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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 1.71 by root, Mon Dec 22 21:51:11 2008 UTC vs.
Revision 1.76 by root, Sun Dec 28 08:09:49 2008 UTC

831 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
832 { 832 {
833 sint16 x, y, d; 833 sint16 x, y, d;
834 834
835 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
836 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
837 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 838 * to hit that person.
839 */ 839 */
840 d = dir + i; 840 d = (dir + i) % 9;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 841
846 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
847 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
1270} 1266}
1271 1267
1272int 1268int
1273cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1274{ 1270{
1275 int i, j, range, mflags, friendly = 0, dam, dur;
1276 sint16 sx, sy;
1277 maptile *m;
1278 object *tmp;
1279 const char *skill;
1280
1281 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1282 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1283 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1285 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1286 1276
1287 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1288 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1289 * We do some shortcuts here - since this is just temporary
1290 * and we'll reset the values back, we don't need to go through
1291 * the full share string/free_string route.
1292 */ 1279 */
1293 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1294 if (caster == op) 1282 if (caster == op)
1295 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1296 else if (caster->skill) 1284 else if (caster->skill)
1297 op->skill = caster->skill; 1285 op->skill = caster->skill;
1298 else 1286 else
1299 op->skill = NULL; 1287 op->skill = 0;
1300 1288
1301 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1302 1290
1303 for (i = -range; i <= range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1304 { 1292 {
1305 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1306 {
1307 m = op->map;
1308 sx = op->x + i;
1309 sy = op->y + j;
1310 1294
1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1312 if (mflags & P_OUT_OF_MAP)
1313 continue;
1314
1315 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1316 { 1298 {
1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320 1300
1321 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1322 { 1303 {
1323 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1324 tmp = tmp->head;
1325
1326 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1328 { 1305 {
1329 if (spell_ob->subtype == SP_DESTRUCTION)
1330 {
1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332 1307
1333 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1335 } 1310 }
1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1337 { 1312 {
1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1340 }
1341 } 1315 }
1342 } 1316 }
1343 } 1317 }
1344 }
1345 } 1318 }
1346 1319
1347 op->skill = skill; 1320 op->skill = skill;
1348 return 1; 1321 return 1;
1349} 1322}
1456 */ 1429 */
1457int 1430int
1458mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1459{ 1432{
1460 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1461 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1462 sint16 x, y, nx, ny;
1463 maptile *m;
1464 const char *race; 1435 const char *race;
1465 1436
1466 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1467 * doing it over and over again. 1438 * doing it over and over again.
1468 */ 1439 */
1481 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1482 race = god->race; 1453 race = god->race;
1483 else 1454 else
1484 race = spell->race; 1455 race = spell->race;
1485 1456
1486 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1487 for (y = op->y - range; y <= op->y + range; y++)
1488 { 1458 {
1489 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1490 m = op->map;
1491 nx = x;
1492 ny = y;
1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1494 if (mflags & P_OUT_OF_MAP)
1495 continue;
1496 1460
1497 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1498 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1499 continue; 1463 continue;
1500 1464
1501 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1502 if (caster && caster->contr 1467 && caster->contr
1503 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1504 continue; 1469 continue;
1505 1470
1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1507 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1508 break; 1473 break;
1509 1474
1510 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1511 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1512 continue; 1477 continue;
1513 1478
1514 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1515 if (tmp->head)
1516 head = tmp->head; 1480 head = tmp->head_ ();
1517 else
1518 head = tmp;
1519 1481
1520 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1521 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1522 continue; 1484 continue;
1523 1485
1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1525 continue; 1487 continue;
1526 1488
1527 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1528 best_at = -1; 1490 best_at = -1;
1529 if (spell->attacktype) 1491 if (spell->attacktype)
1530 { 1492 {
1531 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1532 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1533 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1534 best_at = at; 1496 best_at = at;
1535 1497
1536 if (best_at == -1) 1498 if (best_at == -1)
1537 at = 0; 1499 at = 0;
1538 else 1500 else
1539 { 1501 {
1540 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1541 continue; 1503 continue;
1542 else 1504 else
1543 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1544 } 1506 }
1507
1545 at -= level / 5; 1508 at -= level / 5;
1546 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1547 continue; 1510 continue;
1548 } 1511 }
1549 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1550 { 1513 {
1551 /* 1514 /*
1552 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1553 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1554 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1555 1518
1556 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1557 1520
1558 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1559 charm a level 125 monster... 1522 charm a level 125 monster...
1560 1523
1561 Ryo, august 14th 1524 Ryo, august 14th
1562 */ 1525 */
1563 if (head->level > level) 1526 if (head->level > level)
1564 continue; 1527 continue;
1565 1528
1566 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1567 /* Failed, no effect */ 1530 /* Failed, no effect */
1568 continue; 1531 continue;
1569 } 1532 }
1570 1533
1571 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1572 1536
1573 /* aggravation */ 1537 /* aggravation */
1574 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1575 { 1539 {
1576 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1577 remove_friendly_object (head); 1541 remove_friendly_object (head);
1578 done_one = 1; 1542 done_one = 1;
1579 head->enemy = op; 1543 head->enemy = op;
1580 } 1544 }
1581 1545
1582 /* calm monsters */ 1546 /* calm monsters */
1583 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1584 { 1548 {
1585 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1586 head->enemy = NULL; 1550 head->enemy = NULL;
1587 done_one = 1; 1551 done_one = 1;
1588 } 1552 }
1589 1553
1590 /* berserk monsters */ 1554 /* berserk monsters */
1591 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1592 { 1556 {
1593 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1594 done_one = 1; 1558 done_one = 1;
1595 } 1559 }
1596 1560
1597 /* charm */ 1561 /* charm */
1598 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1599 { 1563 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601 1565
1602 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1603 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1604 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1605 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1606 head->set_owner (op); 1570 head->set_owner (op);
1607 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1608 add_friendly_object (head); 1572 add_friendly_object (head);
1609 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1610 done_one = 1; 1574 done_one = 1;
1611 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1612 head->stats.exp = 0; 1576 head->stats.exp = 0;
1613 } 1577 }
1614 1578
1615 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1616 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1617 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1618 } /* for y */ 1582 }
1619 1583
1620 return 1; 1584 return 1;
1621} 1585}
1622 1586
1623/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander

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