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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 1.84 by root, Tue Sep 1 20:56:05 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
828 */ 828 */
829 movetype = spell->other_arch->move_type; 829 movetype = spell->other_arch->move_type;
830 830
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;
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 int d = dir ? absdir (dir + i) : i;
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
951 947
952 object *env = op->outer_env (); 948 object *env = op->outer_env ();
953 949
954 if (op->env) 950 if (op->env)
955 { 951 {
956 if (env->map == NULL) 952 if (!env->map)
957 return; 953 return;
958 954
959 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
960 return; 956 return;
961 } 957 }
962 958
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 961 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (op->ms ().flags () & P_SAFE)
967 { 963 {
968 op->destroy (); 964 op->destroy ();
969 return; 965 return;
970 } 966 }
971 967
1115 * interesting spell. 1111 * interesting spell.
1116 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1117 * can't be friendly to your god. 1113 * can't be friendly to your god.
1118 */ 1114 */
1119 1115
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1121 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1123 { 1121 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1125 return 0; 1123 return 0;
1126 } 1124 }
1127 1125
1134 effect->level = casting_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 { 1135 {
1138 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1140 else 1138 else
1141 { 1139 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1143 return 0; 1141 return 0;
1144 } 1142 }
1258 1256
1259 object *tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1260 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1261 tmp->stats.food = time; 1259 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1264 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1265 1263
1266 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1268 1266
1269 return 1; 1267 return 1;
1270} 1268}
1271 1269
1272int 1270int
1433 */ 1431 */
1434int 1432int
1435mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1436{ 1434{
1437 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1438 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1439 sint16 x, y, nx, ny;
1440 maptile *m;
1441 const char *race; 1437 const char *race;
1442 1438
1443 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1444 * doing it over and over again. 1440 * doing it over and over again.
1445 */ 1441 */
1451 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1452 * won't ever match anything. 1448 * won't ever match anything.
1453 */ 1449 */
1454 if (!spell->race) 1450 if (!spell->race)
1455 race = NULL; 1451 race = NULL;
1456 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1457 race = god->slaying; 1453 race = god->slaying;
1458 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1459 race = god->race; 1455 race = god->race;
1460 else 1456 else
1461 race = spell->race; 1457 race = spell->race;
1462 1458
1463 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1464 for (y = op->y - range; y <= op->y + range; y++)
1465 { 1460 {
1466 done_one = 0; 1461 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 1462
1474 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1475 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1476 continue; 1465 continue;
1477 1466
1478 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1479 if (caster 1468 if (caster
1480 && caster->contr 1469 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue; 1471 continue;
1483 1472
1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1485 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1486 break; 1475 break;
1487 1476
1488 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1489 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1490 continue; 1479 continue;
1491 1480
1492 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1493 if (tmp->head)
1494 head = tmp->head; 1482 head = tmp->head_ ();
1495 else
1496 head = tmp;
1497 1483
1498 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1499 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1500 continue; 1486 continue;
1501 1487
1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1503 continue; 1489 continue;
1504 1490
1505 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1506 best_at = -1; 1492 best_at = -1;
1507 if (spell->attacktype) 1493 if (spell->attacktype)
1508 { 1494 {
1509 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1510 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1511 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1512 best_at = at; 1498 best_at = at;
1513 1499
1514 if (best_at == -1) 1500 if (best_at == -1)
1515 at = 0; 1501 at = 0;
1516 else 1502 else
1517 { 1503 {
1518 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1519 continue; 1505 continue;
1520 else 1506 else
1521 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1522 } 1508 }
1509
1523 at -= level / 5; 1510 at -= level / 5;
1524 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1525 continue; 1512 continue;
1526 } 1513 }
1527 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1528 { 1515 {
1529 /* 1516 /*
1530 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1531 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1532 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1533 1520
1534 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1535 1522
1536 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1537 charm a level 125 monster... 1524 charm a level 125 monster...
1538 1525
1539 Ryo, august 14th 1526 Ryo, august 14th
1540 */ 1527 */
1541 if (head->level > level) 1528 if (head->level > level)
1542 continue; 1529 continue;
1543 1530
1544 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1545 /* Failed, no effect */ 1532 /* Failed, no effect */
1546 continue; 1533 continue;
1547 } 1534 }
1548 1535
1549 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1550 1538
1551 /* aggravation */ 1539 /* aggravation */
1552 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1553 { 1541 {
1554 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1555 remove_friendly_object (head); 1543 remove_friendly_object (head);
1556 done_one = 1; 1544 done_one = 1;
1557 head->enemy = op; 1545 head->enemy = op;
1558 } 1546 }
1559 1547
1560 /* calm monsters */ 1548 /* calm monsters */
1561 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1562 { 1550 {
1563 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1564 head->enemy = NULL; 1552 head->enemy = NULL;
1565 done_one = 1; 1553 done_one = 1;
1566 } 1554 }
1567 1555
1568 /* berserk monsters */ 1556 /* berserk monsters */
1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1570 { 1558 {
1571 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1572 done_one = 1; 1560 done_one = 1;
1573 } 1561 }
1574 1562
1575 /* charm */ 1563 /* charm */
1576 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1577 { 1565 {
1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579 1567
1580 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1581 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 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. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1583 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1584 head->set_owner (op); 1572 head->set_owner (op);
1585 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1586 add_friendly_object (head); 1574 add_friendly_object (head);
1587 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1588 done_one = 1; 1576 done_one = 1;
1589 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1590 head->stats.exp = 0; 1578 head->stats.exp = 0;
1591 } 1579 }
1592 1580
1593 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1594 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1595 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1596 } /* for y */ 1584 }
1597 1585
1598 return 1; 1586 return 1;
1599} 1587}
1600 1588
1601/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1919 } 1907 }
1920 1908
1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922 1910
1923 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1912 tmp->set_glow_radius (
1924 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1913 min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell))
1914 );
1925 1915
1926 if (dir) 1916 if (dir)
1927 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1928 else 1918 else
1929 caster->outer_env ()->insert (tmp); 1919 caster->outer_env ()->insert (tmp);

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