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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.59 by root, Sat May 17 15:25:19 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
148 new_bolt->duration++; 148 new_bolt->duration++;
149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
150 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
151 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
152 tmp->stats.dam++; 152 tmp->stats.dam++;
153
153 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
154 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
155} 156}
156 157
157/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
164 sint16 x, y; 165 sint16 x, y;
165 maptile *m; 166 maptile *m;
166 167
167 if (--op->duration < 0) 168 if (--op->duration < 0)
168 { 169 {
169 op->destroy (); 170 op->drop_and_destroy ();
170 return; 171 return;
171 } 172 }
172 173
173 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
174 175
306 307
307 maptile *newmap; 308 maptile *newmap;
308 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
309 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
310 { 311 {
311 tmp->destroy (); 312 tmp->drop_and_destroy ();
312 return 0; 313 return 0;
313 } 314 }
314 315
315 tmp->map = newmap; 316 tmp->map = newmap;
316 317
317 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
318 { 319 {
319 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
320 { 321 {
321 tmp->destroy (); 322 tmp->drop_and_destroy ();
322 return 0; 323 return 0;
323 } 324 }
324 325
325 tmp->x = op->x; 326 tmp->x = op->x;
326 tmp->y = op->y; 327 tmp->y = op->y;
392void 393void
393explode_bullet (object *op) 394explode_bullet (object *op)
394{ 395{
395 object *tmp, *owner; 396 object *tmp, *owner;
396 397
397 if (op->other_arch == NULL) 398 if (!op->other_arch)
398 { 399 {
399 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
400 op->destroy (); 401 op->destroy ();
401 return; 402 return;
402 } 403 }
444 tmp->set_owner (op); 445 tmp->set_owner (op);
445 tmp->skill = op->skill; 446 tmp->skill = op->skill;
446 447
447 owner = op->owner; 448 owner = op->owner;
448 449
449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
450 { 454 {
451 op->destroy (); 455 op->destroy ();
452 return; 456 return;
453 } 457 }
454 458
520 { 524 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 526 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524 528
529 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 531 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 533 {
529 op->destroy (); 534 op->destroy ();
540 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
541 */ 546 */
542void 547void
543move_bullet (object *op) 548move_bullet (object *op)
544{ 549{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 550#if 0
550 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
551 552
552 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
568 op->destroy (); 569 op->destroy ();
569 570
570 return; 571 return;
571 } 572 }
572 573
573 new_x = op->x + DIRX (op); 574 mapxy pos (op);
574 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 576
578 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
579 { 578 {
580 op->destroy (); 579 op->destroy ();
581 return; 580 return;
582 } 581 }
583 582
584 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))
585 { 588 {
586 if (op->other_arch) 589 if (op->other_arch)
587 explode_bullet (op); 590 explode_bullet (op);
588 else 591 else
589 op->destroy (); 592 op->destroy ();
590 593
591 return; 594 return;
592 } 595 }
593 596
594 if (!(op = m->insert (op, new_x, new_y, op))) 597 if (!(op = pos.insert (op, op)))
595 return; 598 return;
596 599
597 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
598 { 601 {
599 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
732 } 735 }
733#endif 736#endif
734 737
735 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
736 739
740 if (!op->is_on_map ())
741 return;
742
737 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
738 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
739 * degree. 745 * degree.
740 */ 746 */
741 if (op->weight) 747 if (op->weight)
748 {
742 check_spell_knockback (op); 749 check_spell_knockback (op);
743 750
744 if (op->destroyed ()) 751 if (!op->is_on_map ())
745 return; 752 return;
753 }
746 754
747 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
748 { 756 {
749 op->destroy (); 757 op->destroy ();
750 return; 758 return;
751 } 759 }
752 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
818 */ 826 */
819 movetype = spell->other_arch->move_type; 827 movetype = spell->other_arch->move_type;
820 828
821 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
822 { 830 {
823 sint16 x, y, d; 831 sint16 x, y;
824 832
825 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
826 * 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
827 * 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
828 * to hit that person. 836 * to hit that person.
829 */ 837 */
830 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
831 while (d < 0)
832 d += 8;
833 while (d > 8)
834 d -= 8;
835 839
836 /* 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.
837 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
838 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
839 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
859 863
860 success = 1; 864 success = 1;
861 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
862 tmp->set_owner (op); 866 tmp->set_owner (op);
863 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
864 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
865 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
866 870
867 /* holy word stuff */ 871 /* holy word stuff */
868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
869 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
941 945
942 object *env = op->outer_env (); 946 object *env = op->outer_env ();
943 947
944 if (op->env) 948 if (op->env)
945 { 949 {
946 if (env->map == NULL) 950 if (!env->map)
947 return; 951 return;
948 952
949 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
950 return; 954 return;
951 } 955 }
952 956
953 // 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
954 // 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
955 // as bombs can be carried. 959 // as bombs can be carried.
956 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
957 { 961 {
958 op->destroy (); 962 op->destroy ();
959 return; 963 return;
960 } 964 }
961 965
998 int mflags; 1002 int mflags;
999 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];
1000 maptile *m; 1004 maptile *m;
1001 1005
1002 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 {
1003 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))
1004 { 1015 {
1005 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.");
1006 return 0; 1017 return 0;
1018 }
1007 } 1019 }
1008 1020
1009 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1010 1022
1011 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1097 * interesting spell. 1109 * interesting spell.
1098 * 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
1099 * can't be friendly to your god. 1111 * can't be friendly to your god.
1100 */ 1112 */
1101 1113
1102 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1103 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1104 || (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)))
1105 { 1119 {
1106 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1107 return 0; 1121 return 0;
1108 } 1122 }
1109 1123
1111 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1112 else 1126 else
1113 return 0; 1127 return 0;
1114 1128
1115 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1116 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1117 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1118 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1119 { 1133 {
1120 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1121 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));
1122 else 1136 else
1123 { 1137 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1125 return 0; 1139 return 0;
1126 } 1140 }
1178void 1192void
1179move_missile (object *op) 1193move_missile (object *op)
1180{ 1194{
1181 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1182 { 1196 {
1183 op->destroy (); 1197 op->drop_and_destroy ();
1184 return; 1198 return;
1185 } 1199 }
1186 1200
1187 mapxy pos (op); 1201 mapxy pos (op);
1188 pos.move (op->direction); 1202 pos.move (op->direction);
1240 1254
1241 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1242 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1243 tmp->stats.food = time; 1257 tmp->stats.food = time;
1244 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1245 tmp->glow_radius = radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1247 tmp->glow_radius = MAX_LIGHT_RADII;
1248
1249 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1250 1261
1251 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1252 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1253 1264
1254 return 1; 1265 return 1;
1255} 1266}
1256 1267
1257int 1268int
1258cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1259{ 1270{
1260 int i, j, range, mflags, friendly = 0, dam, dur;
1261 sint16 sx, sy;
1262 maptile *m;
1263 object *tmp;
1264 const char *skill;
1265
1266 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1267 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);
1268 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1269 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1270 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1271 1276
1272 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1273 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1274 * We do some shortcuts here - since this is just temporary
1275 * and we'll reset the values back, we don't need to go through
1276 * the full share string/free_string route.
1277 */ 1279 */
1278 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1279 if (caster == op) 1282 if (caster == op)
1280 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1281 else if (caster->skill) 1284 else if (caster->skill)
1282 op->skill = caster->skill; 1285 op->skill = caster->skill;
1283 else 1286 else
1284 op->skill = NULL; 1287 op->skill = 0;
1285 1288
1286 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1287 1290
1288 for (i = -range; i <= range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1289 { 1292 {
1290 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1291 {
1292 m = op->map;
1293 sx = op->x + i;
1294 sy = op->y + j;
1295 1294
1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1297 if (mflags & P_OUT_OF_MAP)
1298 continue;
1299
1300 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 ())
1301 { 1298 {
1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1304 break;
1305 1300
1306 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1307 { 1303 {
1308 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1309 tmp = tmp->head;
1310
1311 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1313 { 1305 {
1314 if (spell_ob->subtype == SP_DESTRUCTION)
1315 {
1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317 1307
1318 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1319 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);
1320 } 1310 }
1321 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)
1322 { 1312 {
1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1324 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);
1325 }
1326 } 1315 }
1327 } 1316 }
1328 } 1317 }
1329 }
1330 } 1318 }
1331 1319
1332 op->skill = skill; 1320 op->skill = skill;
1333 return 1; 1321 return 1;
1334} 1322}
1441 */ 1429 */
1442int 1430int
1443mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1444{ 1432{
1445 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1446 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1447 sint16 x, y, nx, ny;
1448 maptile *m;
1449 const char *race; 1435 const char *race;
1450 1436
1451 /* 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
1452 * doing it over and over again. 1438 * doing it over and over again.
1453 */ 1439 */
1454 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1455 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1456 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1457 1443
1458 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1459 * 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
1460 * won't ever match anything. 1446 * won't ever match anything.
1461 */ 1447 */
1462 if (!spell->race) 1448 if (!spell->race)
1463 race = NULL; 1449 race = NULL;
1464 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1465 race = god->slaying; 1451 race = god->slaying;
1466 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1467 race = god->race; 1453 race = god->race;
1468 else 1454 else
1469 race = spell->race; 1455 race = spell->race;
1470 1456
1471 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1472 for (y = op->y - range; y <= op->y + range; y++)
1473 { 1458 {
1474 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1475 m = op->map;
1476 nx = x;
1477 ny = y;
1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1479 if (mflags & P_OUT_OF_MAP)
1480 continue;
1481 1460
1482 /* 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 */
1483 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1484 continue; 1463 continue;
1485 1464
1486 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1487 if (caster && caster->contr 1467 && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1489 continue; 1469 continue;
1490 1470
1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1492 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1493 break; 1473 break;
1494 1474
1495 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1496 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1497 continue; 1477 continue;
1498 1478
1499 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1500 if (tmp->head)
1501 head = tmp->head; 1480 head = tmp->head_ ();
1502 else
1503 head = tmp;
1504 1481
1505 /* 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 */
1506 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1507 continue; 1484 continue;
1508 1485
1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1510 continue; 1487 continue;
1511 1488
1512 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1513 best_at = -1; 1490 best_at = -1;
1514 if (spell->attacktype) 1491 if (spell->attacktype)
1515 { 1492 {
1516 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1517 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1518 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1519 best_at = at; 1496 best_at = at;
1520 1497
1521 if (best_at == -1) 1498 if (best_at == -1)
1522 at = 0; 1499 at = 0;
1523 else 1500 else
1524 { 1501 {
1525 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1526 continue; 1503 continue;
1527 else 1504 else
1528 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1529 } 1506 }
1507
1530 at -= level / 5; 1508 at -= level / 5;
1531 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1532 continue; 1510 continue;
1533 } 1511 }
1534 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1535 { 1513 {
1536 /* 1514 /*
1537 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:
1538 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1539 * 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 ) )
1540 1518
1541 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.
1542 1520
1543 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
1544 charm a level 125 monster... 1522 charm a level 125 monster...
1545 1523
1546 Ryo, august 14th 1524 Ryo, august 14th
1547 */ 1525 */
1548 if (head->level > level) 1526 if (head->level > level)
1549 continue; 1527 continue;
1550 1528
1551 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))))
1552 /* Failed, no effect */ 1530 /* Failed, no effect */
1553 continue; 1531 continue;
1554 } 1532 }
1555 1533
1556 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1557 1536
1558 /* aggravation */ 1537 /* aggravation */
1559 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1560 { 1539 {
1561 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1562 remove_friendly_object (head); 1541 remove_friendly_object (head);
1563 done_one = 1; 1542 done_one = 1;
1564 head->enemy = op; 1543 head->enemy = op;
1565 } 1544 }
1566 1545
1567 /* calm monsters */ 1546 /* calm monsters */
1568 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1569 { 1548 {
1570 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1571 head->enemy = NULL; 1550 head->enemy = NULL;
1572 done_one = 1; 1551 done_one = 1;
1573 } 1552 }
1574 1553
1575 /* berserk monsters */ 1554 /* berserk monsters */
1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1577 { 1556 {
1578 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1579 done_one = 1; 1558 done_one = 1;
1580 } 1559 }
1581 1560
1582 /* charm */ 1561 /* charm */
1583 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))
1584 { 1563 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586 1565
1587 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1588 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.
1589 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. */
1590 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1591 head->set_owner (op); 1570 head->set_owner (op);
1592 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1593 add_friendly_object (head); 1572 add_friendly_object (head);
1594 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1595 done_one = 1; 1574 done_one = 1;
1596 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);
1597 head->stats.exp = 0; 1576 head->stats.exp = 0;
1598 } 1577 }
1599 1578
1600 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1601 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1603 } /* for y */ 1582 }
1604 1583
1605 return 1; 1584 return 1;
1606} 1585}
1607
1608 1586
1609/* 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
1610 * 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
1611 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1612 * op is the spell effect. 1590 * op is the spell effect.
1613 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1614 */ 1592 */
1615
1616void 1593void
1617move_ball_spell (object *op) 1594move_ball_spell (object *op)
1618{ 1595{
1619 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1620 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1639 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1640 { 1617 {
1641 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1643 */ 1620 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1647 1623
1648 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1651 { 1627 {
1652 dir = tmpdir; 1628 dir = tmpdir;
1653 break; 1629 break;
1654 } 1630 }
1655 } 1631 }
1632
1656 if (dir == 0) 1633 if (dir == 0)
1657 { 1634 {
1658 nx = op->x; 1635 nx = op->x;
1659 ny = op->y; 1636 ny = op->y;
1660 m = op->map; 1637 m = op->map;
1739 return; 1716 return;
1740 } 1717 }
1741 1718
1742 if (!op->duration || !owner->is_on_map ()) 1719 if (!op->duration || !owner->is_on_map ())
1743 { 1720 {
1744 op->destroy (); 1721 op->drop_and_destroy ();
1745 return; 1722 return;
1746 } 1723 }
1747 1724
1748 op->duration--; 1725 op->duration--;
1749 1726
1750 int basedir = op->direction; 1727 int basedir = op->direction;
1751 if (!basedir) 1728 if (!basedir)
1729 {
1752 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1753 basedir = (op->facing += op->state) % 8 + 1; 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1733 }
1754 1734
1755#if 0 1735#if 0
1756 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1757 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1840{ 1820{
1841 if (!spell->other_arch) 1821 if (!spell->other_arch)
1842 return 0; 1822 return 0;
1843 1823
1844 object *tmp = archetype::get (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1825
1845 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1847 tmp->spell = spell->other_arch->instance (); 1828 tmp->spell = spell->other_arch->instance ();
1848 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1849 1830
1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1851 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1877 int dam, mflags; 1858 int dam, mflags;
1878 maptile *m; 1859 maptile *m;
1879 1860
1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1881 1862
1882 if (!dir) 1863 if (dir)
1883 {
1884 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1885 return 0;
1886 } 1864 {
1887
1888 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1889 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1890 m = op->map; 1867 m = op->map;
1891 1868
1892 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1893 1870
1894 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1895 { 1872 {
1896 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1897 return 0; 1874 return 0;
1898 } 1875 }
1899 1876
1900 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1901 { 1878 {
1902 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)
1903 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1904 { 1881 {
1905 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1906 if (target->head) 1883 if (target->head)
1907 target = target->head; 1884 target = target->head;
1908 1885
1909 hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1910 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1911 } 1889 }
1912 }
1913 1890
1914 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1915 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)))
1916 { 1893 {
1917 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.");
1918 return 0; 1895 return 0;
1896 }
1919 } 1897 }
1920 1898
1921 /* 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 */
1922 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1923 if (!tmp) 1901 if (!tmp)
1924 { 1902 {
1925 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1926 return 0; 1904 return 0;
1927 } 1905 }
1906
1928 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1929 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1930 { 1910 tmp->set_glow_radius (
1931 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)
1932 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1933 tmp->glow_radius = MAX_LIGHT_RADII;
1934 }
1935 1913
1914 if (dir)
1936 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1937 return 1; 1919 return 1;
1938} 1920}
1939 1921
1940/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1941 * player and infects someone. 1923 * player and infects someone.
1994 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
1995 1977
1996 disease->set_owner (op); 1978 disease->set_owner (op);
1997 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
1998 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
1999 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2000 1982
2001 /* do level adjustments */ 1983 /* do level adjustments */
2002 if (disease->stats.wc) 1984 if (disease->stats.wc)
2003 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2004 1986

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