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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 1.87 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
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 ();
541 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
542 */ 546 */
543void 547void
544move_bullet (object *op) 548move_bullet (object *op)
545{ 549{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 550#if 0
551 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
552 552
553 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
569 op->destroy (); 569 op->destroy ();
570 570
571 return; 571 return;
572 } 572 }
573 573
574 new_x = op->x + DIRX (op); 574 mapxy pos (op);
575 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 576
579 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
580 { 578 {
581 op->destroy (); 579 op->destroy ();
582 return; 580 return;
583 } 581 }
584 582
585 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))
586 { 588 {
587 if (op->other_arch) 589 if (op->other_arch)
588 explode_bullet (op); 590 explode_bullet (op);
589 else 591 else
590 op->destroy (); 592 op->destroy ();
591 593
592 return; 594 return;
593 } 595 }
594 596
595 if (!(op = m->insert (op, new_x, new_y, op))) 597 if (!(op = pos.insert (op, op)))
596 return; 598 return;
597 599
598 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
599 { 601 {
600 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
733 } 735 }
734#endif 736#endif
735 737
736 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
737 739
740 if (!op->is_on_map ())
741 return;
742
738 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
740 * degree. 745 * degree.
741 */ 746 */
742 if (op->weight) 747 if (op->weight)
748 {
743 check_spell_knockback (op); 749 check_spell_knockback (op);
744 750
745 if (op->destroyed ()) 751 if (!op->is_on_map ())
746 return; 752 return;
753 }
747 754
748 if (op->duration-- < 0) 755 if (op->duration-- < 0)
749 { 756 {
750 op->destroy (); 757 op->destroy ();
751 return; 758 return;
819 */ 826 */
820 movetype = spell->other_arch->move_type; 827 movetype = spell->other_arch->move_type;
821 828
822 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
823 { 830 {
824 sint16 x, y, d; 831 sint16 x, y;
825 832
826 /* We can't use absdir here, because it never returns 833 /* 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 834 * 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 835 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person. 836 * to hit that person.
830 */ 837 */
831 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 839
837 /* 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.
838 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
860 863
861 success = 1; 864 success = 1;
862 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 866 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
867 870
868 /* holy word stuff */ 871 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
942 945
943 object *env = op->outer_env (); 946 object *env = op->outer_env ();
944 947
945 if (op->env) 948 if (op->env)
946 { 949 {
947 if (env->map == NULL) 950 if (!env->map)
948 return; 951 return;
949 952
950 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
951 return; 954 return;
952 } 955 }
953 956
954 // 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
955 // 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
956 // as bombs can be carried. 959 // as bombs can be carried.
957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
958 { 961 {
959 op->destroy (); 962 op->destroy ();
960 return; 963 return;
961 } 964 }
962 965
999 int mflags; 1002 int mflags;
1000 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];
1001 maptile *m; 1004 maptile *m;
1002 1005
1003 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 {
1004 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))
1005 { 1015 {
1006 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.");
1007 return 0; 1017 return 0;
1018 }
1008 } 1019 }
1009 1020
1010 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1011 1022
1012 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1098 * interesting spell. 1109 * interesting spell.
1099 * 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
1100 * can't be friendly to your god. 1111 * can't be friendly to your god.
1101 */ 1112 */
1102 1113
1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1104 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1105 || (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)))
1106 { 1119 {
1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1108 return 0; 1121 return 0;
1109 } 1122 }
1110 1123
1112 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1113 else 1126 else
1114 return 0; 1127 return 0;
1115 1128
1116 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1117 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1118 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 { 1133 {
1121 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1122 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));
1123 else 1136 else
1124 { 1137 {
1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1126 return 0; 1139 return 0;
1127 } 1140 }
1179void 1192void
1180move_missile (object *op) 1193move_missile (object *op)
1181{ 1194{
1182 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1183 { 1196 {
1184 op->destroy (); 1197 op->drop_and_destroy ();
1185 return; 1198 return;
1186 } 1199 }
1187 1200
1188 mapxy pos (op); 1201 mapxy pos (op);
1189 pos.move (op->direction); 1202 pos.move (op->direction);
1241 1254
1242 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1243 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1244 tmp->stats.food = time; 1257 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius; 1259 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); 1260 tmp = insert_ob_in_ob (tmp, op);
1251 1261
1252 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1254 1264
1255 return 1; 1265 return 1;
1256} 1266}
1257 1267
1258int 1268int
1259cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1260{ 1270{
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); 1271 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); 1272 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); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1271 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1272 1276
1273 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1274 * update op's skill pointer so that exp is properly awarded. 1278 * 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 */ 1279 */
1279 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1280 if (caster == op) 1282 if (caster == op)
1281 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1282 else if (caster->skill) 1284 else if (caster->skill)
1283 op->skill = caster->skill; 1285 op->skill = caster->skill;
1284 else 1286 else
1285 op->skill = NULL; 1287 op->skill = 0;
1286 1288
1287 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1288 1290
1289 for (i = -range; i <= range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1290 { 1292 {
1291 for (j = -range; j <= range; j++) 1293 mapspace &ms = m->at (nx, ny);
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296 1294
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) 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 ())
1302 { 1298 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306 1300
1307 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1308 { 1303 {
1309 if (tmp->head) 1304 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 { 1305 {
1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318 1307
1319 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1320 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);
1321 } 1310 }
1322 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)
1323 { 1312 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 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);
1326 }
1327 } 1315 }
1328 } 1316 }
1329 } 1317 }
1330 }
1331 } 1318 }
1332 1319
1333 op->skill = skill; 1320 op->skill = skill;
1334 return 1; 1321 return 1;
1335} 1322}
1442 */ 1429 */
1443int 1430int
1444mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1445{ 1432{
1446 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1447 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1448 sint16 x, y, nx, ny;
1449 maptile *m;
1450 const char *race; 1435 const char *race;
1451 1436
1452 /* 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
1453 * doing it over and over again. 1438 * doing it over and over again.
1454 */ 1439 */
1455 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1456 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1457 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1458 1443
1459 /* 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_...
1460 * 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
1461 * won't ever match anything. 1446 * won't ever match anything.
1462 */ 1447 */
1463 if (!spell->race) 1448 if (!spell->race)
1464 race = NULL; 1449 race = NULL;
1465 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1466 race = god->slaying; 1451 race = god->slaying;
1467 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1468 race = god->race; 1453 race = god->race;
1469 else 1454 else
1470 race = spell->race; 1455 race = spell->race;
1471 1456
1472 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1473 for (y = op->y - range; y <= op->y + range; y++)
1474 { 1458 {
1475 done_one = 0; 1459 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 1460
1483 /* 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 */
1484 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1485 continue; 1463 continue;
1486 1464
1487 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1488 if (caster && caster->contr 1467 && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1490 continue; 1469 continue;
1491 1470
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1494 break; 1473 break;
1495 1474
1496 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1497 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1498 continue; 1477 continue;
1499 1478
1500 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1501 if (tmp->head)
1502 head = tmp->head; 1480 head = tmp->head_ ();
1503 else
1504 head = tmp;
1505 1481
1506 /* 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 */
1507 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1508 continue; 1484 continue;
1509 1485
1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1511 continue; 1487 continue;
1512 1488
1513 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1514 best_at = -1; 1490 best_at = -1;
1515 if (spell->attacktype) 1491 if (spell->attacktype)
1516 { 1492 {
1517 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1518 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1519 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1520 best_at = at; 1496 best_at = at;
1521 1497
1522 if (best_at == -1) 1498 if (best_at == -1)
1523 at = 0; 1499 at = 0;
1524 else 1500 else
1525 { 1501 {
1526 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1527 continue; 1503 continue;
1528 else 1504 else
1529 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1530 } 1506 }
1507
1531 at -= level / 5; 1508 at -= level / 5;
1532 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1533 continue; 1510 continue;
1534 } 1511 }
1535 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1536 { 1513 {
1537 /* 1514 /*
1538 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:
1539 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1540 * 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 ) )
1541 1518
1542 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.
1543 1520
1544 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
1545 charm a level 125 monster... 1522 charm a level 125 monster...
1546 1523
1547 Ryo, august 14th 1524 Ryo, august 14th
1548 */ 1525 */
1549 if (head->level > level) 1526 if (head->level > level)
1550 continue; 1527 continue;
1551 1528
1552 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))))
1553 /* Failed, no effect */ 1530 /* Failed, no effect */
1554 continue; 1531 continue;
1555 } 1532 }
1556 1533
1557 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1558 1536
1559 /* aggravation */ 1537 /* aggravation */
1560 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 { 1539 {
1562 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1563 remove_friendly_object (head); 1541 remove_friendly_object (head);
1564 done_one = 1; 1542 done_one = 1;
1565 head->enemy = op; 1543 head->enemy = op;
1566 } 1544 }
1567 1545
1568 /* calm monsters */ 1546 /* calm monsters */
1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 { 1548 {
1571 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1572 head->enemy = NULL; 1550 head->enemy = NULL;
1573 done_one = 1; 1551 done_one = 1;
1574 } 1552 }
1575 1553
1576 /* berserk monsters */ 1554 /* berserk monsters */
1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 { 1556 {
1579 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1580 done_one = 1; 1558 done_one = 1;
1581 } 1559 }
1582 1560
1583 /* charm */ 1561 /* charm */
1584 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))
1585 { 1563 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587 1565
1588 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1589 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.
1590 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. */
1591 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1592 head->set_owner (op); 1570 head->set_owner (op);
1593 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1594 add_friendly_object (head); 1572 add_friendly_object (head);
1595 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1596 done_one = 1; 1574 done_one = 1;
1597 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);
1598 head->stats.exp = 0; 1576 head->stats.exp = 0;
1599 } 1577 }
1600 1578
1601 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1602 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1604 } /* for y */ 1582 }
1605 1583
1606 return 1; 1584 return 1;
1607} 1585}
1608
1609 1586
1610/* 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
1611 * 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
1612 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect. 1590 * op is the spell effect.
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
1845 return 0; 1822 return 0;
1846 1823
1847 object *tmp = archetype::get (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1848 1825
1849 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1850 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. */
1851 tmp->spell = spell->other_arch->instance (); 1828 tmp->spell = spell->other_arch->instance ();
1852 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1853 1830
1854 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1855 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1881 int dam, mflags; 1858 int dam, mflags;
1882 maptile *m; 1859 maptile *m;
1883 1860
1884 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1885 1862
1886 if (!dir) 1863 if (dir)
1887 {
1888 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1889 return 0;
1890 } 1864 {
1891
1892 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1893 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1894 m = op->map; 1867 m = op->map;
1895 1868
1896 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1897 1870
1898 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1899 { 1872 {
1900 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1901 return 0; 1874 return 0;
1902 } 1875 }
1903 1876
1904 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1905 { 1878 {
1906 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)
1907 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1908 { 1881 {
1909 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1910 if (target->head) 1883 if (target->head)
1911 target = target->head; 1884 target = target->head;
1912 1885
1913 hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1914 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1915 } 1889 }
1916 }
1917 1890
1918 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1919 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)))
1920 { 1893 {
1921 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.");
1922 return 0; 1895 return 0;
1896 }
1923 } 1897 }
1924 1898
1925 /* 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 */
1926 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1927 if (!tmp) 1901 if (!tmp)
1928 { 1902 {
1929 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1930 return 0; 1904 return 0;
1931 } 1905 }
1906
1932 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1933 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1934 { 1910 tmp->set_glow_radius (
1935 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)
1936 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1937 tmp->glow_radius = MAX_LIGHT_RADII;
1938 }
1939 1913
1914 if (dir)
1940 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1941 return 1; 1919 return 1;
1942} 1920}
1943 1921
1944/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1945 * player and infects someone. 1923 * player and infects someone.
1998 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
1999 1977
2000 disease->set_owner (op); 1978 disease->set_owner (op);
2001 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2002 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2003 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2004 1982
2005 /* do level adjustments */ 1983 /* do level adjustments */
2006 if (disease->stats.wc) 1984 if (disease->stats.wc)
2007 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2008 1986

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