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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.74 by root, Sun Dec 28 07:48:44 2008 UTC vs.
Revision 1.96 by root, Sun Feb 7 04:22:33 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 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);
661 return 0; 660 return 0;
662 } 661 }
663 662
664 tmp->map = newmap; 663 tmp->map = newmap;
665 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 { 679 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
669 { 681 {
670 tmp->destroy (); 682 tmp->destroy ();
688 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
689 * 701 *
690 *****************************************************************************/ 702 *****************************************************************************/
691 703
692/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
693void 705static void
694cone_drop (object *op) 706cone_drop (object *op)
695{ 707{
696 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
697 709
698 new_ob->level = op->level; 710 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
700 712
701 /* preserve skill ownership */ 713 /* preserve skill ownership */
828 */ 840 */
829 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
830 842
831 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
832 { 844 {
833 sint16 x, y, d; 845 sint16 x, y;
834 846
835 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
836 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
837 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 850 * to hit that person.
839 */ 851 */
840 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 853
846 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
847 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
866 874
867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
868 continue; 876 continue;
869 877
870 success = 1; 878 success = 1;
871 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
872 tmp->set_owner (op); 880 tmp->set_owner (op);
873 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
874 tmp->level = casting_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
875 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
876 884
951 959
952 object *env = op->outer_env (); 960 object *env = op->outer_env ();
953 961
954 if (op->env) 962 if (op->env)
955 { 963 {
956 if (env->map == NULL) 964 if (!env->map)
957 return; 965 return;
958 966
959 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
960 return; 968 return;
961 } 969 }
962 970
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 973 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
967 { 975 {
968 op->destroy (); 976 op->destroy ();
969 return; 977 return;
970 } 978 }
971 979
978 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
979 { 987 {
980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
981 continue; 989 continue;
982 990
983 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
984 tmp->direction = i; 992 tmp->direction = i;
985 tmp->range = op->range; 993 tmp->range = op->range;
986 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
987 tmp->duration = op->duration; 995 tmp->duration = op->duration;
988 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1023 return 0; 1031 return 0;
1024 } 1032 }
1025 } 1033 }
1026 1034
1027 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1028 1036
1029 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1052 * dir is the direction to look in. 1060 * dir is the direction to look in.
1053 * range is how far out to look. 1061 * range is how far out to look.
1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1055 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1056 */ 1064 */
1057object * 1065static object *
1058get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1059{ 1067{
1060 object *target; 1068 object *target;
1061 sint16 x, y; 1069 sint16 x, y;
1062 int dist, mflags; 1070 int dist, mflags;
1115 * interesting spell. 1123 * interesting spell.
1116 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1117 * can't be friendly to your god. 1125 * can't be friendly to your god.
1118 */ 1126 */
1119 1127
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1121 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1123 { 1133 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1125 return 0; 1135 return 0;
1126 } 1136 }
1127 1137
1128 if (spell->other_arch) 1138 if (spell->other_arch)
1129 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1130 else 1140 else
1131 return 0; 1141 return 0;
1132 1142
1133 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1134 effect->level = casting_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 { 1147 {
1138 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1140 else 1150 else
1141 { 1151 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1143 return 0; 1153 return 0;
1144 } 1154 }
1247 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1248 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1249 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1250 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1251 */ 1261 */
1252int 1262static int
1253make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1254{ 1264{
1255 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1256 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1257 return 0; 1267 return 0;
1258 1268
1259 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1260 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1261 tmp->stats.food = time; 1271 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1264 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1265 1275
1266 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1268 1278
1269 return 1; 1279 return 1;
1270} 1280}
1271 1281
1272int 1282int
1290 else 1300 else
1291 op->skill = 0; 1301 op->skill = 0;
1292 1302
1293 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1294 1304
1305 dynbuf buf;
1295 unordered_mapwalk (op, -range, -range, range, range) 1306 unordered_mapwalk (buf, op, -range, -range, range, range)
1296 { 1307 {
1297 mapspace &ms = m->at (nx, ny); 1308 mapspace &ms = m->at (nx, ny);
1298 1309
1299 if (ms.flags () & P_IS_ALIVE) 1310 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 1311 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1312 {
1313 next = tmp->above;
1314
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ()) 1315 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1302 { 1316 {
1303 tmp = tmp->head_ (); 1317 tmp = tmp->head_ ();
1304 1318
1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ()) 1319 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ()))) 1320 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1307 { 1321 {
1308 if (spell_ob->subtype == SP_DESTRUCTION) 1322 if (spell_ob->subtype == SP_DESTRUCTION)
1309 { 1323 {
1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1324 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311 1325
1312 if (spell_ob->other_arch) 1326 if (spell_ob->other_arch)
1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); 1327 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1314 } 1328 }
1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100) 1329 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1316 { 1330 {
1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1331 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op); 1332 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1319 } 1333 }
1320 } 1334 }
1321 } 1335 }
1336 }
1322 } 1337 }
1323 1338
1324 op->skill = skill; 1339 op->skill = skill;
1325 return 1; 1340 return 1;
1326} 1341}
1328/*************************************************************************** 1343/***************************************************************************
1329 * 1344 *
1330 * CURSE 1345 * CURSE
1331 * 1346 *
1332 ***************************************************************************/ 1347 ***************************************************************************/
1333
1334int 1348int
1335cast_curse (object *op, object *caster, object *spell_ob, int dir) 1349cast_curse (object *op, object *caster, object *spell_ob, int dir)
1336{ 1350{
1337 object *god = find_god (determine_god (op)); 1351 object *god = find_god (determine_god (op));
1338 object *tmp, *force; 1352 object *tmp, *force;
1416 force->stats.wc = spell_ob->stats.wc; 1430 force->stats.wc = spell_ob->stats.wc;
1417 1431
1418 change_abil (tmp, force); /* Mostly to display any messages */ 1432 change_abil (tmp, force); /* Mostly to display any messages */
1419 insert_ob_in_ob (force, tmp); 1433 insert_ob_in_ob (force, tmp);
1420 tmp->update_stats (); 1434 tmp->update_stats ();
1435
1421 return 1; 1436 return 1;
1422
1423} 1437}
1424 1438
1425/********************************************************************** 1439/**********************************************************************
1426 * mood change 1440 * mood change
1427 * Arguably, this may or may not be an attack spell. But since it 1441 * Arguably, this may or may not be an attack spell. But since it
1433 */ 1447 */
1434int 1448int
1435mood_change (object *op, object *caster, object *spell) 1449mood_change (object *op, object *caster, object *spell)
1436{ 1450{
1437 object *tmp, *god, *head; 1451 object *tmp, *god, *head;
1438 int done_one, range, mflags, level, at, best_at; 1452 int done_one, range, level, at, best_at;
1439 sint16 x, y, nx, ny;
1440 maptile *m;
1441 const char *race; 1453 const char *race;
1442 1454
1443 /* We precompute some values here so that we don't have to keep 1455 /* We precompute some values here so that we don't have to keep
1444 * doing it over and over again. 1456 * doing it over and over again.
1445 */ 1457 */
1451 * so even if the player doesn't worship a god, if race=GOD_.., it 1463 * so even if the player doesn't worship a god, if race=GOD_.., it
1452 * won't ever match anything. 1464 * won't ever match anything.
1453 */ 1465 */
1454 if (!spell->race) 1466 if (!spell->race)
1455 race = NULL; 1467 race = NULL;
1456 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1468 else if (god && spell->race == shstr_GOD_SLAYING)
1457 race = god->slaying; 1469 race = god->slaying;
1458 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1470 else if (god && spell->race == shstr_GOD_FRIEND)
1459 race = god->race; 1471 race = god->race;
1460 else 1472 else
1461 race = spell->race; 1473 race = spell->race;
1462 1474
1463 for (x = op->x - range; x <= op->x + range; x++) 1475 dynbuf buf;
1464 for (y = op->y - range; y <= op->y + range; y++) 1476 unordered_mapwalk (buf, op, -range, -range, range, range)
1465 { 1477 {
1466 done_one = 0; 1478 mapspace &ms = m->at (nx, ny);
1467 m = op->map;
1468 nx = x;
1469 ny = y;
1470 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1471 if (mflags & P_OUT_OF_MAP)
1472 continue;
1473 1479
1474 /* If there is nothing living on this space, no need to go further */ 1480 /* If there is nothing living on this space, no need to go further */
1475 if (!(mflags & P_IS_ALIVE)) 1481 if (!ms.flags () & P_IS_ALIVE)
1476 continue; 1482 continue;
1477 1483
1478 // players can only affect spaces that they can actually see 1484 // players can only affect spaces that they can actually see
1479 if (caster 1485 if (caster
1480 && caster->contr 1486 && caster->contr
1481 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1487 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1482 continue; 1488 continue;
1483 1489
1484 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1490 for (tmp = ms.top; tmp; tmp = tmp->below)
1485 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1491 if (tmp->flag [FLAG_MONSTER])
1486 break; 1492 break;
1487 1493
1488 /* There can be living objects that are not monsters */ 1494 /* There can be living objects that are not monsters */
1489 if (!tmp || tmp->type == PLAYER) 1495 if (!tmp)
1490 continue; 1496 continue;
1491 1497
1492 /* Only the head has meaningful data, so resolve to that */ 1498 /* Only the head has meaningful data, so resolve to that */
1493 if (tmp->head)
1494 head = tmp->head; 1499 head = tmp->head_ ();
1495 else
1496 head = tmp;
1497 1500
1498 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1501 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1499 if (race && head->race && !strstr (race, head->race)) 1502 if (race && head->race && !strstr (race, head->race))
1500 continue; 1503 continue;
1501 1504
1502 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1505 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1503 continue; 1506 continue;
1504 1507
1505 /* Now do a bunch of stuff related to saving throws */ 1508 /* Now do a bunch of stuff related to saving throws */
1506 best_at = -1; 1509 best_at = -1;
1507 if (spell->attacktype) 1510 if (spell->attacktype)
1508 { 1511 {
1509 for (at = 0; at < NROFATTACKS; at++) 1512 for (at = 0; at < NROFATTACKS; at++)
1510 if (spell->attacktype & (1 << at)) 1513 if (spell->attacktype & (1 << at))
1511 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1514 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1512 best_at = at; 1515 best_at = at;
1513 1516
1514 if (best_at == -1) 1517 if (best_at == -1)
1515 at = 0; 1518 at = 0;
1516 else 1519 else
1517 { 1520 {
1518 if (head->resist[best_at] == 100) 1521 if (head->resist[best_at] == 100)
1519 continue; 1522 continue;
1520 else 1523 else
1521 at = head->resist[best_at] / 5; 1524 at = head->resist[best_at] / 5;
1522 } 1525 }
1526
1523 at -= level / 5; 1527 at -= level / 5;
1524 if (did_make_save (head, head->level, at)) 1528 if (did_make_save (head, head->level, at))
1525 continue; 1529 continue;
1526 } 1530 }
1527 else /* spell->attacktype */ 1531 else /* spell->attacktype */
1528 { 1532 {
1529 /* 1533 /*
1530 Spell has no attacktype (charm & such), so we'll have a specific saving: 1534 Spell has no attacktype (charm & such), so we'll have a specific saving:
1531 * if spell level < monster level, no go 1535 * if spell level < monster level, no go
1532 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1536 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1533 1537
1534 The chance will then be in the range [20-70] percent, not too bad. 1538 The chance will then be in the range [20-70] percent, not too bad.
1535 1539
1536 This is required to fix the 'charm monster' abuse, where a player level 1 can 1540 This is required to fix the 'charm monster' abuse, where a player level 1 can
1537 charm a level 125 monster... 1541 charm a level 125 monster...
1538 1542
1539 Ryo, august 14th 1543 Ryo, august 14th
1540 */ 1544 */
1541 if (head->level > level) 1545 if (head->level > level)
1542 continue; 1546 continue;
1543 1547
1544 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1548 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1545 /* Failed, no effect */ 1549 /* Failed, no effect */
1546 continue; 1550 continue;
1547 } 1551 }
1548 1552
1549 /* Done with saving throw. Now start affecting the monster */ 1553 /* Done with saving throw. Now start affecting the monster */
1554 done_one = 0;
1550 1555
1551 /* aggravation */ 1556 /* aggravation */
1552 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1557 if (QUERY_FLAG (spell, FLAG_MONSTER))
1553 { 1558 {
1554 CLEAR_FLAG (head, FLAG_SLEEP); 1559 CLEAR_FLAG (head, FLAG_SLEEP);
1555 remove_friendly_object (head); 1560 remove_friendly_object (head);
1556 done_one = 1; 1561 done_one = 1;
1557 head->enemy = op; 1562 head->enemy = op;
1558 } 1563 }
1559 1564
1560 /* calm monsters */ 1565 /* calm monsters */
1561 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1566 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1562 { 1567 {
1563 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1568 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1564 head->enemy = NULL; 1569 head->enemy = NULL;
1565 done_one = 1; 1570 done_one = 1;
1566 } 1571 }
1567 1572
1568 /* berserk monsters */ 1573 /* berserk monsters */
1569 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1574 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1570 { 1575 {
1571 SET_FLAG (head, FLAG_BERSERK); 1576 SET_FLAG (head, FLAG_BERSERK);
1572 done_one = 1; 1577 done_one = 1;
1573 } 1578 }
1574 1579
1575 /* charm */ 1580 /* charm */
1576 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1581 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1577 { 1582 {
1578 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1583 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1579 1584
1580 /* Prevent uncontrolled outbreaks of self replicating monsters. 1585 /* Prevent uncontrolled outbreaks of self replicating monsters.
1581 Typical use case is charm, go somwhere, use aggravation to make hostile. 1586 Typical use case is charm, go somwhere, use aggravation to make hostile.
1582 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1587 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1583 CLEAR_FLAG (head, FLAG_GENERATOR); 1588 CLEAR_FLAG (head, FLAG_GENERATOR);
1584 head->set_owner (op); 1589 head->set_owner (op);
1585 set_spell_skill (op, caster, spell, head); 1590 set_spell_skill (op, caster, spell, head);
1586 add_friendly_object (head); 1591 add_friendly_object (head);
1587 head->attack_movement = PETMOVE; 1592 head->attack_movement = PETMOVE;
1588 done_one = 1; 1593 done_one = 1;
1589 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1594 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1590 head->stats.exp = 0; 1595 head->stats.exp = 0;
1591 } 1596 }
1592 1597
1593 /* If a monster was effected, put an effect in */ 1598 /* If a monster was effected, put an effect in */
1594 if (done_one && spell->other_arch) 1599 if (done_one && spell->other_arch)
1595 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1600 m->insert (spell->other_arch->instance (), nx, ny, op);
1596 } /* for y */ 1601 }
1597 1602
1598 return 1; 1603 return 1;
1599} 1604}
1600 1605
1601/* Move_ball_spell: This handles ball type spells that just sort of wander 1606/* Move_ball_spell: This handles ball type spells that just sort of wander
1683 hit_map (op, j, op->attacktype, 1); 1688 hit_map (op, j, op->attacktype, 1);
1684 } 1689 }
1685 1690
1686 /* insert the other arch */ 1691 /* insert the other arch */
1687 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1692 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1688 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1693 m->insert (op->other_arch->instance (), hx, hy, op);
1689 } 1694 }
1690 1695
1691 /* restore to the center location and damage */ 1696 /* restore to the center location and damage */
1692 op->stats.dam = dam_save; 1697 op->stats.dam = dam_save;
1693 1698
1909 return 0; 1914 return 0;
1910 } 1915 }
1911 } 1916 }
1912 1917
1913 /* ok, looks groovy to just insert a new light on the map */ 1918 /* ok, looks groovy to just insert a new light on the map */
1914 tmp = arch_to_object (spell->other_arch); 1919 tmp = spell->other_arch->instance ();
1915 if (!tmp) 1920 if (!tmp)
1916 { 1921 {
1917 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1922 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1918 return 0; 1923 return 0;
1919 } 1924 }
1920 1925
1921 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1926 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1922 1927
1923 if (tmp->glow_radius) 1928 if (tmp->glow_radius)
1924 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1929 tmp->set_glow_radius (
1930 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1931 );
1925 1932
1926 if (dir) 1933 if (dir)
1927 m->insert (tmp, x, y, op); 1934 m->insert (tmp, x, y, op);
1928 else 1935 else
1929 caster->outer_env ()->insert (tmp); 1936 caster->outer_env_or_self ()->insert (tmp);
1930 1937
1931 return 1; 1938 return 1;
1932} 1939}
1933 1940
1934/* cast_cause_disease: this spell looks along <dir> from the 1941/* cast_cause_disease: this spell looks along <dir> from the
1983 { 1990 {
1984 /* search this square for a victim */ 1991 /* search this square for a victim */
1985 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1992 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1986 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1993 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
1987 { /* found a victim */ 1994 { /* found a victim */
1988 object *disease = arch_to_object (spell->other_arch); 1995 object *disease = spell->other_arch->instance ();
1989 1996
1990 disease->set_owner (op); 1997 disease->set_owner (op);
1991 set_spell_skill (op, caster, spell, disease); 1998 set_spell_skill (op, caster, spell, disease);
1992 disease->stats.exp = 0; 1999 disease->stats.exp = 0;
1993 disease->level = casting_level (caster, spell); 2000 disease->level = casting_level (caster, spell);
2043 if (infect_object (walk, disease, 1)) 2050 if (infect_object (walk, disease, 1))
2044 { 2051 {
2045 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2052 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2046 2053
2047 disease->destroy (); /* don't need this one anymore */ 2054 disease->destroy (); /* don't need this one anymore */
2048 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2055 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2049 return 1; 2056 return 1;
2050 } 2057 }
2051 2058
2052 disease->destroy (); 2059 disease->destroy ();
2053 } 2060 }

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