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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 1.62 by root, Mon Jul 14 00:04:57 2008 UTC vs.
Revision 1.85 by root, Tue Sep 1 22:40:26 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
165 sint16 x, y; 165 sint16 x, y;
166 maptile *m; 166 maptile *m;
167 167
168 if (--op->duration < 0) 168 if (--op->duration < 0)
169 { 169 {
170 op->destroy (); 170 op->drop_and_destroy ();
171 return; 171 return;
172 } 172 }
173 173
174 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
175 175
307 307
308 maptile *newmap; 308 maptile *newmap;
309 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);
310 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
311 { 311 {
312 tmp->destroy (); 312 tmp->drop_and_destroy ();
313 return 0; 313 return 0;
314 } 314 }
315 315
316 tmp->map = newmap; 316 tmp->map = newmap;
317 317
318 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)))
319 { 319 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
321 { 321 {
322 tmp->destroy (); 322 tmp->drop_and_destroy ();
323 return 0; 323 return 0;
324 } 324 }
325 325
326 tmp->x = op->x; 326 tmp->x = op->x;
327 tmp->y = op->y; 327 tmp->y = op->y;
393void 393void
394explode_bullet (object *op) 394explode_bullet (object *op)
395{ 395{
396 object *tmp, *owner; 396 object *tmp, *owner;
397 397
398 if (op->other_arch == NULL) 398 if (!op->other_arch)
399 { 399 {
400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
401 op->destroy (); 401 op->destroy ();
402 return; 402 return;
403 } 403 }
445 tmp->set_owner (op); 445 tmp->set_owner (op);
446 tmp->skill = op->skill; 446 tmp->skill = op->skill;
447 447
448 owner = op->owner; 448 owner = op->owner;
449 449
450 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))
451 { 454 {
452 op->destroy (); 455 op->destroy ();
453 return; 456 return;
454 } 457 }
455 458
521 { 524 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 526 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525 528
529 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 531 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 533 {
530 op->destroy (); 534 op->destroy ();
733 } 737 }
734#endif 738#endif
735 739
736 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
737 741
742 if (!op->is_on_map ())
743 return;
744
738 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
740 * degree. 747 * degree.
741 */ 748 */
742 if (op->weight) 749 if (op->weight)
750 {
743 check_spell_knockback (op); 751 check_spell_knockback (op);
744 752
745 if (op->destroyed ()) 753 if (!op->is_on_map ())
746 return; 754 return;
755 }
747 756
748 if (op->duration-- < 0) 757 if (op->duration-- < 0)
749 { 758 {
750 op->destroy (); 759 op->destroy ();
751 return; 760 return;
819 */ 828 */
820 movetype = spell->other_arch->move_type; 829 movetype = spell->other_arch->move_type;
821 830
822 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
823 { 832 {
824 sint16 x, y, d; 833 sint16 x, y;
825 834
826 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person. 838 * to hit that person.
830 */ 839 */
831 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 841
837 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
838 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
860 865
861 success = 1; 866 success = 1;
862 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 868 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
867 872
868 /* holy word stuff */ 873 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
942 947
943 object *env = op->outer_env (); 948 object *env = op->outer_env ();
944 949
945 if (op->env) 950 if (op->env)
946 { 951 {
947 if (env->map == NULL) 952 if (!env->map)
948 return; 953 return;
949 954
950 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
951 return; 956 return;
952 } 957 }
953 958
954 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
955 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
956 // as bombs can be carried. 961 // as bombs can be carried.
957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (op->ms ().flags () & P_SAFE)
958 { 963 {
959 op->destroy (); 964 op->destroy ();
960 return; 965 return;
961 } 966 }
962 967
999 int mflags; 1004 int mflags;
1000 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1001 maptile *m; 1006 maptile *m;
1002 1007
1003 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1004 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1005 { 1017 {
1006 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1007 return 0; 1019 return 0;
1020 }
1008 } 1021 }
1009 1022
1010 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1011 1024
1012 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1098 * interesting spell. 1111 * interesting spell.
1099 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1100 * can't be friendly to your god. 1113 * can't be friendly to your god.
1101 */ 1114 */
1102 1115
1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1104 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1105 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1106 { 1121 {
1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1108 return 0; 1123 return 0;
1109 } 1124 }
1110 1125
1112 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1113 else 1128 else
1114 return 0; 1129 return 0;
1115 1130
1116 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1117 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1118 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 { 1135 {
1121 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1122 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1123 else 1138 else
1124 { 1139 {
1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1126 return 0; 1141 return 0;
1127 } 1142 }
1179void 1194void
1180move_missile (object *op) 1195move_missile (object *op)
1181{ 1196{
1182 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1183 { 1198 {
1184 op->destroy (); 1199 op->drop_and_destroy ();
1185 return; 1200 return;
1186 } 1201 }
1187 1202
1188 mapxy pos (op); 1203 mapxy pos (op);
1189 pos.move (op->direction); 1204 pos.move (op->direction);
1241 1256
1242 object *tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1243 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1244 tmp->stats.food = time; 1259 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1248 tmp->glow_radius = MAX_LIGHT_RADII;
1249
1250 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1251 1263
1252 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1254 1266
1255 return 1; 1267 return 1;
1256} 1268}
1257 1269
1258int 1270int
1259cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1260{ 1272{
1261 int i, j, range, mflags, friendly = 0, dam, dur;
1262 sint16 sx, sy;
1263 maptile *m;
1264 object *tmp;
1265 const char *skill;
1266
1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1268 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1271 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1272 1278
1273 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1274 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1275 * We do some shortcuts here - since this is just temporary
1276 * and we'll reset the values back, we don't need to go through
1277 * the full share string/free_string route.
1278 */ 1281 */
1279 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1280 if (caster == op) 1284 if (caster == op)
1281 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1282 else if (caster->skill) 1286 else if (caster->skill)
1283 op->skill = caster->skill; 1287 op->skill = caster->skill;
1284 else 1288 else
1285 op->skill = NULL; 1289 op->skill = 0;
1286 1290
1287 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1288 1292
1289 for (i = -range; i <= range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1290 { 1294 {
1291 for (j = -range; j <= range; j++) 1295 mapspace &ms = m->at (nx, ny);
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296 1296
1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1301 if (mflags & P_IS_ALIVE) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1302 { 1300 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306 1302
1307 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1308 { 1305 {
1309 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1310 tmp = tmp->head;
1311
1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1314 { 1307 {
1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318 1309
1319 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1321 } 1312 }
1322 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1323 { 1314 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1326 }
1327 } 1317 }
1328 } 1318 }
1329 } 1319 }
1330 }
1331 } 1320 }
1332 1321
1333 op->skill = skill; 1322 op->skill = skill;
1334 return 1; 1323 return 1;
1335} 1324}
1442 */ 1431 */
1443int 1432int
1444mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1445{ 1434{
1446 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1447 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1448 sint16 x, y, nx, ny;
1449 maptile *m;
1450 const char *race; 1437 const char *race;
1451 1438
1452 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1453 * doing it over and over again. 1440 * doing it over and over again.
1454 */ 1441 */
1455 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1456 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1457 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1458 1445
1459 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1460 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1461 * won't ever match anything. 1448 * won't ever match anything.
1462 */ 1449 */
1463 if (!spell->race) 1450 if (!spell->race)
1464 race = NULL; 1451 race = NULL;
1465 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1466 race = god->slaying; 1453 race = god->slaying;
1467 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1468 race = god->race; 1455 race = god->race;
1469 else 1456 else
1470 race = spell->race; 1457 race = spell->race;
1471 1458
1472 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1473 for (y = op->y - range; y <= op->y + range; y++)
1474 { 1460 {
1475 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1476 m = op->map;
1477 nx = x;
1478 ny = y;
1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1482 1462
1483 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1484 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1485 continue; 1465 continue;
1486 1466
1487 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1488 if (caster && caster->contr 1469 && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1490 continue; 1471 continue;
1491 1472
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1494 break; 1475 break;
1495 1476
1496 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1497 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1498 continue; 1479 continue;
1499 1480
1500 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1501 if (tmp->head)
1502 head = tmp->head; 1482 head = tmp->head_ ();
1503 else
1504 head = tmp;
1505 1483
1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1507 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1508 continue; 1486 continue;
1509 1487
1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1511 continue; 1489 continue;
1512 1490
1513 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1514 best_at = -1; 1492 best_at = -1;
1515 if (spell->attacktype) 1493 if (spell->attacktype)
1516 { 1494 {
1517 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1518 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1519 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1520 best_at = at; 1498 best_at = at;
1521 1499
1522 if (best_at == -1) 1500 if (best_at == -1)
1523 at = 0; 1501 at = 0;
1524 else 1502 else
1525 { 1503 {
1526 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1527 continue; 1505 continue;
1528 else 1506 else
1529 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1530 } 1508 }
1509
1531 at -= level / 5; 1510 at -= level / 5;
1532 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1533 continue; 1512 continue;
1534 } 1513 }
1535 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1536 { 1515 {
1537 /* 1516 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541 1520
1542 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1543 1522
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster... 1524 charm a level 125 monster...
1546 1525
1547 Ryo, august 14th 1526 Ryo, august 14th
1548 */ 1527 */
1549 if (head->level > level) 1528 if (head->level > level)
1550 continue; 1529 continue;
1551 1530
1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1553 /* Failed, no effect */ 1532 /* Failed, no effect */
1554 continue; 1533 continue;
1555 } 1534 }
1556 1535
1557 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1558 1538
1559 /* aggravation */ 1539 /* aggravation */
1560 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 { 1541 {
1562 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1563 remove_friendly_object (head); 1543 remove_friendly_object (head);
1564 done_one = 1; 1544 done_one = 1;
1565 head->enemy = op; 1545 head->enemy = op;
1566 } 1546 }
1567 1547
1568 /* calm monsters */ 1548 /* calm monsters */
1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 { 1550 {
1571 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1572 head->enemy = NULL; 1552 head->enemy = NULL;
1573 done_one = 1; 1553 done_one = 1;
1574 } 1554 }
1575 1555
1576 /* berserk monsters */ 1556 /* berserk monsters */
1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 { 1558 {
1579 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1580 done_one = 1; 1560 done_one = 1;
1581 } 1561 }
1582 1562
1583 /* charm */ 1563 /* charm */
1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1585 { 1565 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587 1567
1588 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1589 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1591 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1592 head->set_owner (op); 1572 head->set_owner (op);
1593 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1594 add_friendly_object (head); 1574 add_friendly_object (head);
1595 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1596 done_one = 1; 1576 done_one = 1;
1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1598 head->stats.exp = 0; 1578 head->stats.exp = 0;
1599 } 1579 }
1600 1580
1601 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1602 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1604 } /* for y */ 1584 }
1605 1585
1606 return 1; 1586 return 1;
1607} 1587}
1608
1609 1588
1610/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1611 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1612 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect. 1592 * op is the spell effect.
1639 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1640 { 1619 {
1641 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1643 */ 1622 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1647 1625
1648 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1651 { 1629 {
1652 dir = tmpdir; 1630 dir = tmpdir;
1653 break; 1631 break;
1654 } 1632 }
1655 } 1633 }
1634
1656 if (dir == 0) 1635 if (dir == 0)
1657 { 1636 {
1658 nx = op->x; 1637 nx = op->x;
1659 ny = op->y; 1638 ny = op->y;
1660 m = op->map; 1639 m = op->map;
1739 return; 1718 return;
1740 } 1719 }
1741 1720
1742 if (!op->duration || !owner->is_on_map ()) 1721 if (!op->duration || !owner->is_on_map ())
1743 { 1722 {
1744 op->destroy (); 1723 op->drop_and_destroy ();
1745 return; 1724 return;
1746 } 1725 }
1747 1726
1748 op->duration--; 1727 op->duration--;
1749 1728
1845 return 0; 1824 return 0;
1846 1825
1847 object *tmp = archetype::get (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1848 1827
1849 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1850 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1851 tmp->spell = spell->other_arch->instance (); 1830 tmp->spell = spell->other_arch->instance ();
1852 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1853 1832
1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1855 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1881 int dam, mflags; 1860 int dam, mflags;
1882 maptile *m; 1861 maptile *m;
1883 1862
1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1885 1864
1886 if (!dir) 1865 if (dir)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1889 return 0;
1890 } 1866 {
1891
1892 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1893 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1894 m = op->map; 1869 m = op->map;
1895 1870
1896 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1897 1872
1898 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1899 { 1874 {
1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1901 return 0; 1876 return 0;
1902 } 1877 }
1903 1878
1904 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 { 1880 {
1906 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1907 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 { 1883 {
1909 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head) 1885 if (target->head)
1911 target = target->head; 1886 target = target->head;
1912 1887
1913 hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1914 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1915 } 1891 }
1916 }
1917 1892
1918 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1919 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1920 { 1895 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1922 return 0; 1897 return 0;
1898 }
1923 } 1899 }
1924 1900
1925 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1926 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1927 if (!tmp) 1903 if (!tmp)
1928 { 1904 {
1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1930 return 0; 1906 return 0;
1931 } 1907 }
1908
1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1933 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1934 { 1912 tmp->set_glow_radius (
1935 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1936 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1938 }
1939 1915
1916 if (dir)
1940 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1941 return 1; 1921 return 1;
1942} 1922}
1943 1923
1944/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1945 * player and infects someone. 1925 * player and infects someone.
1998 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
1999 1979
2000 disease->set_owner (op); 1980 disease->set_owner (op);
2001 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2002 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2003 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2004 1984
2005 /* do level adjustments */ 1985 /* do level adjustments */
2006 if (disease->stats.wc) 1986 if (disease->stats.wc)
2007 disease->stats.wc += dur_mod / 2; 1987 disease->stats.wc += dur_mod / 2;
2008 1988

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