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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 1.74 by root, Sun Dec 28 07:48:44 2008 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 2008 UTC

1433 */ 1433 */
1434int 1434int
1435mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1436{ 1436{
1437 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1438 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1439 sint16 x, y, nx, ny;
1440 maptile *m;
1441 const char *race; 1439 const char *race;
1442 1440
1443 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1444 * doing it over and over again. 1442 * doing it over and over again.
1445 */ 1443 */
1458 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1459 race = god->race; 1457 race = god->race;
1460 else 1458 else
1461 race = spell->race; 1459 race = spell->race;
1462 1460
1463 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1464 for (y = op->y - range; y <= op->y + range; y++)
1465 { 1462 {
1466 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1467 m = op->map;
1468 nx = x;
1469 ny = y;
1470 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1471 if (mflags & P_OUT_OF_MAP)
1472 continue;
1473 1464
1474 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1475 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1476 continue; 1467 continue;
1477 1468
1478 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1479 if (caster 1470 if (caster
1480 && caster->contr 1471 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue; 1473 continue;
1483 1474
1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1485 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1486 break; 1477 break;
1487 1478
1488 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1489 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1490 continue; 1481 continue;
1491 1482
1492 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1493 if (tmp->head)
1494 head = tmp->head; 1484 head = tmp->head_ ();
1495 else
1496 head = tmp;
1497 1485
1498 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1499 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1500 continue; 1488 continue;
1501 1489
1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1503 continue; 1491 continue;
1504 1492
1505 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1506 best_at = -1; 1494 best_at = -1;
1507 if (spell->attacktype) 1495 if (spell->attacktype)
1508 { 1496 {
1509 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1510 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1511 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1512 best_at = at; 1500 best_at = at;
1513 1501
1514 if (best_at == -1) 1502 if (best_at == -1)
1515 at = 0; 1503 at = 0;
1516 else 1504 else
1517 { 1505 {
1518 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1519 continue; 1507 continue;
1520 else 1508 else
1521 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1522 } 1510 }
1511
1523 at -= level / 5; 1512 at -= level / 5;
1524 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1525 continue; 1514 continue;
1526 } 1515 }
1527 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1528 { 1517 {
1529 /* 1518 /*
1530 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1531 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1532 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1533 1522
1534 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1535 1524
1536 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1537 charm a level 125 monster... 1526 charm a level 125 monster...
1538 1527
1539 Ryo, august 14th 1528 Ryo, august 14th
1540 */ 1529 */
1541 if (head->level > level) 1530 if (head->level > level)
1542 continue; 1531 continue;
1543 1532
1544 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1545 /* Failed, no effect */ 1534 /* Failed, no effect */
1546 continue; 1535 continue;
1547 } 1536 }
1548 1537
1549 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1550 1540
1551 /* aggravation */ 1541 /* aggravation */
1552 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1553 { 1543 {
1554 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1555 remove_friendly_object (head); 1545 remove_friendly_object (head);
1556 done_one = 1; 1546 done_one = 1;
1557 head->enemy = op; 1547 head->enemy = op;
1558 } 1548 }
1559 1549
1560 /* calm monsters */ 1550 /* calm monsters */
1561 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1562 { 1552 {
1563 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1564 head->enemy = NULL; 1554 head->enemy = NULL;
1565 done_one = 1; 1555 done_one = 1;
1566 } 1556 }
1567 1557
1568 /* berserk monsters */ 1558 /* berserk monsters */
1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1570 { 1560 {
1571 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1572 done_one = 1; 1562 done_one = 1;
1573 } 1563 }
1574 1564
1575 /* charm */ 1565 /* charm */
1576 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1577 { 1567 {
1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579 1569
1580 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1581 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1582 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1583 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1584 head->set_owner (op); 1574 head->set_owner (op);
1585 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1586 add_friendly_object (head); 1576 add_friendly_object (head);
1587 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1588 done_one = 1; 1578 done_one = 1;
1589 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1590 head->stats.exp = 0; 1580 head->stats.exp = 0;
1591 } 1581 }
1592 1582
1593 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1594 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1595 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1596 } /* for y */ 1586 }
1597 1587
1598 return 1; 1588 return 1;
1599} 1589}
1600 1590
1601/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander

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