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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 1.88 by root, Mon Oct 12 14:00:59 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
545 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
546 */ 547 */
547void 548void
548move_bullet (object *op) 549move_bullet (object *op)
549{ 550{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 551#if 0
555 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
556 553
557 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
573 op->destroy (); 570 op->destroy ();
574 571
575 return; 572 return;
576 } 573 }
577 574
578 new_x = op->x + DIRX (op); 575 mapxy pos (op);
579 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 577
583 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
584 { 579 {
585 op->destroy (); 580 op->destroy ();
586 return; 581 return;
587 } 582 }
588 583
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 589 {
591 if (op->other_arch) 590 if (op->other_arch)
592 explode_bullet (op); 591 explode_bullet (op);
593 else 592 else
594 op->destroy (); 593 op->destroy ();
595 594
596 return; 595 return;
597 } 596 }
598 597
599 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
600 return; 599 return;
601 600
602 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
603 { 602 {
604 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
828 */ 827 */
829 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
830 829
831 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
832 { 831 {
833 sint16 x, y, d; 832 sint16 x, y;
834 833
835 /* We can't use absdir here, because it never returns 834 /* 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 835 * 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 836 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 837 * to hit that person.
839 */ 838 */
840 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 840
846 /* If it's not a rune, we don't want to blast the caster. 841 /* 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, 842 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
951 946
952 object *env = op->outer_env (); 947 object *env = op->outer_env ();
953 948
954 if (op->env) 949 if (op->env)
955 { 950 {
956 if (env->map == NULL) 951 if (!env->map)
957 return; 952 return;
958 953
959 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
960 return; 955 return;
961 } 956 }
962 957
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // 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 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 960 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
967 { 962 {
968 op->destroy (); 963 op->destroy ();
969 return; 964 return;
970 } 965 }
971 966
1115 * interesting spell. 1110 * interesting spell.
1116 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1117 * can't be friendly to your god. 1112 * can't be friendly to your god.
1118 */ 1113 */
1119 1114
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1121 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1123 { 1120 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1125 return 0; 1122 return 0;
1126 } 1123 }
1127 1124
1134 effect->level = casting_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 { 1134 {
1138 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1140 else 1137 else
1141 { 1138 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1143 return 0; 1140 return 0;
1144 } 1141 }
1258 1255
1259 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1260 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1261 tmp->stats.food = time; 1258 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1264 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1265 1262
1266 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1268 1265
1269 return 1; 1266 return 1;
1270} 1267}
1271 1268
1272int 1269int
1433 */ 1430 */
1434int 1431int
1435mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1436{ 1433{
1437 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1438 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1439 sint16 x, y, nx, ny;
1440 maptile *m;
1441 const char *race; 1436 const char *race;
1442 1437
1443 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1444 * doing it over and over again. 1439 * doing it over and over again.
1445 */ 1440 */
1451 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1452 * won't ever match anything. 1447 * won't ever match anything.
1453 */ 1448 */
1454 if (!spell->race) 1449 if (!spell->race)
1455 race = NULL; 1450 race = NULL;
1456 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1457 race = god->slaying; 1452 race = god->slaying;
1458 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1459 race = god->race; 1454 race = god->race;
1460 else 1455 else
1461 race = spell->race; 1456 race = spell->race;
1462 1457
1463 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1464 for (y = op->y - range; y <= op->y + range; y++)
1465 { 1459 {
1466 done_one = 0; 1460 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 1461
1474 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1475 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1476 continue; 1464 continue;
1477 1465
1478 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1479 if (caster 1467 if (caster
1480 && caster->contr 1468 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue; 1470 continue;
1483 1471
1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1485 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1486 break; 1474 break;
1487 1475
1488 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1489 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1490 continue; 1478 continue;
1491 1479
1492 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1493 if (tmp->head)
1494 head = tmp->head; 1481 head = tmp->head_ ();
1495 else
1496 head = tmp;
1497 1482
1498 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1499 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1500 continue; 1485 continue;
1501 1486
1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1503 continue; 1488 continue;
1504 1489
1505 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1506 best_at = -1; 1491 best_at = -1;
1507 if (spell->attacktype) 1492 if (spell->attacktype)
1508 { 1493 {
1509 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1510 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1511 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1512 best_at = at; 1497 best_at = at;
1513 1498
1514 if (best_at == -1) 1499 if (best_at == -1)
1515 at = 0; 1500 at = 0;
1516 else 1501 else
1517 { 1502 {
1518 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1519 continue; 1504 continue;
1520 else 1505 else
1521 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1522 } 1507 }
1508
1523 at -= level / 5; 1509 at -= level / 5;
1524 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1525 continue; 1511 continue;
1526 } 1512 }
1527 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1528 { 1514 {
1529 /* 1515 /*
1530 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1531 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1532 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1533 1519
1534 The chance will then be in the range [20-70] percent, not too bad. 1520 The chance will then be in the range [20-70] percent, not too bad.
1535 1521
1536 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1537 charm a level 125 monster... 1523 charm a level 125 monster...
1538 1524
1539 Ryo, august 14th 1525 Ryo, august 14th
1540 */ 1526 */
1541 if (head->level > level) 1527 if (head->level > level)
1542 continue; 1528 continue;
1543 1529
1544 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1545 /* Failed, no effect */ 1531 /* Failed, no effect */
1546 continue; 1532 continue;
1547 } 1533 }
1548 1534
1549 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1550 1537
1551 /* aggravation */ 1538 /* aggravation */
1552 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1553 { 1540 {
1554 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1555 remove_friendly_object (head); 1542 remove_friendly_object (head);
1556 done_one = 1; 1543 done_one = 1;
1557 head->enemy = op; 1544 head->enemy = op;
1558 } 1545 }
1559 1546
1560 /* calm monsters */ 1547 /* calm monsters */
1561 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1562 { 1549 {
1563 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1564 head->enemy = NULL; 1551 head->enemy = NULL;
1565 done_one = 1; 1552 done_one = 1;
1566 } 1553 }
1567 1554
1568 /* berserk monsters */ 1555 /* berserk monsters */
1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1570 { 1557 {
1571 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1572 done_one = 1; 1559 done_one = 1;
1573 } 1560 }
1574 1561
1575 /* charm */ 1562 /* charm */
1576 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1577 { 1564 {
1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579 1566
1580 /* Prevent uncontrolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1581 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 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. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1583 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1584 head->set_owner (op); 1571 head->set_owner (op);
1585 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1586 add_friendly_object (head); 1573 add_friendly_object (head);
1587 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1588 done_one = 1; 1575 done_one = 1;
1589 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1590 head->stats.exp = 0; 1577 head->stats.exp = 0;
1591 } 1578 }
1592 1579
1593 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1594 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1595 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1596 } /* for y */ 1583 }
1597 1584
1598 return 1; 1585 return 1;
1599} 1586}
1600 1587
1601/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1919 } 1906 }
1920 1907
1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922 1909
1923 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1924 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1911 tmp->set_glow_radius (
1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1913 );
1925 1914
1926 if (dir) 1915 if (dir)
1927 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1928 else 1917 else
1929 caster->outer_env ()->insert (tmp); 1918 caster->outer_env_or_self ()->insert (tmp);
1930 1919
1931 return 1; 1920 return 1;
1932} 1921}
1933 1922
1934/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the

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