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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 1.98 by root, Fri Mar 26 00:59:22 2010 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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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
92 * also be safe for objects. 93 * also be safe for objects.
93 * This does return if successful or not, but 94 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
95 * right now. 96 * right now.
96 */ 97 */
97 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
98 } 99 }
99 100
100 } 101 }
101} 102}
102 103
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);
661 return 0; 660 return 0;
662 } 661 }
663 662
664 tmp->map = newmap; 663 tmp->map = newmap;
665 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 { 679 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
669 { 681 {
670 tmp->destroy (); 682 tmp->destroy ();
688 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
689 * 701 *
690 *****************************************************************************/ 702 *****************************************************************************/
691 703
692/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
693void 705static void
694cone_drop (object *op) 706cone_drop (object *op)
695{ 707{
696 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
697 709
698 new_ob->level = op->level; 710 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
700 712
701 /* preserve skill ownership */ 713 /* preserve skill ownership */
737 } 749 }
738#endif 750#endif
739 751
740 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
741 753
754 if (!op->is_on_map ())
755 return;
756
742 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
743 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
744 * degree. 759 * degree.
745 */ 760 */
746 if (op->weight) 761 if (op->weight)
762 {
747 check_spell_knockback (op); 763 check_spell_knockback (op);
748 764
749 if (op->destroyed ()) 765 if (!op->is_on_map ())
750 return; 766 return;
767 }
751 768
752 if (op->duration-- < 0) 769 if (op->duration-- < 0)
753 { 770 {
754 op->destroy (); 771 op->destroy ();
755 return; 772 return;
823 */ 840 */
824 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
825 842
826 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
827 { 844 {
828 sint16 x, y, d; 845 sint16 x, y;
829 846
830 /* We can't use absdir here, because it never returns 847 /* 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 848 * 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 849 * of the trap (d==0). If it is not a rune, then we don't want
833 * to hit that person. 850 * to hit that person.
834 */ 851 */
835 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
836 while (d < 0)
837 d += 8;
838 while (d > 8)
839 d -= 8;
840 853
841 /* If it's not a rune, we don't want to blast the caster. 854 /* 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, 855 * In that case, we have to see - if dir is specified,
843 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
844 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
861 874
862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
863 continue; 876 continue;
864 877
865 success = 1; 878 success = 1;
866 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
867 tmp->set_owner (op); 880 tmp->set_owner (op);
868 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
869 tmp->level = casting_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
870 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
871 884
946 959
947 object *env = op->outer_env (); 960 object *env = op->outer_env ();
948 961
949 if (op->env) 962 if (op->env)
950 { 963 {
951 if (env->map == NULL) 964 if (!env->map)
952 return; 965 return;
953 966
954 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
955 return; 968 return;
956 } 969 }
957 970
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // 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 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried. 973 // as bombs can be carried.
961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
962 { 975 {
963 op->destroy (); 976 op->destroy ();
964 return; 977 return;
965 } 978 }
966 979
973 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
974 { 987 {
975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
976 continue; 989 continue;
977 990
978 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
979 tmp->direction = i; 992 tmp->direction = i;
980 tmp->range = op->range; 993 tmp->range = op->range;
981 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
982 tmp->duration = op->duration; 995 tmp->duration = op->duration;
983 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1003 int mflags; 1016 int mflags;
1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1005 maptile *m; 1018 maptile *m;
1006 1019
1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1008 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1009 { 1029 {
1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1011 return 0; 1031 return 0;
1032 }
1012 } 1033 }
1013 1034
1014 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1015 1036
1016 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1018 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1019 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1039 * dir is the direction to look in. 1060 * dir is the direction to look in.
1040 * range is how far out to look. 1061 * range is how far out to look.
1041 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1042 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1043 */ 1064 */
1044object * 1065static object *
1045get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1046{ 1067{
1047 object *target; 1068 object *target;
1048 sint16 x, y; 1069 sint16 x, y;
1049 int dist, mflags; 1070 int dist, mflags;
1102 * interesting spell. 1123 * interesting spell.
1103 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1104 * can't be friendly to your god. 1125 * can't be friendly to your god.
1105 */ 1126 */
1106 1127
1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1108 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1109 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1110 { 1133 {
1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1112 return 0; 1135 return 0;
1113 } 1136 }
1114 1137
1115 if (spell->other_arch) 1138 if (spell->other_arch)
1116 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1117 else 1140 else
1118 return 0; 1141 return 0;
1119 1142
1120 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1121 effect->level = casting_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1122 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 { 1147 {
1125 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1127 else 1150 else
1128 { 1151 {
1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1130 return 0; 1153 return 0;
1131 } 1154 }
1234 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1235 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1236 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1237 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1238 */ 1261 */
1239int 1262static int
1240make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1241{ 1264{
1242 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1243 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1244 return 0; 1267 return 0;
1245 1268
1246 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1247 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1248 tmp->stats.food = time; 1271 tmp->stats.food = time;
1249 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1250 tmp->glow_radius = radius; 1273 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); 1274 tmp = insert_ob_in_ob (tmp, op);
1255 1275
1256 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1257 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1258 1278
1259 return 1; 1279 return 1;
1260} 1280}
1261 1281
1262int 1282int
1263cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1264{ 1284{
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); 1285 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); 1286 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); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1275 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1276 1290
1277 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1278 * update op's skill pointer so that exp is properly awarded. 1292 * 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 */ 1293 */
1283 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1284 if (caster == op) 1296 if (caster == op)
1285 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1286 else if (caster->skill) 1298 else if (caster->skill)
1287 op->skill = caster->skill; 1299 op->skill = caster->skill;
1288 else 1300 else
1289 op->skill = NULL; 1301 op->skill = 0;
1290 1302
1291 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1292 1304
1293 for (i = -range; i <= range; i++) 1305 dynbuf buf;
1306 unordered_mapwalk (buf, op, -range, -range, range, range)
1294 { 1307 {
1295 for (j = -range; j <= range; j++) 1308 mapspace &ms = m->at (nx, ny);
1296 {
1297 m = op->map;
1298 sx = op->x + i;
1299 sy = op->y + j;
1300 1309
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) 1310 if (ms.flags () & P_IS_ALIVE)
1311 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1306 { 1312 {
1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1313 next = tmp->above;
1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1309 break;
1310 1314
1311 if (tmp) 1315 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1312 { 1316 {
1313 if (tmp->head)
1314 tmp = tmp->head; 1317 tmp = tmp->head_ ();
1315 1318
1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1319 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1320 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1318 { 1321 {
1319 if (spell_ob->subtype == SP_DESTRUCTION) 1322 if (spell_ob->subtype == SP_DESTRUCTION)
1320 { 1323 {
1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1324 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322 1325
1323 if (spell_ob->other_arch) 1326 if (spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1327 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1325 } 1328 }
1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1329 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1327 { 1330 {
1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1331 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1332 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1330 } 1333 }
1331 } 1334 }
1332 } 1335 }
1333 } 1336 }
1334 }
1335 } 1337 }
1336 1338
1337 op->skill = skill; 1339 op->skill = skill;
1338 return 1; 1340 return 1;
1339} 1341}
1341/*************************************************************************** 1343/***************************************************************************
1342 * 1344 *
1343 * CURSE 1345 * CURSE
1344 * 1346 *
1345 ***************************************************************************/ 1347 ***************************************************************************/
1346
1347int 1348int
1348cast_curse (object *op, object *caster, object *spell_ob, int dir) 1349cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{ 1350{
1350 object *god = find_god (determine_god (op)); 1351 object *god = find_god (determine_god (op));
1351 object *tmp, *force; 1352 object *tmp, *force;
1429 force->stats.wc = spell_ob->stats.wc; 1430 force->stats.wc = spell_ob->stats.wc;
1430 1431
1431 change_abil (tmp, force); /* Mostly to display any messages */ 1432 change_abil (tmp, force); /* Mostly to display any messages */
1432 insert_ob_in_ob (force, tmp); 1433 insert_ob_in_ob (force, tmp);
1433 tmp->update_stats (); 1434 tmp->update_stats ();
1435
1434 return 1; 1436 return 1;
1435
1436} 1437}
1437 1438
1438/********************************************************************** 1439/**********************************************************************
1439 * mood change 1440 * mood change
1440 * Arguably, this may or may not be an attack spell. But since it 1441 * Arguably, this may or may not be an attack spell. But since it
1446 */ 1447 */
1447int 1448int
1448mood_change (object *op, object *caster, object *spell) 1449mood_change (object *op, object *caster, object *spell)
1449{ 1450{
1450 object *tmp, *god, *head; 1451 object *tmp, *god, *head;
1451 int done_one, range, mflags, level, at, best_at; 1452 int done_one, range, level, at, best_at;
1452 sint16 x, y, nx, ny;
1453 maptile *m;
1454 const char *race; 1453 const char *race;
1455 1454
1456 /* We precompute some values here so that we don't have to keep 1455 /* We precompute some values here so that we don't have to keep
1457 * doing it over and over again. 1456 * doing it over and over again.
1458 */ 1457 */
1464 * so even if the player doesn't worship a god, if race=GOD_.., it 1463 * so even if the player doesn't worship a god, if race=GOD_.., it
1465 * won't ever match anything. 1464 * won't ever match anything.
1466 */ 1465 */
1467 if (!spell->race) 1466 if (!spell->race)
1468 race = NULL; 1467 race = NULL;
1469 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1468 else if (god && spell->race == shstr_GOD_SLAYING)
1470 race = god->slaying; 1469 race = god->slaying;
1471 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1470 else if (god && spell->race == shstr_GOD_FRIEND)
1472 race = god->race; 1471 race = god->race;
1473 else 1472 else
1474 race = spell->race; 1473 race = spell->race;
1475 1474
1476 for (x = op->x - range; x <= op->x + range; x++) 1475 dynbuf buf;
1477 for (y = op->y - range; y <= op->y + range; y++) 1476 unordered_mapwalk (buf, op, -range, -range, range, range)
1478 { 1477 {
1479 done_one = 0; 1478 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 1479
1487 /* If there is nothing living on this space, no need to go further */ 1480 /* If there is nothing living on this space, no need to go further */
1488 if (!(mflags & P_IS_ALIVE)) 1481 if (!ms.flags () & P_IS_ALIVE)
1489 continue; 1482 continue;
1490 1483
1491 // players can only affect spaces that they can actually see 1484 // players can only affect spaces that they can actually see
1485 if (caster
1492 if (caster && caster->contr 1486 && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70) 1487 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1494 continue; 1488 continue;
1495 1489
1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1490 for (tmp = ms.top; tmp; tmp = tmp->below)
1497 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1491 if (tmp->flag [FLAG_MONSTER])
1498 break; 1492 break;
1499 1493
1500 /* There can be living objects that are not monsters */ 1494 /* There can be living objects that are not monsters */
1501 if (!tmp || tmp->type == PLAYER) 1495 if (!tmp)
1502 continue; 1496 continue;
1503 1497
1504 /* Only the head has meaningful data, so resolve to that */ 1498 /* Only the head has meaningful data, so resolve to that */
1505 if (tmp->head)
1506 head = tmp->head; 1499 head = tmp->head_ ();
1507 else
1508 head = tmp;
1509 1500
1510 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1501 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1511 if (race && head->race && !strstr (race, head->race)) 1502 if (race && head->race && !strstr (race, head->race))
1512 continue; 1503 continue;
1513 1504
1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1505 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1515 continue; 1506 continue;
1516 1507
1517 /* Now do a bunch of stuff related to saving throws */ 1508 /* Now do a bunch of stuff related to saving throws */
1518 best_at = -1; 1509 best_at = -1;
1519 if (spell->attacktype) 1510 if (spell->attacktype)
1520 { 1511 {
1521 for (at = 0; at < NROFATTACKS; at++) 1512 for (at = 0; at < NROFATTACKS; at++)
1522 if (spell->attacktype & (1 << at)) 1513 if (spell->attacktype & (1 << at))
1523 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1514 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1524 best_at = at; 1515 best_at = at;
1525 1516
1526 if (best_at == -1) 1517 if (best_at == -1)
1527 at = 0; 1518 at = 0;
1528 else 1519 else
1529 { 1520 {
1530 if (head->resist[best_at] == 100) 1521 if (head->resist[best_at] == 100)
1531 continue; 1522 continue;
1532 else 1523 else
1533 at = head->resist[best_at] / 5; 1524 at = head->resist[best_at] / 5;
1534 } 1525 }
1526
1535 at -= level / 5; 1527 at -= level / 5;
1536 if (did_make_save (head, head->level, at)) 1528 if (did_make_save (head, head->level, at))
1537 continue; 1529 continue;
1538 } 1530 }
1539 else /* spell->attacktype */ 1531 else /* spell->attacktype */
1540 { 1532 {
1541 /* 1533 /*
1542 Spell has no attacktype (charm & such), so we'll have a specific saving: 1534 Spell has no attacktype (charm & such), so we'll have a specific saving:
1543 * if spell level < monster level, no go 1535 * if spell level < monster level, no go
1544 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1536 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1545 1537
1546 The chance will then be in the range [20-70] percent, not too bad. 1538 The chance will then be in the range [20-70] percent, not too bad.
1547 1539
1548 This is required to fix the 'charm monster' abuse, where a player level 1 can 1540 This is required to fix the 'charm monster' abuse, where a player level 1 can
1549 charm a level 125 monster... 1541 charm a level 125 monster...
1550 1542
1551 Ryo, august 14th 1543 Ryo, august 14th
1552 */ 1544 */
1553 if (head->level > level) 1545 if (head->level > level)
1554 continue; 1546 continue;
1555 1547
1556 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1548 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1557 /* Failed, no effect */ 1549 /* Failed, no effect */
1558 continue; 1550 continue;
1559 } 1551 }
1560 1552
1561 /* Done with saving throw. Now start affecting the monster */ 1553 /* Done with saving throw. Now start affecting the monster */
1554 done_one = 0;
1562 1555
1563 /* aggravation */ 1556 /* aggravation */
1564 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1557 if (QUERY_FLAG (spell, FLAG_MONSTER))
1565 { 1558 {
1566 CLEAR_FLAG (head, FLAG_SLEEP); 1559 CLEAR_FLAG (head, FLAG_SLEEP);
1567 remove_friendly_object (head); 1560 remove_friendly_object (head);
1568 done_one = 1; 1561 done_one = 1;
1569 head->enemy = op; 1562 head->enemy = op;
1570 } 1563 }
1571 1564
1572 /* calm monsters */ 1565 /* calm monsters */
1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1566 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1574 { 1567 {
1575 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1568 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1576 head->enemy = NULL; 1569 head->enemy = NULL;
1577 done_one = 1; 1570 done_one = 1;
1578 } 1571 }
1579 1572
1580 /* berserk monsters */ 1573 /* berserk monsters */
1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1574 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1582 { 1575 {
1583 SET_FLAG (head, FLAG_BERSERK); 1576 SET_FLAG (head, FLAG_BERSERK);
1584 done_one = 1; 1577 done_one = 1;
1585 } 1578 }
1586 1579
1587 /* charm */ 1580 /* charm */
1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1581 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1589 { 1582 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1583 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591 1584
1592 /* Prevent uncontrolled outbreaks of self replicating monsters. 1585 /* Prevent uncontrolled outbreaks of self replicating monsters.
1593 Typical use case is charm, go somwhere, use aggravation to make hostile. 1586 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. */ 1587 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1595 CLEAR_FLAG (head, FLAG_GENERATOR); 1588 CLEAR_FLAG (head, FLAG_GENERATOR);
1596 head->set_owner (op); 1589 head->set_owner (op);
1597 set_spell_skill (op, caster, spell, head); 1590 set_spell_skill (op, caster, spell, head);
1598 add_friendly_object (head); 1591 add_friendly_object (head);
1599 head->attack_movement = PETMOVE; 1592 head->attack_movement = PETMOVE;
1600 done_one = 1; 1593 done_one = 1;
1601 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1594 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1602 head->stats.exp = 0; 1595 head->stats.exp = 0;
1603 } 1596 }
1604 1597
1605 /* If a monster was effected, put an effect in */ 1598 /* If a monster was effected, put an effect in */
1606 if (done_one && spell->other_arch) 1599 if (done_one && spell->other_arch)
1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1600 m->insert (spell->other_arch->instance (), nx, ny, op);
1608 } /* for y */ 1601 }
1609 1602
1610 return 1; 1603 return 1;
1611} 1604}
1612
1613 1605
1614/* Move_ball_spell: This handles ball type spells that just sort of wander 1606/* 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 1607 * about. was called move_ball_lightning, but since more than the ball
1616 * lightning spell used it, that seemed misnamed. 1608 * lightning spell used it, that seemed misnamed.
1617 * op is the spell effect. 1609 * op is the spell effect.
1643 for (i = 1; i < 9; i++) 1635 for (i = 1; i < 9; i++)
1644 { 1636 {
1645 /* i bit 0: alters sign of offset 1637 /* i bit 0: alters sign of offset
1646 * other bits (i / 2): absolute value of offset 1638 * other bits (i / 2): absolute value of offset
1647 */ 1639 */
1648
1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1640 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1650 int tmpdir = absdir (op->direction + offset); 1641 int tmpdir = absdir (op->direction + offset);
1651 1642
1652 nx = op->x + freearr_x[tmpdir]; 1643 nx = op->x + freearr_x[tmpdir];
1653 ny = op->y + freearr_y[tmpdir]; 1644 ny = op->y + freearr_y[tmpdir];
1655 { 1646 {
1656 dir = tmpdir; 1647 dir = tmpdir;
1657 break; 1648 break;
1658 } 1649 }
1659 } 1650 }
1651
1660 if (dir == 0) 1652 if (dir == 0)
1661 { 1653 {
1662 nx = op->x; 1654 nx = op->x;
1663 ny = op->y; 1655 ny = op->y;
1664 m = op->map; 1656 m = op->map;
1696 hit_map (op, j, op->attacktype, 1); 1688 hit_map (op, j, op->attacktype, 1);
1697 } 1689 }
1698 1690
1699 /* insert the other arch */ 1691 /* insert the other arch */
1700 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1692 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1701 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1693 m->insert (op->other_arch->instance (), hx, hy, op);
1702 } 1694 }
1703 1695
1704 /* restore to the center location and damage */ 1696 /* restore to the center location and damage */
1705 op->stats.dam = dam_save; 1697 op->stats.dam = dam_save;
1706 1698
1885 int dam, mflags; 1877 int dam, mflags;
1886 maptile *m; 1878 maptile *m;
1887 1879
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1881
1890 if (!dir) 1882 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1883 {
1895
1896 x = op->x + freearr_x[dir]; 1884 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1885 y = op->y + freearr_y[dir];
1898 m = op->map; 1886 m = op->map;
1899 1887
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1888 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1889
1902 if (mflags & P_OUT_OF_MAP) 1890 if (mflags & P_OUT_OF_MAP)
1903 { 1891 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1892 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1893 return 0;
1906 } 1894 }
1907 1895
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1896 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1897 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1898 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1899 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1900 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1901 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1902 if (target->head)
1915 target = target->head; 1903 target = target->head;
1916 1904
1917 hit_player (target, dam, op, spell->attacktype, 1); 1905 hit_player (target, dam, op, spell->attacktype, 1);
1918 return 1; /* one success only! */ 1906 return 1; /* one success only! */
1907 }
1919 } 1908 }
1920 }
1921 1909
1922 /* no live target, perhaps a wall is in the way? */ 1910 /* no live target, perhaps a wall is in the way? */
1923 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1911 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1924 { 1912 {
1925 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1926 return 0; 1914 return 0;
1915 }
1927 } 1916 }
1928 1917
1929 /* ok, looks groovy to just insert a new light on the map */ 1918 /* ok, looks groovy to just insert a new light on the map */
1930 tmp = arch_to_object (spell->other_arch); 1919 tmp = spell->other_arch->instance ();
1931 if (!tmp) 1920 if (!tmp)
1932 { 1921 {
1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1922 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1934 return 0; 1923 return 0;
1935 } 1924 }
1925
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1926 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1927
1937 if (tmp->glow_radius) 1928 if (tmp->glow_radius)
1938 { 1929 tmp->set_glow_radius (
1939 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1930 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1940 if (tmp->glow_radius > MAX_LIGHT_RADII) 1931 );
1941 tmp->glow_radius = MAX_LIGHT_RADII;
1942 }
1943 1932
1933 if (dir)
1944 m->insert (tmp, x, y, op); 1934 m->insert (tmp, x, y, op);
1935 else
1936 caster->outer_env_or_self ()->insert (tmp);
1937
1945 return 1; 1938 return 1;
1946} 1939}
1947 1940
1948/* cast_cause_disease: this spell looks along <dir> from the 1941/* cast_cause_disease: this spell looks along <dir> from the
1949 * player and infects someone. 1942 * player and infects someone.
1997 { 1990 {
1998 /* search this square for a victim */ 1991 /* search this square for a victim */
1999 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1992 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2000 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1993 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2001 { /* found a victim */ 1994 { /* found a victim */
2002 object *disease = arch_to_object (spell->other_arch); 1995 object *disease = spell->other_arch->instance ();
2003 1996
2004 disease->set_owner (op); 1997 disease->set_owner (op);
2005 set_spell_skill (op, caster, spell, disease); 1998 set_spell_skill (op, caster, spell, disease);
2006 disease->stats.exp = 0; 1999 disease->stats.exp = 0;
2007 disease->level = casting_level (caster, spell); 2000 disease->level = casting_level (caster, spell);
2057 if (infect_object (walk, disease, 1)) 2050 if (infect_object (walk, disease, 1))
2058 { 2051 {
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2052 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2060 2053
2061 disease->destroy (); /* don't need this one anymore */ 2054 disease->destroy (); /* don't need this one anymore */
2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2055 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2063 return 1; 2056 return 1;
2064 } 2057 }
2065 2058
2066 disease->destroy (); 2059 disease->destroy ();
2067 } 2060 }

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