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/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.73 by root, Sun Dec 28 06:59:27 2008 UTC vs.
Revision 1.83 by root, Mon Mar 2 11:45:19 2009 UTC

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
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
1273cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1274{ 1272{
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); 1273 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); 1274 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); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1285 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1286 1278
1287 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1288 * update op's skill pointer so that exp is properly awarded. 1280 * 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 */ 1281 */
1293 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1294 if (caster == op) 1284 if (caster == op)
1295 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1296 else if (caster->skill) 1286 else if (caster->skill)
1297 op->skill = caster->skill; 1287 op->skill = caster->skill;
1298 else 1288 else
1299 op->skill = NULL; 1289 op->skill = 0;
1300 1290
1301 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1302 1292
1303 for (i = -range; i <= range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1304 { 1294 {
1305 for (j = -range; j <= range; j++) 1295 mapspace &ms = m->at (nx, ny);
1306 {
1307 m = op->map;
1308 sx = op->x + i;
1309 sy = op->y + j;
1310 1296
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) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1316 { 1300 {
1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320 1302
1321 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1322 { 1305 {
1323 if (tmp->head) 1306 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 { 1307 {
1329 if (spell_ob->subtype == SP_DESTRUCTION)
1330 {
1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332 1309
1333 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1335 } 1312 }
1336 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1337 { 1314 {
1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1340 }
1341 } 1317 }
1342 } 1318 }
1343 } 1319 }
1344 }
1345 } 1320 }
1346 1321
1347 op->skill = skill; 1322 op->skill = skill;
1348 return 1; 1323 return 1;
1349} 1324}
1456 */ 1431 */
1457int 1432int
1458mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1459{ 1434{
1460 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1461 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1462 sint16 x, y, nx, ny;
1463 maptile *m;
1464 const char *race; 1437 const char *race;
1465 1438
1466 /* 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
1467 * doing it over and over again. 1440 * doing it over and over again.
1468 */ 1441 */
1474 * 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
1475 * won't ever match anything. 1448 * won't ever match anything.
1476 */ 1449 */
1477 if (!spell->race) 1450 if (!spell->race)
1478 race = NULL; 1451 race = NULL;
1479 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1480 race = god->slaying; 1453 race = god->slaying;
1481 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1482 race = god->race; 1455 race = god->race;
1483 else 1456 else
1484 race = spell->race; 1457 race = spell->race;
1485 1458
1486 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1487 for (y = op->y - range; y <= op->y + range; y++)
1488 { 1460 {
1489 done_one = 0; 1461 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 1462
1497 /* 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 */
1498 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1499 continue; 1465 continue;
1500 1466
1501 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1502 if (caster 1468 if (caster
1503 && caster->contr 1469 && caster->contr
1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1471 continue;
1506 1472
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1509 break; 1475 break;
1510 1476
1511 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1513 continue; 1479 continue;
1514 1480
1515 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1482 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1483
1521 /* 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 */
1522 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1523 continue; 1486 continue;
1524 1487
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue; 1489 continue;
1527 1490
1528 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1492 best_at = -1;
1530 if (spell->attacktype) 1493 if (spell->attacktype)
1531 { 1494 {
1532 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1498 best_at = at;
1536 1499
1537 if (best_at == -1) 1500 if (best_at == -1)
1538 at = 0; 1501 at = 0;
1539 else 1502 else
1540 { 1503 {
1541 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1542 continue; 1505 continue;
1543 else 1506 else
1544 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1545 } 1508 }
1509
1546 at -= level / 5; 1510 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1548 continue; 1512 continue;
1549 } 1513 }
1550 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1551 { 1515 {
1552 /* 1516 /*
1553 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:
1554 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1555 * 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 ) )
1556 1520
1557 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.
1558 1522
1559 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
1560 charm a level 125 monster... 1524 charm a level 125 monster...
1561 1525
1562 Ryo, august 14th 1526 Ryo, august 14th
1563 */ 1527 */
1564 if (head->level > level) 1528 if (head->level > level)
1565 continue; 1529 continue;
1566 1530
1567 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))))
1568 /* Failed, no effect */ 1532 /* Failed, no effect */
1569 continue; 1533 continue;
1570 } 1534 }
1571 1535
1572 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1573 1538
1574 /* aggravation */ 1539 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 { 1541 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1578 remove_friendly_object (head); 1543 remove_friendly_object (head);
1579 done_one = 1; 1544 done_one = 1;
1580 head->enemy = op; 1545 head->enemy = op;
1581 } 1546 }
1582 1547
1583 /* calm monsters */ 1548 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 { 1550 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1552 head->enemy = NULL;
1588 done_one = 1; 1553 done_one = 1;
1589 } 1554 }
1590 1555
1591 /* berserk monsters */ 1556 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 { 1558 {
1594 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1595 done_one = 1; 1560 done_one = 1;
1596 } 1561 }
1597 1562
1598 /* charm */ 1563 /* charm */
1599 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))
1600 { 1565 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1567
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 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.
1605 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. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1572 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1574 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1611 done_one = 1; 1576 done_one = 1;
1612 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);
1613 head->stats.exp = 0; 1578 head->stats.exp = 0;
1614 } 1579 }
1615 1580
1616 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1619 } /* for y */ 1584 }
1620 1585
1621 return 1; 1586 return 1;
1622} 1587}
1623 1588
1624/* 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
1942 } 1907 }
1943 1908
1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945 1910
1946 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1912 tmp->set_glow_radius (
1947 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)));
1948 1914
1949 if (dir) 1915 if (dir)
1950 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1951 else 1917 else
1952 caster->outer_env ()->insert (tmp); 1918 caster->outer_env ()->insert (tmp);

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