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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 1.85 by root, Tue Sep 1 22:40:26 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
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
1468 if (caster
1502 if (caster && caster->contr 1469 && caster->contr
1503 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1504 continue; 1471 continue;
1505 1472
1506 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1507 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1508 break; 1475 break;
1509 1476
1510 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1511 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1512 continue; 1479 continue;
1513 1480
1514 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1515 if (tmp->head)
1516 head = tmp->head; 1482 head = tmp->head_ ();
1517 else
1518 head = tmp;
1519 1483
1520 /* 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 */
1521 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1522 continue; 1486 continue;
1523 1487
1524 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1525 continue; 1489 continue;
1526 1490
1527 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1528 best_at = -1; 1492 best_at = -1;
1529 if (spell->attacktype) 1493 if (spell->attacktype)
1530 { 1494 {
1531 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1532 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1533 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1534 best_at = at; 1498 best_at = at;
1535 1499
1536 if (best_at == -1) 1500 if (best_at == -1)
1537 at = 0; 1501 at = 0;
1538 else 1502 else
1539 { 1503 {
1540 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1541 continue; 1505 continue;
1542 else 1506 else
1543 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1544 } 1508 }
1509
1545 at -= level / 5; 1510 at -= level / 5;
1546 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1547 continue; 1512 continue;
1548 } 1513 }
1549 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1550 { 1515 {
1551 /* 1516 /*
1552 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:
1553 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1554 * 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 ) )
1555 1520
1556 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.
1557 1522
1558 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
1559 charm a level 125 monster... 1524 charm a level 125 monster...
1560 1525
1561 Ryo, august 14th 1526 Ryo, august 14th
1562 */ 1527 */
1563 if (head->level > level) 1528 if (head->level > level)
1564 continue; 1529 continue;
1565 1530
1566 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))))
1567 /* Failed, no effect */ 1532 /* Failed, no effect */
1568 continue; 1533 continue;
1569 } 1534 }
1570 1535
1571 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1572 1538
1573 /* aggravation */ 1539 /* aggravation */
1574 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1575 { 1541 {
1576 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1577 remove_friendly_object (head); 1543 remove_friendly_object (head);
1578 done_one = 1; 1544 done_one = 1;
1579 head->enemy = op; 1545 head->enemy = op;
1580 } 1546 }
1581 1547
1582 /* calm monsters */ 1548 /* calm monsters */
1583 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1584 { 1550 {
1585 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1586 head->enemy = NULL; 1552 head->enemy = NULL;
1587 done_one = 1; 1553 done_one = 1;
1588 } 1554 }
1589 1555
1590 /* berserk monsters */ 1556 /* berserk monsters */
1591 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1592 { 1558 {
1593 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1594 done_one = 1; 1560 done_one = 1;
1595 } 1561 }
1596 1562
1597 /* charm */ 1563 /* charm */
1598 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))
1599 { 1565 {
1600 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1601 1567
1602 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1603 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.
1604 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. */
1605 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1606 head->set_owner (op); 1572 head->set_owner (op);
1607 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1608 add_friendly_object (head); 1574 add_friendly_object (head);
1609 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1610 done_one = 1; 1576 done_one = 1;
1611 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);
1612 head->stats.exp = 0; 1578 head->stats.exp = 0;
1613 } 1579 }
1614 1580
1615 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1616 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1617 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1618 } /* for y */ 1584 }
1619 1585
1620 return 1; 1586 return 1;
1621} 1587}
1622 1588
1623/* 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
1941 } 1907 }
1942 1908
1943 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1944 1910
1945 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1946 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1912 tmp->set_glow_radius (
1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1914 );
1947 1915
1948 if (dir) 1916 if (dir)
1949 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1950 else 1918 else
1951 caster->outer_env ()->insert (tmp); 1919 caster->outer_env ()->insert (tmp);

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