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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 1.70 by elmex, Sun Dec 21 20:35:37 2008 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 2008 UTC

1270} 1270}
1271 1271
1272int 1272int
1273cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1274{ 1274{
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); 1275 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); 1276 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); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1285 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1286 1280
1287 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1288 * update op's skill pointer so that exp is properly awarded. 1282 * 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 */ 1283 */
1293 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1294 if (caster == op) 1286 if (caster == op)
1295 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1296 else if (caster->skill) 1288 else if (caster->skill)
1297 op->skill = caster->skill; 1289 op->skill = caster->skill;
1298 else 1290 else
1299 op->skill = NULL; 1291 op->skill = 0;
1300 1292
1301 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1302 1294
1303 for (i = -range; i <= range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1304 { 1296 {
1305 for (j = -range; j <= range; j++) 1297 mapspace &ms = m->at (nx, ny);
1306 {
1307 m = op->map;
1308 sx = op->x + i;
1309 sy = op->y + j;
1310 1298
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) 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 ())
1316 { 1302 {
1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320 1304
1321 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1322 { 1307 {
1323 if (tmp->head) 1308 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 { 1309 {
1329 if (spell_ob->subtype == SP_DESTRUCTION)
1330 {
1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332 1311
1333 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1334 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);
1335 } 1314 }
1336 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)
1337 { 1316 {
1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1339 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);
1340 }
1341 } 1319 }
1342 } 1320 }
1343 } 1321 }
1344 }
1345 } 1322 }
1346 1323
1347 op->skill = skill; 1324 op->skill = skill;
1348 return 1; 1325 return 1;
1349} 1326}
1456 */ 1433 */
1457int 1434int
1458mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1459{ 1436{
1460 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1461 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1462 sint16 x, y, nx, ny;
1463 maptile *m;
1464 const char *race; 1439 const char *race;
1465 1440
1466 /* 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
1467 * doing it over and over again. 1442 * doing it over and over again.
1468 */ 1443 */
1481 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1482 race = god->race; 1457 race = god->race;
1483 else 1458 else
1484 race = spell->race; 1459 race = spell->race;
1485 1460
1486 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1487 for (y = op->y - range; y <= op->y + range; y++)
1488 { 1462 {
1489 done_one = 0; 1463 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 1464
1497 /* 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 */
1498 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1499 continue; 1467 continue;
1500 1468
1501 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1502 if (caster && caster->contr 1471 && caster->contr
1503 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1504 continue; 1473 continue;
1505 1474
1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1507 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1508 break; 1477 break;
1509 1478
1510 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1511 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1512 continue; 1481 continue;
1513 1482
1514 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1515 if (tmp->head)
1516 head = tmp->head; 1484 head = tmp->head_ ();
1517 else
1518 head = tmp;
1519 1485
1520 /* 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 */
1521 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1522 continue; 1488 continue;
1523 1489
1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1525 continue; 1491 continue;
1526 1492
1527 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1528 best_at = -1; 1494 best_at = -1;
1529 if (spell->attacktype) 1495 if (spell->attacktype)
1530 { 1496 {
1531 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1532 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1533 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1534 best_at = at; 1500 best_at = at;
1535 1501
1536 if (best_at == -1) 1502 if (best_at == -1)
1537 at = 0; 1503 at = 0;
1538 else 1504 else
1539 { 1505 {
1540 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1541 continue; 1507 continue;
1542 else 1508 else
1543 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1544 } 1510 }
1511
1545 at -= level / 5; 1512 at -= level / 5;
1546 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1547 continue; 1514 continue;
1548 } 1515 }
1549 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1550 { 1517 {
1551 /* 1518 /*
1552 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:
1553 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1554 * 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 ) )
1555 1522
1556 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.
1557 1524
1558 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
1559 charm a level 125 monster... 1526 charm a level 125 monster...
1560 1527
1561 Ryo, august 14th 1528 Ryo, august 14th
1562 */ 1529 */
1563 if (head->level > level) 1530 if (head->level > level)
1564 continue; 1531 continue;
1565 1532
1566 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))))
1567 /* Failed, no effect */ 1534 /* Failed, no effect */
1568 continue; 1535 continue;
1569 } 1536 }
1570 1537
1571 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1572 1540
1573 /* aggravation */ 1541 /* aggravation */
1574 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1575 { 1543 {
1576 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1577 remove_friendly_object (head); 1545 remove_friendly_object (head);
1578 done_one = 1; 1546 done_one = 1;
1579 head->enemy = op; 1547 head->enemy = op;
1580 } 1548 }
1581 1549
1582 /* calm monsters */ 1550 /* calm monsters */
1583 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1584 { 1552 {
1585 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1586 head->enemy = NULL; 1554 head->enemy = NULL;
1587 done_one = 1; 1555 done_one = 1;
1588 } 1556 }
1589 1557
1590 /* berserk monsters */ 1558 /* berserk monsters */
1591 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1592 { 1560 {
1593 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1594 done_one = 1; 1562 done_one = 1;
1595 } 1563 }
1596 1564
1597 /* charm */ 1565 /* charm */
1598 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))
1599 { 1567 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601 1569
1602 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1603 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.
1604 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. */
1605 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1606 head->set_owner (op); 1574 head->set_owner (op);
1607 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1608 add_friendly_object (head); 1576 add_friendly_object (head);
1609 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1610 done_one = 1; 1578 done_one = 1;
1611 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);
1612 head->stats.exp = 0; 1580 head->stats.exp = 0;
1613 } 1581 }
1614 1582
1615 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1616 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1617 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1618 } /* for y */ 1586 }
1619 1587
1620 return 1; 1588 return 1;
1621} 1589}
1622
1623 1590
1624/* 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
1625 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1626 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1627 * op is the spell effect. 1594 * op is the spell effect.
1653 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1654 { 1621 {
1655 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1656 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1657 */ 1624 */
1658
1659 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1660 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1661 1627
1662 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1663 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1665 { 1631 {
1666 dir = tmpdir; 1632 dir = tmpdir;
1667 break; 1633 break;
1668 } 1634 }
1669 } 1635 }
1636
1670 if (dir == 0) 1637 if (dir == 0)
1671 { 1638 {
1672 nx = op->x; 1639 nx = op->x;
1673 ny = op->y; 1640 ny = op->y;
1674 m = op->map; 1641 m = op->map;

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