--- deliantra/server/server/spell_attack.C 2008/05/17 14:11:13 1.57 +++ deliantra/server/server/spell_attack.C 2008/12/04 01:07:35 1.69 @@ -41,7 +41,6 @@ void check_spell_knockback (object *op) { - object *tmp, *tmp2; /* object on the map */ int weight_move; int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ @@ -56,7 +55,7 @@ /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ } - for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) + for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) { int num_sections = 1; @@ -73,7 +72,7 @@ continue; /* count the object's sections */ - for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) + for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) num_sections++; /* I'm not sure if it makes sense to divide by num_sections - bigger @@ -151,6 +150,7 @@ new_bolt->stats.dam++; tmp->stats.dam /= 2; /* reduce father bolt damage */ tmp->stats.dam++; + if ((new_bolt = m->insert (new_bolt, sx, sy, op))) update_turn_face (new_bolt); } @@ -158,7 +158,6 @@ /* move_bolt: moves bolt 'op'. Basically, it just advances a space, * and checks for various things that may stop it. */ - void move_bolt (object *op) { @@ -168,7 +167,7 @@ if (--op->duration < 0) { - op->destroy (); + op->drop_and_destroy (); return; } @@ -251,10 +250,8 @@ /* New forking code. Possibly create forks of this object * going off in other directions. */ - if (rndm (0, 99) < tmp->stats.Dex) - { /* stats.Dex % of forking */ - forklightning (op, tmp); - } + if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex) + forklightning (op, tmp); /* stats.Dex % of forking */ /* In this way, the object left behind sticks on the space, but * doesn't create any bolts that continue to move onward. @@ -288,8 +285,10 @@ /* peterm: level dependency for bolts */ tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); tmp->attacktype = spob->attacktype; + if (spob->slaying) tmp->slaying = spob->slaying; + tmp->range = spob->range + SP_level_range_adjust (caster, spob); tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); tmp->stats.Dex = spob->stats.Dex; @@ -310,7 +309,7 @@ mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); if (mflags & P_OUT_OF_MAP) { - tmp->destroy (); + tmp->drop_and_destroy (); return 0; } @@ -320,7 +319,7 @@ { if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) { - tmp->destroy (); + tmp->drop_and_destroy (); return 0; } @@ -396,7 +395,7 @@ { object *tmp, *owner; - if (op->other_arch == NULL) + if (!op->other_arch) { LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); op->destroy (); @@ -435,6 +434,7 @@ if (op->attacktype) { hit_map (op, 0, op->attacktype, 1); + if (op->destroyed ()) return; } @@ -447,7 +447,10 @@ owner = op->owner; - if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) + if ((tmp->attacktype & AT_HOLYWORD + || tmp->attacktype & AT_GODPOWER) + && owner + && !tailor_god_spell (tmp, owner)) { op->destroy (); return; @@ -522,6 +525,8 @@ if (QUERY_FLAG (tmp, FLAG_ALIVE)) { dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); + + // TODO: can't understand the following if's if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) { if (!QUERY_FLAG (op, FLAG_REMOVED)) @@ -705,8 +710,6 @@ void move_cone (object *op) { - int i; - /* if no map then hit_map will crash so just ignore object */ if (!op->map) { @@ -736,17 +739,22 @@ hit_map (op, 0, op->attacktype, 0); + if (!op->is_on_map ()) + return; + /* Check to see if we should push anything. * Spell objects with weight push whatever they encounter to some * degree. */ if (op->weight) - check_spell_knockback (op); + { + check_spell_knockback (op); - if (op->destroyed ()) - return; + if (!op->is_on_map ()) + return; + } - if ((op->duration--) < 0) + if (op->duration-- < 0) { op->destroy (); return; @@ -761,7 +769,7 @@ return; } - for (i = -1; i < 2; i++) + for (int i = -1; i <= 1; i++) { sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; @@ -863,7 +871,7 @@ tmp = arch_to_object (spell->other_arch); tmp->set_owner (op); set_spell_skill (op, caster, spell, tmp); - tmp->level = caster_level (caster, spell); + tmp->level = casting_level (caster, spell); tmp->attacktype = spell->attacktype; /* holy word stuff */ @@ -1115,7 +1123,7 @@ return 0; /* tailor the effect by priest level and worshipped God */ - effect->level = caster_level (caster, spell); + effect->level = casting_level (caster, spell); effect->attacktype = spell->attacktype; if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) { @@ -1180,62 +1188,47 @@ void move_missile (object *op) { - int i, mflags; - object *owner; - sint16 new_x, new_y; - maptile *m; - if (op->range-- <= 0) { - op->destroy (); + op->drop_and_destroy (); return; } - owner = op->owner; -#if 0 - /* It'd make things nastier if this wasn't here - spells cast by - * monster that are then killed would continue to survive - */ - if (owner == NULL) + mapxy pos (op); + pos.move (op->direction); + + if (!pos.normalise ()) { op->destroy (); return; } -#endif - new_x = op->x + DIRX (op); - new_y = op->y + DIRY (op); - - mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); + mapspace &ms = pos.ms (); - if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))) + if (ms.flags () & P_IS_ALIVE || ms.blocks (op)) { hit_map (op, op->direction, AT_MAGIC, 1); /* Basically, missile only hits one thing then goes away. * we need to remove it if someone hasn't already done so. */ - if (!op->destroyed ()) - op->destroy (); - + op->destroy (); return; } - op->remove (); - - if (!op->direction || (mflags & P_OUT_OF_MAP)) + if (!op->direction) { op->destroy (); return; } - i = spell_find_dir (m, new_x, new_y, op->owner); + int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); if (i > 0 && i != op->direction) { op->direction = i; SET_ANIMATION (op, op->direction); } - m->insert (op, new_x, new_y, op); + pos.insert (op, op); } /**************************************************************************** @@ -1259,10 +1252,7 @@ tmp->speed = 0.01; tmp->stats.food = time; SET_FLAG (tmp, FLAG_IS_USED_UP); - tmp->glow_radius = radius; - if (tmp->glow_radius > MAX_LIGHT_RADII) - tmp->glow_radius = MAX_LIGHT_RADII; - + tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); tmp = insert_ob_in_ob (tmp, op); if (tmp->glow_radius > op->glow_radius) @@ -1302,9 +1292,9 @@ op->change_skill (find_skill_by_name (op, op->skill)); - for (i = -range; i < range; i++) + for (i = -range; i <= range; i++) { - for (j = -range; j < range; j++) + for (j = -range; j <= range; j++) { m = op->map; sx = op->x + i; @@ -1331,6 +1321,7 @@ if (spell_ob->subtype == SP_DESTRUCTION) { hit_player (tmp, dam, op, spell_ob->attacktype, 0); + if (spell_ob->other_arch) m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); } @@ -1468,7 +1459,7 @@ * doing it over and over again. */ god = find_god (determine_god (op)); - level = caster_level (caster, spell); + level = casting_level (caster, spell); range = spell->range + SP_level_range_adjust (caster, spell); /* On the bright side, no monster should ever have a race of GOD_... @@ -1628,7 +1619,6 @@ * op is the spell effect. * note that duration is handled by process_object() in time.c */ - void move_ball_spell (object *op) { @@ -1704,8 +1694,8 @@ { if (j) op->stats.dam = dam_save / 2; - hit_map (op, j, op->attacktype, 1); + hit_map (op, j, op->attacktype, 1); } /* insert the other arch */ @@ -1748,18 +1738,28 @@ #endif object *owner = op->env; - if (!op->duration || !owner->is_on_map ()) + if (!owner) // MUST not happen, remove when true TODO { + LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ()); op->destroy (); return; } + if (!op->duration || !owner->is_on_map ()) + { + op->drop_and_destroy (); + return; + } + op->duration--; int basedir = op->direction; if (!basedir) - /* spray in all directions! 8) */ - basedir = (op->facing += op->state) % 8 + 1; + { + /* spray in all directions! 8) */ + op->facing = (op->facing + op->state) & 7; + basedir = op->facing + 1; + } #if 0 // this is bogus: it causes wrong places to be checked below @@ -1851,8 +1851,9 @@ return 0; object *tmp = archetype::get (SWARM_SPELL); + set_spell_skill (op, caster, spell, tmp); - tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ + tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */ tmp->spell = spell->other_arch->instance (); tmp->attacktype = tmp->spell->attacktype; @@ -1864,8 +1865,9 @@ for (int i = 0; i < spell->duration; i++) tmp->duration += die_roll (1, 3, op, PREFER_HIGH); - tmp->direction = dir; tmp->invisible = 1; + tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else + tmp->direction = dir; tmp->facing = rndm (1, 8); // initial firing direction tmp->state = rndm (4) * 2 + 1; // direction increment @@ -1887,42 +1889,40 @@ dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); - if (!dir) + if (dir) { - new_draw_info (NDI_UNIQUE, 0, op, "In what direction?"); - return 0; - } + x = op->x + freearr_x[dir]; + y = op->y + freearr_y[dir]; + m = op->map; - x = op->x + freearr_x[dir]; - y = op->y + freearr_y[dir]; - m = op->map; + mflags = get_map_flags (m, &m, x, y, &x, &y); - mflags = get_map_flags (m, &m, x, y, &x, &y); + if (mflags & P_OUT_OF_MAP) + { + new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); + return 0; + } - if (mflags & P_OUT_OF_MAP) - { - new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); - return 0; - } + if (mflags & P_IS_ALIVE && spell->attacktype) + { + for (target = GET_MAP_OB (m, x, y); target; target = target->above) + if (QUERY_FLAG (target, FLAG_MONSTER)) + { + /* oky doky. got a target monster. Lets make a blinding attack */ + if (target->head) + target = target->head; - if (mflags & P_IS_ALIVE && spell->attacktype) - { - for (target = GET_MAP_OB (m, x, y); target; target = target->above) - if (QUERY_FLAG (target, FLAG_MONSTER)) - { - /* oky doky. got a target monster. Lets make a blinding attack */ - if (target->head) - target = target->head; - (void) hit_player (target, dam, op, spell->attacktype, 1); - return 1; /* one success only! */ - } - } + hit_player (target, dam, op, spell->attacktype, 1); + return 1; /* one success only! */ + } + } - /* no live target, perhaps a wall is in the way? */ - if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) - { - new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); - return 0; + /* no live target, perhaps a wall is in the way? */ + if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) + { + new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); + return 0; + } } /* ok, looks groovy to just insert a new light on the map */ @@ -1932,15 +1932,17 @@ LOG (llevError, "Error: spell arch for cast_light() missing.\n"); return 0; } + tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); + if (tmp->glow_radius) - { - tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); - if (tmp->glow_radius > MAX_LIGHT_RADII) - tmp->glow_radius = MAX_LIGHT_RADII; - } + tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); + + if (dir) + m->insert (tmp, x, y, op); + else + caster->outer_env ()->insert (tmp); - m->insert (tmp, x, y, op); return 1; } @@ -2003,7 +2005,7 @@ disease->set_owner (op); set_spell_skill (op, caster, spell, disease); disease->stats.exp = 0; - disease->level = caster_level (caster, spell); + disease->level = casting_level (caster, spell); /* do level adjustments */ if (disease->stats.wc)