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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.68 by elmex, Mon Oct 6 08:46:33 2008 UTC vs.
Revision 1.93 by root, Sun Nov 29 17:41:08 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
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 47
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (!op->other_arch) 399 if (!op->other_arch)
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
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);
688 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
689 * 688 *
690 *****************************************************************************/ 689 *****************************************************************************/
691 690
692/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
693void 692static void
694cone_drop (object *op) 693cone_drop (object *op)
695{ 694{
696 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = op->other_arch->instance ();
697 696
698 new_ob->level = op->level; 697 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
700 699
701 /* preserve skill ownership */ 700 /* preserve skill ownership */
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
866 861
867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
868 continue; 863 continue;
869 864
870 success = 1; 865 success = 1;
871 tmp = arch_to_object (spell->other_arch); 866 tmp = spell->other_arch->instance ();
872 tmp->set_owner (op); 867 tmp->set_owner (op);
873 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
874 tmp->level = casting_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
875 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
876 871
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
978 for (int i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
979 { 974 {
980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
981 continue; 976 continue;
982 977
983 object *tmp = arch_to_object (at); 978 object *tmp = at->instance ();
984 tmp->direction = i; 979 tmp->direction = i;
985 tmp->range = op->range; 980 tmp->range = op->range;
986 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
987 tmp->duration = op->duration; 982 tmp->duration = op->duration;
988 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1008 int mflags; 1003 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1005 maptile *m;
1011 1006
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1016 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1018 return 0;
1019 }
1017 } 1020 }
1018 1021
1019 tmp = arch_to_object (spell->other_arch); 1022 tmp = spell->other_arch->instance ();
1020 1023
1021 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1044 * dir is the direction to look in. 1047 * dir is the direction to look in.
1045 * range is how far out to look. 1048 * range is how far out to look.
1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1047 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1048 */ 1051 */
1049object * 1052static object *
1050get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1051{ 1054{
1052 object *target; 1055 object *target;
1053 sint16 x, y; 1056 sint16 x, y;
1054 int dist, mflags; 1057 int dist, mflags;
1107 * interesting spell. 1110 * interesting spell.
1108 * 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
1109 * can't be friendly to your god. 1112 * can't be friendly to your god.
1110 */ 1113 */
1111 1114
1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1113 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1114 || (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)))
1115 { 1120 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1117 return 0; 1122 return 0;
1118 } 1123 }
1119 1124
1120 if (spell->other_arch) 1125 if (spell->other_arch)
1121 effect = arch_to_object (spell->other_arch); 1126 effect = spell->other_arch->instance ();
1122 else 1127 else
1123 return 0; 1128 return 0;
1124 1129
1125 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1126 effect->level = casting_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1127 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 { 1134 {
1130 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1131 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));
1132 else 1137 else
1133 { 1138 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1135 return 0; 1140 return 0;
1136 } 1141 }
1239 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1240 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1241 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1242 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1243 */ 1248 */
1244int 1249static int
1245make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1246{ 1251{
1247 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1248 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1249 return 0; 1254 return 0;
1250 1255
1251 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1253 tmp->stats.food = time; 1258 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1255 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1257 tmp->glow_radius = MAX_LIGHT_RADII;
1258
1259 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1260 1262
1261 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1262 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1263 1265
1264 return 1; 1266 return 1;
1265} 1267}
1266 1268
1267int 1269int
1268cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1269{ 1271{
1270 int i, j, range, mflags, friendly = 0, dam, dur;
1271 sint16 sx, sy;
1272 maptile *m;
1273 object *tmp;
1274 const char *skill;
1275
1276 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1277 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1278 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1279 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1280 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1281 1277
1282 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1283 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1284 * We do some shortcuts here - since this is just temporary
1285 * and we'll reset the values back, we don't need to go through
1286 * the full share string/free_string route.
1287 */ 1280 */
1288 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1289 if (caster == op) 1283 if (caster == op)
1290 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1291 else if (caster->skill) 1285 else if (caster->skill)
1292 op->skill = caster->skill; 1286 op->skill = caster->skill;
1293 else 1287 else
1294 op->skill = NULL; 1288 op->skill = 0;
1295 1289
1296 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1297 1291
1298 for (i = -range; i <= range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1299 { 1293 {
1300 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1301 {
1302 m = op->map;
1303 sx = op->x + i;
1304 sy = op->y + j;
1305 1295
1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1307 if (mflags & P_OUT_OF_MAP)
1308 continue;
1309
1310 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1311 { 1299 {
1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1314 break;
1315 1301
1316 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1317 { 1304 {
1318 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1319 tmp = tmp->head;
1320
1321 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1323 { 1306 {
1324 if (spell_ob->subtype == SP_DESTRUCTION)
1325 {
1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327 1308
1328 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1330 } 1311 }
1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1332 { 1313 {
1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1335 }
1336 } 1316 }
1337 } 1317 }
1338 } 1318 }
1339 }
1340 } 1319 }
1341 1320
1342 op->skill = skill; 1321 op->skill = skill;
1343 return 1; 1322 return 1;
1344} 1323}
1346/*************************************************************************** 1325/***************************************************************************
1347 * 1326 *
1348 * CURSE 1327 * CURSE
1349 * 1328 *
1350 ***************************************************************************/ 1329 ***************************************************************************/
1351
1352int 1330int
1353cast_curse (object *op, object *caster, object *spell_ob, int dir) 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1354{ 1332{
1355 object *god = find_god (determine_god (op)); 1333 object *god = find_god (determine_god (op));
1356 object *tmp, *force; 1334 object *tmp, *force;
1434 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1435 1413
1436 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1437 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1438 tmp->update_stats (); 1416 tmp->update_stats ();
1417
1439 return 1; 1418 return 1;
1440
1441} 1419}
1442 1420
1443/********************************************************************** 1421/**********************************************************************
1444 * mood change 1422 * mood change
1445 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1451 */ 1429 */
1452int 1430int
1453mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1454{ 1432{
1455 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1456 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1457 sint16 x, y, nx, ny;
1458 maptile *m;
1459 const char *race; 1435 const char *race;
1460 1436
1461 /* 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
1462 * doing it over and over again. 1438 * doing it over and over again.
1463 */ 1439 */
1469 * 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
1470 * won't ever match anything. 1446 * won't ever match anything.
1471 */ 1447 */
1472 if (!spell->race) 1448 if (!spell->race)
1473 race = NULL; 1449 race = NULL;
1474 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1475 race = god->slaying; 1451 race = god->slaying;
1476 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1477 race = god->race; 1453 race = god->race;
1478 else 1454 else
1479 race = spell->race; 1455 race = spell->race;
1480 1456
1481 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1482 for (y = op->y - range; y <= op->y + range; y++)
1483 { 1458 {
1484 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1485 m = op->map;
1486 nx = x;
1487 ny = y;
1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1489 if (mflags & P_OUT_OF_MAP)
1490 continue;
1491 1460
1492 /* 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 */
1493 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1494 continue; 1463 continue;
1495 1464
1496 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1497 if (caster && caster->contr 1467 && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1499 continue; 1469 continue;
1500 1470
1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1502 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1503 break; 1473 break;
1504 1474
1505 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1506 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1507 continue; 1477 continue;
1508 1478
1509 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1510 if (tmp->head)
1511 head = tmp->head; 1480 head = tmp->head_ ();
1512 else
1513 head = tmp;
1514 1481
1515 /* 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 */
1516 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1517 continue; 1484 continue;
1518 1485
1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1520 continue; 1487 continue;
1521 1488
1522 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1523 best_at = -1; 1490 best_at = -1;
1524 if (spell->attacktype) 1491 if (spell->attacktype)
1525 { 1492 {
1526 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1527 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1528 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1529 best_at = at; 1496 best_at = at;
1530 1497
1531 if (best_at == -1) 1498 if (best_at == -1)
1532 at = 0; 1499 at = 0;
1533 else 1500 else
1534 { 1501 {
1535 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1536 continue; 1503 continue;
1537 else 1504 else
1538 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1539 } 1506 }
1507
1540 at -= level / 5; 1508 at -= level / 5;
1541 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1542 continue; 1510 continue;
1543 } 1511 }
1544 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1545 { 1513 {
1546 /* 1514 /*
1547 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:
1548 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1549 * 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 ) )
1550 1518
1551 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.
1552 1520
1553 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
1554 charm a level 125 monster... 1522 charm a level 125 monster...
1555 1523
1556 Ryo, august 14th 1524 Ryo, august 14th
1557 */ 1525 */
1558 if (head->level > level) 1526 if (head->level > level)
1559 continue; 1527 continue;
1560 1528
1561 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))))
1562 /* Failed, no effect */ 1530 /* Failed, no effect */
1563 continue; 1531 continue;
1564 } 1532 }
1565 1533
1566 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1567 1536
1568 /* aggravation */ 1537 /* aggravation */
1569 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1570 { 1539 {
1571 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1572 remove_friendly_object (head); 1541 remove_friendly_object (head);
1573 done_one = 1; 1542 done_one = 1;
1574 head->enemy = op; 1543 head->enemy = op;
1575 } 1544 }
1576 1545
1577 /* calm monsters */ 1546 /* calm monsters */
1578 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1579 { 1548 {
1580 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1581 head->enemy = NULL; 1550 head->enemy = NULL;
1582 done_one = 1; 1551 done_one = 1;
1583 } 1552 }
1584 1553
1585 /* berserk monsters */ 1554 /* berserk monsters */
1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1587 { 1556 {
1588 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1589 done_one = 1; 1558 done_one = 1;
1590 } 1559 }
1591 1560
1592 /* charm */ 1561 /* charm */
1593 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))
1594 { 1563 {
1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596 1565
1597 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1598 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.
1599 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. */
1600 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1601 head->set_owner (op); 1570 head->set_owner (op);
1602 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1603 add_friendly_object (head); 1572 add_friendly_object (head);
1604 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1605 done_one = 1; 1574 done_one = 1;
1606 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);
1607 head->stats.exp = 0; 1576 head->stats.exp = 0;
1608 } 1577 }
1609 1578
1610 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1611 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (spell->other_arch->instance (), nx, ny, op);
1613 } /* for y */ 1582 }
1614 1583
1615 return 1; 1584 return 1;
1616} 1585}
1617
1618 1586
1619/* 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
1620 * 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
1621 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1622 * op is the spell effect. 1590 * op is the spell effect.
1648 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1649 { 1617 {
1650 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1651 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1652 */ 1620 */
1653
1654 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1655 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1656 1623
1657 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1658 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1660 { 1627 {
1661 dir = tmpdir; 1628 dir = tmpdir;
1662 break; 1629 break;
1663 } 1630 }
1664 } 1631 }
1632
1665 if (dir == 0) 1633 if (dir == 0)
1666 { 1634 {
1667 nx = op->x; 1635 nx = op->x;
1668 ny = op->y; 1636 ny = op->y;
1669 m = op->map; 1637 m = op->map;
1701 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1702 } 1670 }
1703 1671
1704 /* insert the other arch */ 1672 /* insert the other arch */
1705 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1706 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (op->other_arch->instance (), hx, hy, op);
1707 } 1675 }
1708 1676
1709 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1710 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1711 1679
1890 int dam, mflags; 1858 int dam, mflags;
1891 maptile *m; 1859 maptile *m;
1892 1860
1893 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1894 1862
1895 if (!dir) 1863 if (dir)
1896 {
1897 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1898 return 0;
1899 } 1864 {
1900
1901 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1902 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1903 m = op->map; 1867 m = op->map;
1904 1868
1905 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1906 1870
1907 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1908 { 1872 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1910 return 0; 1874 return 0;
1911 } 1875 }
1912 1876
1913 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1914 { 1878 {
1915 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)
1916 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1917 { 1881 {
1918 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1919 if (target->head) 1883 if (target->head)
1920 target = target->head; 1884 target = target->head;
1921 1885
1922 hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1923 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1924 } 1889 }
1925 }
1926 1890
1927 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1928 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)))
1929 { 1893 {
1930 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.");
1931 return 0; 1895 return 0;
1896 }
1932 } 1897 }
1933 1898
1934 /* 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 */
1935 tmp = arch_to_object (spell->other_arch); 1900 tmp = spell->other_arch->instance ();
1936 if (!tmp) 1901 if (!tmp)
1937 { 1902 {
1938 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1939 return 0; 1904 return 0;
1940 } 1905 }
1906
1941 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1942 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1943 { 1910 tmp->set_glow_radius (
1944 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)
1945 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1946 tmp->glow_radius = MAX_LIGHT_RADII;
1947 }
1948 1913
1914 if (dir)
1949 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1950 return 1; 1919 return 1;
1951} 1920}
1952 1921
1953/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1954 * player and infects someone. 1923 * player and infects someone.
2002 { 1971 {
2003 /* search this square for a victim */ 1972 /* search this square for a victim */
2004 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2005 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2006 { /* found a victim */ 1975 { /* found a victim */
2007 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = spell->other_arch->instance ();
2008 1977
2009 disease->set_owner (op); 1978 disease->set_owner (op);
2010 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2011 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2012 disease->level = casting_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2062 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2063 { 2032 {
2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2065 2034
2066 disease->destroy (); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2036 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2068 return 1; 2037 return 1;
2069 } 2038 }
2070 2039
2071 disease->destroy (); 2040 disease->destroy ();
2072 } 2041 }

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