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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.67 by root, Mon Sep 29 10:32:50 2008 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 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
545 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
546 */ 546 */
547void 547void
548move_bullet (object *op) 548move_bullet (object *op)
549{ 549{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 550#if 0
555 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
556 552
557 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
573 op->destroy (); 569 op->destroy ();
574 570
575 return; 571 return;
576 } 572 }
577 573
578 new_x = op->x + DIRX (op); 574 mapxy pos (op);
579 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 576
583 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
584 { 578 {
585 op->destroy (); 579 op->destroy ();
586 return; 580 return;
587 } 581 }
588 582
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 588 {
591 if (op->other_arch) 589 if (op->other_arch)
592 explode_bullet (op); 590 explode_bullet (op);
593 else 591 else
594 op->destroy (); 592 op->destroy ();
595 593
596 return; 594 return;
597 } 595 }
598 596
599 if (!(op = m->insert (op, new_x, new_y, op))) 597 if (!(op = pos.insert (op, op)))
600 return; 598 return;
601 599
602 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
603 { 601 {
604 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
737 } 735 }
738#endif 736#endif
739 737
740 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
741 739
740 if (!op->is_on_map ())
741 return;
742
742 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
743 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
744 * degree. 745 * degree.
745 */ 746 */
746 if (op->weight) 747 if (op->weight)
748 {
747 check_spell_knockback (op); 749 check_spell_knockback (op);
748 750
749 if (op->destroyed ()) 751 if (!op->is_on_map ())
750 return; 752 return;
753 }
751 754
752 if (op->duration-- < 0) 755 if (op->duration-- < 0)
753 { 756 {
754 op->destroy (); 757 op->destroy ();
755 return; 758 return;
823 */ 826 */
824 movetype = spell->other_arch->move_type; 827 movetype = spell->other_arch->move_type;
825 828
826 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
827 { 830 {
828 sint16 x, y, d; 831 sint16 x, y;
829 832
830 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
831 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
832 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
833 * to hit that person. 836 * to hit that person.
834 */ 837 */
835 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
836 while (d < 0)
837 d += 8;
838 while (d > 8)
839 d -= 8;
840 839
841 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
842 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
843 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
844 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
946 945
947 object *env = op->outer_env (); 946 object *env = op->outer_env ();
948 947
949 if (op->env) 948 if (op->env)
950 { 949 {
951 if (env->map == NULL) 950 if (!env->map)
952 return; 951 return;
953 952
954 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
955 return; 954 return;
956 } 955 }
957 956
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
959 // on a safe map. I don't like this special casing, but it seems to be neccessary 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried. 959 // as bombs can be carried.
961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
962 { 961 {
963 op->destroy (); 962 op->destroy ();
964 return; 963 return;
965 } 964 }
966 965
1003 int mflags; 1002 int mflags;
1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1005 maptile *m; 1004 maptile *m;
1006 1005
1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
1008 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1009 { 1015 {
1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1011 return 0; 1017 return 0;
1018 }
1012 } 1019 }
1013 1020
1014 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1015 1022
1016 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1102 * interesting spell. 1109 * interesting spell.
1103 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1104 * can't be friendly to your god. 1111 * can't be friendly to your god.
1105 */ 1112 */
1106 1113
1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1108 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1109 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1110 { 1119 {
1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1112 return 0; 1121 return 0;
1113 } 1122 }
1114 1123
1121 effect->level = casting_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1122 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 { 1133 {
1125 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1127 else 1136 else
1128 { 1137 {
1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1130 return 0; 1139 return 0;
1131 } 1140 }
1245 1254
1246 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1247 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1248 tmp->stats.food = time; 1257 tmp->stats.food = time;
1249 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1250 tmp->glow_radius = radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1252 tmp->glow_radius = MAX_LIGHT_RADII;
1253
1254 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1255 1261
1256 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1257 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1258 1264
1259 return 1; 1265 return 1;
1260} 1266}
1261 1267
1262int 1268int
1263cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1264{ 1270{
1265 int i, j, range, mflags, friendly = 0, dam, dur;
1266 sint16 sx, sy;
1267 maptile *m;
1268 object *tmp;
1269 const char *skill;
1270
1271 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1272 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1273 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1275 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1276 1276
1277 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1278 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1279 * We do some shortcuts here - since this is just temporary
1280 * and we'll reset the values back, we don't need to go through
1281 * the full share string/free_string route.
1282 */ 1279 */
1283 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1284 if (caster == op) 1282 if (caster == op)
1285 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1286 else if (caster->skill) 1284 else if (caster->skill)
1287 op->skill = caster->skill; 1285 op->skill = caster->skill;
1288 else 1286 else
1289 op->skill = NULL; 1287 op->skill = 0;
1290 1288
1291 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1292 1290
1293 for (i = -range; i <= range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1294 { 1292 {
1295 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1296 {
1297 m = op->map;
1298 sx = op->x + i;
1299 sy = op->y + j;
1300 1294
1301 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1302 if (mflags & P_OUT_OF_MAP)
1303 continue;
1304
1305 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1306 { 1298 {
1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1309 break;
1310 1300
1311 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1312 { 1303 {
1313 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1314 tmp = tmp->head;
1315
1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1318 { 1305 {
1319 if (spell_ob->subtype == SP_DESTRUCTION)
1320 {
1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322 1307
1323 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1325 } 1310 }
1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1327 { 1312 {
1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1330 }
1331 } 1315 }
1332 } 1316 }
1333 } 1317 }
1334 }
1335 } 1318 }
1336 1319
1337 op->skill = skill; 1320 op->skill = skill;
1338 return 1; 1321 return 1;
1339} 1322}
1446 */ 1429 */
1447int 1430int
1448mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1449{ 1432{
1450 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1451 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1452 sint16 x, y, nx, ny;
1453 maptile *m;
1454 const char *race; 1435 const char *race;
1455 1436
1456 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1457 * doing it over and over again. 1438 * doing it over and over again.
1458 */ 1439 */
1464 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1465 * won't ever match anything. 1446 * won't ever match anything.
1466 */ 1447 */
1467 if (!spell->race) 1448 if (!spell->race)
1468 race = NULL; 1449 race = NULL;
1469 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1470 race = god->slaying; 1451 race = god->slaying;
1471 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1472 race = god->race; 1453 race = god->race;
1473 else 1454 else
1474 race = spell->race; 1455 race = spell->race;
1475 1456
1476 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1477 for (y = op->y - range; y <= op->y + range; y++)
1478 { 1458 {
1479 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1480 m = op->map;
1481 nx = x;
1482 ny = y;
1483 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1484 if (mflags & P_OUT_OF_MAP)
1485 continue;
1486 1460
1487 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1488 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1489 continue; 1463 continue;
1490 1464
1491 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1492 if (caster && caster->contr 1467 && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1494 continue; 1469 continue;
1495 1470
1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1497 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1498 break; 1473 break;
1499 1474
1500 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1501 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1502 continue; 1477 continue;
1503 1478
1504 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1505 if (tmp->head)
1506 head = tmp->head; 1480 head = tmp->head_ ();
1507 else
1508 head = tmp;
1509 1481
1510 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1511 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1512 continue; 1484 continue;
1513 1485
1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1515 continue; 1487 continue;
1516 1488
1517 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1518 best_at = -1; 1490 best_at = -1;
1519 if (spell->attacktype) 1491 if (spell->attacktype)
1520 { 1492 {
1521 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1522 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1523 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1524 best_at = at; 1496 best_at = at;
1525 1497
1526 if (best_at == -1) 1498 if (best_at == -1)
1527 at = 0; 1499 at = 0;
1528 else 1500 else
1529 { 1501 {
1530 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1531 continue; 1503 continue;
1532 else 1504 else
1533 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1534 } 1506 }
1507
1535 at -= level / 5; 1508 at -= level / 5;
1536 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1537 continue; 1510 continue;
1538 } 1511 }
1539 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1540 { 1513 {
1541 /* 1514 /*
1542 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1543 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1544 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1545 1518
1546 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1547 1520
1548 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1549 charm a level 125 monster... 1522 charm a level 125 monster...
1550 1523
1551 Ryo, august 14th 1524 Ryo, august 14th
1552 */ 1525 */
1553 if (head->level > level) 1526 if (head->level > level)
1554 continue; 1527 continue;
1555 1528
1556 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1557 /* Failed, no effect */ 1530 /* Failed, no effect */
1558 continue; 1531 continue;
1559 } 1532 }
1560 1533
1561 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1562 1536
1563 /* aggravation */ 1537 /* aggravation */
1564 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1565 { 1539 {
1566 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1567 remove_friendly_object (head); 1541 remove_friendly_object (head);
1568 done_one = 1; 1542 done_one = 1;
1569 head->enemy = op; 1543 head->enemy = op;
1570 } 1544 }
1571 1545
1572 /* calm monsters */ 1546 /* calm monsters */
1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1574 { 1548 {
1575 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1576 head->enemy = NULL; 1550 head->enemy = NULL;
1577 done_one = 1; 1551 done_one = 1;
1578 } 1552 }
1579 1553
1580 /* berserk monsters */ 1554 /* berserk monsters */
1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1582 { 1556 {
1583 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1584 done_one = 1; 1558 done_one = 1;
1585 } 1559 }
1586 1560
1587 /* charm */ 1561 /* charm */
1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1589 { 1563 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591 1565
1592 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1593 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1594 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1595 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1596 head->set_owner (op); 1570 head->set_owner (op);
1597 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1598 add_friendly_object (head); 1572 add_friendly_object (head);
1599 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1600 done_one = 1; 1574 done_one = 1;
1601 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1602 head->stats.exp = 0; 1576 head->stats.exp = 0;
1603 } 1577 }
1604 1578
1605 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1606 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1608 } /* for y */ 1582 }
1609 1583
1610 return 1; 1584 return 1;
1611} 1585}
1612
1613 1586
1614/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1615 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1616 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1617 * op is the spell effect. 1590 * op is the spell effect.
1643 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1644 { 1617 {
1645 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1646 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1647 */ 1620 */
1648
1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1650 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1651 1623
1652 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1653 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1655 { 1627 {
1656 dir = tmpdir; 1628 dir = tmpdir;
1657 break; 1629 break;
1658 } 1630 }
1659 } 1631 }
1632
1660 if (dir == 0) 1633 if (dir == 0)
1661 { 1634 {
1662 nx = op->x; 1635 nx = op->x;
1663 ny = op->y; 1636 ny = op->y;
1664 m = op->map; 1637 m = op->map;
1885 int dam, mflags; 1858 int dam, mflags;
1886 maptile *m; 1859 maptile *m;
1887 1860
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1862
1890 if (!dir) 1863 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1864 {
1895
1896 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1898 m = op->map; 1867 m = op->map;
1899 1868
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1870
1902 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1903 { 1872 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1874 return 0;
1906 } 1875 }
1907 1876
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1878 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1881 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1883 if (target->head)
1915 target = target->head; 1884 target = target->head;
1916 1885
1917 hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1918 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1919 } 1889 }
1920 }
1921 1890
1922 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1923 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1924 { 1893 {
1925 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1926 return 0; 1895 return 0;
1896 }
1927 } 1897 }
1928 1898
1929 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1930 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1931 if (!tmp) 1901 if (!tmp)
1932 { 1902 {
1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1934 return 0; 1904 return 0;
1935 } 1905 }
1906
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1937 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1938 { 1910 tmp->set_glow_radius (
1939 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1940 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1941 tmp->glow_radius = MAX_LIGHT_RADII;
1942 }
1943 1913
1914 if (dir)
1944 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1945 return 1; 1919 return 1;
1946} 1920}
1947 1921
1948/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1949 * player and infects someone. 1923 * player and infects someone.

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