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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 1.93 by root, Sun Nov 29 17:41:08 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 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
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);
688 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
689 * 688 *
690 *****************************************************************************/ 689 *****************************************************************************/
691 690
692/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
693void 692static void
694cone_drop (object *op) 693cone_drop (object *op)
695{ 694{
696 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = op->other_arch->instance ();
697 696
698 new_ob->level = op->level; 697 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
700 699
701 /* preserve skill ownership */ 700 /* preserve skill ownership */
737 } 736 }
738#endif 737#endif
739 738
740 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
741 740
741 if (!op->is_on_map ())
742 return;
743
742 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
743 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
744 * degree. 746 * degree.
745 */ 747 */
746 if (op->weight) 748 if (op->weight)
749 {
747 check_spell_knockback (op); 750 check_spell_knockback (op);
748 751
749 if (op->destroyed ()) 752 if (!op->is_on_map ())
750 return; 753 return;
754 }
751 755
752 if (op->duration-- < 0) 756 if (op->duration-- < 0)
753 { 757 {
754 op->destroy (); 758 op->destroy ();
755 return; 759 return;
823 */ 827 */
824 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
825 829
826 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
827 { 831 {
828 sint16 x, y, d; 832 sint16 x, y;
829 833
830 /* We can't use absdir here, because it never returns 834 /* 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 835 * 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 836 * of the trap (d==0). If it is not a rune, then we don't want
833 * to hit that person. 837 * to hit that person.
834 */ 838 */
835 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
836 while (d < 0)
837 d += 8;
838 while (d > 8)
839 d -= 8;
840 840
841 /* If it's not a rune, we don't want to blast the caster. 841 /* 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, 842 * In that case, we have to see - if dir is specified,
843 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
844 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
861 861
862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
863 continue; 863 continue;
864 864
865 success = 1; 865 success = 1;
866 tmp = arch_to_object (spell->other_arch); 866 tmp = spell->other_arch->instance ();
867 tmp->set_owner (op); 867 tmp->set_owner (op);
868 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
869 tmp->level = casting_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
870 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
871 871
946 946
947 object *env = op->outer_env (); 947 object *env = op->outer_env ();
948 948
949 if (op->env) 949 if (op->env)
950 { 950 {
951 if (env->map == NULL) 951 if (!env->map)
952 return; 952 return;
953 953
954 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
955 return; 955 return;
956 } 956 }
957 957
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // 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 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried. 960 // as bombs can be carried.
961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
962 { 962 {
963 op->destroy (); 963 op->destroy ();
964 return; 964 return;
965 } 965 }
966 966
973 for (int i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
974 { 974 {
975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
976 continue; 976 continue;
977 977
978 object *tmp = arch_to_object (at); 978 object *tmp = at->instance ();
979 tmp->direction = i; 979 tmp->direction = i;
980 tmp->range = op->range; 980 tmp->range = op->range;
981 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
982 tmp->duration = op->duration; 982 tmp->duration = op->duration;
983 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1003 int mflags; 1003 int mflags;
1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1005 maptile *m; 1005 maptile *m;
1006 1006
1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1008 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1009 { 1016 {
1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1011 return 0; 1018 return 0;
1019 }
1012 } 1020 }
1013 1021
1014 tmp = arch_to_object (spell->other_arch); 1022 tmp = spell->other_arch->instance ();
1015 1023
1016 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1018 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1019 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1039 * dir is the direction to look in. 1047 * dir is the direction to look in.
1040 * range is how far out to look. 1048 * range is how far out to look.
1041 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1042 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1043 */ 1051 */
1044object * 1052static object *
1045get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1046{ 1054{
1047 object *target; 1055 object *target;
1048 sint16 x, y; 1056 sint16 x, y;
1049 int dist, mflags; 1057 int dist, mflags;
1102 * interesting spell. 1110 * interesting spell.
1103 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1104 * can't be friendly to your god. 1112 * can't be friendly to your god.
1105 */ 1113 */
1106 1114
1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1108 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1109 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1110 { 1120 {
1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1112 return 0; 1122 return 0;
1113 } 1123 }
1114 1124
1115 if (spell->other_arch) 1125 if (spell->other_arch)
1116 effect = arch_to_object (spell->other_arch); 1126 effect = spell->other_arch->instance ();
1117 else 1127 else
1118 return 0; 1128 return 0;
1119 1129
1120 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1121 effect->level = casting_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1122 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 { 1134 {
1125 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1127 else 1137 else
1128 { 1138 {
1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1130 return 0; 1140 return 0;
1131 } 1141 }
1234 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1235 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1236 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1237 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1238 */ 1248 */
1239int 1249static int
1240make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1241{ 1251{
1242 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1243 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1244 return 0; 1254 return 0;
1245 1255
1246 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1247 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1248 tmp->stats.food = time; 1258 tmp->stats.food = time;
1249 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1250 tmp->glow_radius = radius; 1260 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); 1261 tmp = insert_ob_in_ob (tmp, op);
1255 1262
1256 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1257 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1258 1265
1259 return 1; 1266 return 1;
1260} 1267}
1261 1268
1262int 1269int
1263cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1264{ 1271{
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); 1272 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); 1273 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); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1275 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1276 1277
1277 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1278 * update op's skill pointer so that exp is properly awarded. 1279 * 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 */ 1280 */
1283 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1284 if (caster == op) 1283 if (caster == op)
1285 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1286 else if (caster->skill) 1285 else if (caster->skill)
1287 op->skill = caster->skill; 1286 op->skill = caster->skill;
1288 else 1287 else
1289 op->skill = NULL; 1288 op->skill = 0;
1290 1289
1291 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1292 1291
1293 for (i = -range; i <= range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1294 { 1293 {
1295 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1296 {
1297 m = op->map;
1298 sx = op->x + i;
1299 sy = op->y + j;
1300 1295
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) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1306 { 1299 {
1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1309 break;
1310 1301
1311 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1312 { 1304 {
1313 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1314 tmp = tmp->head;
1315
1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1318 { 1306 {
1319 if (spell_ob->subtype == SP_DESTRUCTION)
1320 {
1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322 1308
1323 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1325 } 1311 }
1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1327 { 1313 {
1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1330 }
1331 } 1316 }
1332 } 1317 }
1333 } 1318 }
1334 }
1335 } 1319 }
1336 1320
1337 op->skill = skill; 1321 op->skill = skill;
1338 return 1; 1322 return 1;
1339} 1323}
1341/*************************************************************************** 1325/***************************************************************************
1342 * 1326 *
1343 * CURSE 1327 * CURSE
1344 * 1328 *
1345 ***************************************************************************/ 1329 ***************************************************************************/
1346
1347int 1330int
1348cast_curse (object *op, object *caster, object *spell_ob, int dir) 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{ 1332{
1350 object *god = find_god (determine_god (op)); 1333 object *god = find_god (determine_god (op));
1351 object *tmp, *force; 1334 object *tmp, *force;
1429 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1430 1413
1431 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1432 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1433 tmp->update_stats (); 1416 tmp->update_stats ();
1417
1434 return 1; 1418 return 1;
1435
1436} 1419}
1437 1420
1438/********************************************************************** 1421/**********************************************************************
1439 * mood change 1422 * mood change
1440 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1446 */ 1429 */
1447int 1430int
1448mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1449{ 1432{
1450 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1451 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1452 sint16 x, y, nx, ny;
1453 maptile *m;
1454 const char *race; 1435 const char *race;
1455 1436
1456 /* 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
1457 * doing it over and over again. 1438 * doing it over and over again.
1458 */ 1439 */
1464 * 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
1465 * won't ever match anything. 1446 * won't ever match anything.
1466 */ 1447 */
1467 if (!spell->race) 1448 if (!spell->race)
1468 race = NULL; 1449 race = NULL;
1469 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1470 race = god->slaying; 1451 race = god->slaying;
1471 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1472 race = god->race; 1453 race = god->race;
1473 else 1454 else
1474 race = spell->race; 1455 race = spell->race;
1475 1456
1476 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1477 for (y = op->y - range; y <= op->y + range; y++)
1478 { 1458 {
1479 done_one = 0; 1459 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 1460
1487 /* 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 */
1488 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1489 continue; 1463 continue;
1490 1464
1491 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1492 if (caster && caster->contr 1467 && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1494 continue; 1469 continue;
1495 1470
1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1497 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1498 break; 1473 break;
1499 1474
1500 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1501 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1502 continue; 1477 continue;
1503 1478
1504 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1505 if (tmp->head)
1506 head = tmp->head; 1480 head = tmp->head_ ();
1507 else
1508 head = tmp;
1509 1481
1510 /* 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 */
1511 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1512 continue; 1484 continue;
1513 1485
1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1515 continue; 1487 continue;
1516 1488
1517 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1518 best_at = -1; 1490 best_at = -1;
1519 if (spell->attacktype) 1491 if (spell->attacktype)
1520 { 1492 {
1521 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1522 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1523 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1524 best_at = at; 1496 best_at = at;
1525 1497
1526 if (best_at == -1) 1498 if (best_at == -1)
1527 at = 0; 1499 at = 0;
1528 else 1500 else
1529 { 1501 {
1530 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1531 continue; 1503 continue;
1532 else 1504 else
1533 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1534 } 1506 }
1507
1535 at -= level / 5; 1508 at -= level / 5;
1536 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1537 continue; 1510 continue;
1538 } 1511 }
1539 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1540 { 1513 {
1541 /* 1514 /*
1542 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:
1543 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1544 * 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 ) )
1545 1518
1546 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.
1547 1520
1548 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
1549 charm a level 125 monster... 1522 charm a level 125 monster...
1550 1523
1551 Ryo, august 14th 1524 Ryo, august 14th
1552 */ 1525 */
1553 if (head->level > level) 1526 if (head->level > level)
1554 continue; 1527 continue;
1555 1528
1556 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))))
1557 /* Failed, no effect */ 1530 /* Failed, no effect */
1558 continue; 1531 continue;
1559 } 1532 }
1560 1533
1561 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1562 1536
1563 /* aggravation */ 1537 /* aggravation */
1564 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1565 { 1539 {
1566 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1567 remove_friendly_object (head); 1541 remove_friendly_object (head);
1568 done_one = 1; 1542 done_one = 1;
1569 head->enemy = op; 1543 head->enemy = op;
1570 } 1544 }
1571 1545
1572 /* calm monsters */ 1546 /* calm monsters */
1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1574 { 1548 {
1575 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1576 head->enemy = NULL; 1550 head->enemy = NULL;
1577 done_one = 1; 1551 done_one = 1;
1578 } 1552 }
1579 1553
1580 /* berserk monsters */ 1554 /* berserk monsters */
1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1582 { 1556 {
1583 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1584 done_one = 1; 1558 done_one = 1;
1585 } 1559 }
1586 1560
1587 /* charm */ 1561 /* charm */
1588 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))
1589 { 1563 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591 1565
1592 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1593 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.
1594 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. */
1595 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1596 head->set_owner (op); 1570 head->set_owner (op);
1597 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1598 add_friendly_object (head); 1572 add_friendly_object (head);
1599 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1600 done_one = 1; 1574 done_one = 1;
1601 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);
1602 head->stats.exp = 0; 1576 head->stats.exp = 0;
1603 } 1577 }
1604 1578
1605 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1606 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (spell->other_arch->instance (), nx, ny, op);
1608 } /* for y */ 1582 }
1609 1583
1610 return 1; 1584 return 1;
1611} 1585}
1612
1613 1586
1614/* 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
1615 * 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
1616 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1617 * op is the spell effect. 1590 * op is the spell effect.
1643 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1644 { 1617 {
1645 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1646 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1647 */ 1620 */
1648
1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1650 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1651 1623
1652 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1653 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1655 { 1627 {
1656 dir = tmpdir; 1628 dir = tmpdir;
1657 break; 1629 break;
1658 } 1630 }
1659 } 1631 }
1632
1660 if (dir == 0) 1633 if (dir == 0)
1661 { 1634 {
1662 nx = op->x; 1635 nx = op->x;
1663 ny = op->y; 1636 ny = op->y;
1664 m = op->map; 1637 m = op->map;
1696 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1697 } 1670 }
1698 1671
1699 /* insert the other arch */ 1672 /* insert the other arch */
1700 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 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); 1674 m->insert (op->other_arch->instance (), hx, hy, op);
1702 } 1675 }
1703 1676
1704 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1705 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1706 1679
1885 int dam, mflags; 1858 int dam, mflags;
1886 maptile *m; 1859 maptile *m;
1887 1860
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1862
1890 if (!dir) 1863 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1864 {
1895
1896 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1898 m = op->map; 1867 m = op->map;
1899 1868
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1870
1902 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1903 { 1872 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1874 return 0;
1906 } 1875 }
1907 1876
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1878 {
1910 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)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1881 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1883 if (target->head)
1915 target = target->head; 1884 target = target->head;
1916 1885
1917 hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1918 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1919 } 1889 }
1920 }
1921 1890
1922 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1923 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)))
1924 { 1893 {
1925 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.");
1926 return 0; 1895 return 0;
1896 }
1927 } 1897 }
1928 1898
1929 /* 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 */
1930 tmp = arch_to_object (spell->other_arch); 1900 tmp = spell->other_arch->instance ();
1931 if (!tmp) 1901 if (!tmp)
1932 { 1902 {
1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1934 return 0; 1904 return 0;
1935 } 1905 }
1906
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1937 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1938 { 1910 tmp->set_glow_radius (
1939 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)
1940 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1941 tmp->glow_radius = MAX_LIGHT_RADII;
1942 }
1943 1913
1914 if (dir)
1944 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1945 return 1; 1919 return 1;
1946} 1920}
1947 1921
1948/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1949 * player and infects someone. 1923 * player and infects someone.
1997 { 1971 {
1998 /* search this square for a victim */ 1972 /* search this square for a victim */
1999 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2000 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2001 { /* found a victim */ 1975 { /* found a victim */
2002 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = spell->other_arch->instance ();
2003 1977
2004 disease->set_owner (op); 1978 disease->set_owner (op);
2005 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2006 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2007 disease->level = casting_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2057 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2058 { 2032 {
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2060 2034
2061 disease->destroy (); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2036 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2063 return 1; 2037 return 1;
2064 } 2038 }
2065 2039
2066 disease->destroy (); 2040 disease->destroy ();
2067 } 2041 }

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