looks groovy to just insert a new light on the map */ 1913 /* ok, looks groovy to just insert a new light on the map */
1926 tmp = arch_to_object (spell->other_arch); 1914 tmp = arch_to_object (spell->other_arch);
1927 if (!tmp) 1915 if (!tmp)
1928 { 1916 {
1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1930 return 0; 1918 return 0;
1931 } 1919 }
1920
1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922
1933 if (tmp->glow_radius) 1923 if (tmp->glow_radius)
1934 {
1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1924 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1936 if (tmp->glow_radius > MAX_LIGHT_RADII)
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1938 }
1939 1925
1926 if (dir)
1940 m->insert (tmp, x, y, op); 1927 m->insert (tmp, x, y, op);
1928 else
1929 caster->outer_env ()->insert (tmp);
1930
1941 return 1; 1931 return 1;
1942} 1932}
1943 1933
1944/* cast_cause_disease: this spell looks along <dir> from the 1934/* cast_cause_disease: this spell looks along <dir> from the
1945 * player and infects someone. 1935 * player and infects someone.

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