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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.66 by root, Mon Sep 29 10:31:32 2008 UTC vs.
Revision 1.85 by root, Tue Sep 1 22:40:26 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
351 maptile *m = op->map; 351 maptile *m = op->map;
352 int i; 352 int i;
353 353
354 if (--op->duration < 0) 354 if (--op->duration < 0)
355 { 355 {
356 op->destroy (true); 356 op->destroy ();
357 return; 357 return;
358 } 358 }
359 359
360 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
361 361
396 object *tmp, *owner; 396 object *tmp, *owner;
397 397
398 if (!op->other_arch) 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 (true); 401 op->destroy ();
402 return; 402 return;
403 } 403 }
404 404
405 if (op->env) 405 if (op->env)
406 { 406 {
407 object *env = op->outer_env (); 407 object *env = op->outer_env ();
408 408
409 if (!env->map || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
410 { 410 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy (true); 412 op->destroy ();
413 return; 413 return;
414 } 414 }
415 415
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 } 417 }
418 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
419 { 419 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy (true); 421 op->destroy ();
422 return; 422 return;
423 } 423 }
424 424
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything 426 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this. 427 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429 { 429 {
430 op->destroy (true); 430 op->destroy ();
431 return; 431 return;
432 } 432 }
433 433
434 if (op->attacktype) 434 if (op->attacktype)
435 { 435 {
450 if ((tmp->attacktype & AT_HOLYWORD 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER) 451 || tmp->attacktype & AT_GODPOWER)
452 && owner 452 && owner
453 && !tailor_god_spell (tmp, owner)) 453 && !tailor_god_spell (tmp, owner))
454 { 454 {
455 op->destroy (true); 455 op->destroy ();
456 return; 456 return;
457 } 457 }
458 458
459 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
488 488
489 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound); 490 tmp->play_sound (tmp->sound);
491 491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (true); 493 op->destroy ();
494} 494}
495 495
496/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
497 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
498 */ 498 */
529 // TODO: can't understand the following if's 529 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
531 { 531 {
532 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
533 { 533 {
534 op->destroy (true); 534 op->destroy ();
535 return; 535 return;
536 } 536 }
537 } 537 }
538 } 538 }
539 } 539 }
568 if (--op->range <= 0) 568 if (--op->range <= 0)
569 { 569 {
570 if (op->other_arch) 570 if (op->other_arch)
571 explode_bullet (op); 571 explode_bullet (op);
572 else 572 else
573 op->destroy (true); 573 op->destroy ();
574 574
575 return; 575 return;
576 } 576 }
577 577
578 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
580 m = op->map; 580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 582
583 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
584 { 584 {
585 op->destroy (true); 585 op->destroy ();
586 return; 586 return;
587 } 587 }
588 588
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
590 { 590 {
591 if (op->other_arch) 591 if (op->other_arch)
592 explode_bullet (op); 592 explode_bullet (op);
593 else 593 else
594 op->destroy (true); 594 op->destroy ();
595 595
596 return; 596 return;
597 } 597 }
598 598
599 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = m->insert (op, new_x, new_y, op)))
655 655
656 maptile *newmap; 656 maptile *newmap;
657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
658 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
659 { 659 {
660 tmp->destroy (true); 660 tmp->destroy ();
661 return 0; 661 return 0;
662 } 662 }
663 663
664 tmp->map = newmap; 664 tmp->map = newmap;
665 665
666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 { 667 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
669 { 669 {
670 tmp->destroy (true); 670 tmp->destroy ();
671 return 0; 671 return 0;
672 } 672 }
673 673
674 tmp->x = op->x; 674 tmp->x = op->x;
675 tmp->y = op->y; 675 tmp->y = op->y;
730 * when their cone dies when they die. 730 * when their cone dies when they die.
731 */ 731 */
732 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
733 if (op->owner == NULL) 733 if (op->owner == NULL)
734 { 734 {
735 op->destroy (true); 735 op->destroy ();
736 return; 736 return;
737 } 737 }
738#endif 738#endif
739 739
740 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
741
742 if (!op->is_on_map ())
743 return;
741 744
742 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
743 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
744 * degree. 747 * degree.
745 */ 748 */
746 if (op->weight) 749 if (op->weight)
750 {
747 check_spell_knockback (op); 751 check_spell_knockback (op);
748 752
749 if (op->destroyed ()) 753 if (!op->is_on_map ())
750 return; 754 return;
755 }
751 756
752 if (op->duration-- < 0) 757 if (op->duration-- < 0)
753 { 758 {
754 op->destroy (true); 759 op->destroy ();
755 return; 760 return;
756 } 761 }
757 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
758 * any further. When the duration above expires, 763 * any further. When the duration above expires,
759 * then the object will get removed. 764 * then the object will get removed.
823 */ 828 */
824 movetype = spell->other_arch->move_type; 829 movetype = spell->other_arch->move_type;
825 830
826 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
827 { 832 {
828 sint16 x, y, d; 833 sint16 x, y;
829 834
830 /* We can't use absdir here, because it never returns 835 /* 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 836 * 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 837 * of the trap (d==0). If it is not a rune, then we don't want
833 * to hit that person. 838 * to hit that person.
834 */ 839 */
835 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
836 while (d < 0)
837 d += 8;
838 while (d > 8)
839 d -= 8;
840 841
841 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
842 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
843 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
844 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
946 947
947 object *env = op->outer_env (); 948 object *env = op->outer_env ();
948 949
949 if (op->env) 950 if (op->env)
950 { 951 {
951 if (env->map == NULL) 952 if (!env->map)
952 return; 953 return;
953 954
954 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
955 return; 956 return;
956 } 957 }
957 958
958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
959 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
960 // as bombs can be carried. 961 // as bombs can be carried.
961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (op->ms ().flags () & P_SAFE)
962 { 963 {
963 op->destroy (true); 964 op->destroy ();
964 return; 965 return;
965 } 966 }
966 967
967 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
968 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
1003 int mflags; 1004 int mflags;
1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1005 maptile *m; 1006 maptile *m;
1006 1007
1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1008 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1009 { 1017 {
1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1011 return 0; 1019 return 0;
1020 }
1012 } 1021 }
1013 1022
1014 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1015 1024
1016 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1102 * interesting spell. 1111 * interesting spell.
1103 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1104 * can't be friendly to your god. 1113 * can't be friendly to your god.
1105 */ 1114 */
1106 1115
1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1108 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1109 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1110 { 1121 {
1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1112 return 0; 1123 return 0;
1113 } 1124 }
1114 1125
1121 effect->level = casting_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1122 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 { 1135 {
1125 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1127 else 1138 else
1128 { 1139 {
1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1130 return 0; 1141 return 0;
1131 } 1142 }
1150 } 1161 }
1151 else 1162 else
1152 { 1163 {
1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1164 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1154 target->stats.hp = target->stats.maxhp * 2; 1165 target->stats.hp = target->stats.maxhp * 2;
1155 effect->destroy (true); 1166 effect->destroy ();
1156 return 0; 1167 return 0;
1157 } 1168 }
1158 } 1169 }
1159 } 1170 }
1160 else 1171 else
1192 mapxy pos (op); 1203 mapxy pos (op);
1193 pos.move (op->direction); 1204 pos.move (op->direction);
1194 1205
1195 if (!pos.normalise ()) 1206 if (!pos.normalise ())
1196 { 1207 {
1197 op->destroy (true); 1208 op->destroy ();
1198 return; 1209 return;
1199 } 1210 }
1200 1211
1201 mapspace &ms = pos.ms (); 1212 mapspace &ms = pos.ms ();
1202 1213
1204 { 1215 {
1205 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1206 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1207 * we need to remove it if someone hasn't already done so. 1218 * we need to remove it if someone hasn't already done so.
1208 */ 1219 */
1209 op->destroy (true); 1220 op->destroy ();
1210 return; 1221 return;
1211 } 1222 }
1212 1223
1213 if (!op->direction) 1224 if (!op->direction)
1214 { 1225 {
1215 op->destroy (true); 1226 op->destroy ();
1216 return; 1227 return;
1217 } 1228 }
1218 1229
1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); 1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1220 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1245 1256
1246 object *tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1247 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1248 tmp->stats.food = time; 1259 tmp->stats.food = time;
1249 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1250 tmp->glow_radius = radius; 1261 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); 1262 tmp = insert_ob_in_ob (tmp, op);
1255 1263
1256 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1257 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1258 1266
1259 return 1; 1267 return 1;
1260} 1268}
1261 1269
1262int 1270int
1263cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1264{ 1272{
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); 1273 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); 1274 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); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1275 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1276 1278
1277 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1278 * update op's skill pointer so that exp is properly awarded. 1280 * 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 */ 1281 */
1283 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1284 if (caster == op) 1284 if (caster == op)
1285 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1286 else if (caster->skill) 1286 else if (caster->skill)
1287 op->skill = caster->skill; 1287 op->skill = caster->skill;
1288 else 1288 else
1289 op->skill = NULL; 1289 op->skill = 0;
1290 1290
1291 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1292 1292
1293 for (i = -range; i <= range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1294 { 1294 {
1295 for (j = -range; j <= range; j++) 1295 mapspace &ms = m->at (nx, ny);
1296 {
1297 m = op->map;
1298 sx = op->x + i;
1299 sy = op->y + j;
1300 1296
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) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1306 { 1300 {
1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1309 break;
1310 1302
1311 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1312 { 1305 {
1313 if (tmp->head) 1306 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 { 1307 {
1319 if (spell_ob->subtype == SP_DESTRUCTION)
1320 {
1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322 1309
1323 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1325 } 1312 }
1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1327 { 1314 {
1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1330 }
1331 } 1317 }
1332 } 1318 }
1333 } 1319 }
1334 }
1335 } 1320 }
1336 1321
1337 op->skill = skill; 1322 op->skill = skill;
1338 return 1; 1323 return 1;
1339} 1324}
1446 */ 1431 */
1447int 1432int
1448mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1449{ 1434{
1450 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1451 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1452 sint16 x, y, nx, ny;
1453 maptile *m;
1454 const char *race; 1437 const char *race;
1455 1438
1456 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1457 * doing it over and over again. 1440 * doing it over and over again.
1458 */ 1441 */
1464 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1465 * won't ever match anything. 1448 * won't ever match anything.
1466 */ 1449 */
1467 if (!spell->race) 1450 if (!spell->race)
1468 race = NULL; 1451 race = NULL;
1469 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1470 race = god->slaying; 1453 race = god->slaying;
1471 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1472 race = god->race; 1455 race = god->race;
1473 else 1456 else
1474 race = spell->race; 1457 race = spell->race;
1475 1458
1476 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1477 for (y = op->y - range; y <= op->y + range; y++)
1478 { 1460 {
1479 done_one = 0; 1461 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 1462
1487 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1488 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1489 continue; 1465 continue;
1490 1466
1491 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1492 if (caster && caster->contr 1469 && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1494 continue; 1471 continue;
1495 1472
1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1497 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1498 break; 1475 break;
1499 1476
1500 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1501 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1502 continue; 1479 continue;
1503 1480
1504 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1505 if (tmp->head)
1506 head = tmp->head; 1482 head = tmp->head_ ();
1507 else
1508 head = tmp;
1509 1483
1510 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1511 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1512 continue; 1486 continue;
1513 1487
1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1515 continue; 1489 continue;
1516 1490
1517 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1518 best_at = -1; 1492 best_at = -1;
1519 if (spell->attacktype) 1493 if (spell->attacktype)
1520 { 1494 {
1521 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1522 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1523 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1524 best_at = at; 1498 best_at = at;
1525 1499
1526 if (best_at == -1) 1500 if (best_at == -1)
1527 at = 0; 1501 at = 0;
1528 else 1502 else
1529 { 1503 {
1530 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1531 continue; 1505 continue;
1532 else 1506 else
1533 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1534 } 1508 }
1509
1535 at -= level / 5; 1510 at -= level / 5;
1536 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1537 continue; 1512 continue;
1538 } 1513 }
1539 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1540 { 1515 {
1541 /* 1516 /*
1542 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1543 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1544 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1545 1520
1546 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1547 1522
1548 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1549 charm a level 125 monster... 1524 charm a level 125 monster...
1550 1525
1551 Ryo, august 14th 1526 Ryo, august 14th
1552 */ 1527 */
1553 if (head->level > level) 1528 if (head->level > level)
1554 continue; 1529 continue;
1555 1530
1556 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1557 /* Failed, no effect */ 1532 /* Failed, no effect */
1558 continue; 1533 continue;
1559 } 1534 }
1560 1535
1561 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1562 1538
1563 /* aggravation */ 1539 /* aggravation */
1564 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1565 { 1541 {
1566 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1567 remove_friendly_object (head); 1543 remove_friendly_object (head);
1568 done_one = 1; 1544 done_one = 1;
1569 head->enemy = op; 1545 head->enemy = op;
1570 } 1546 }
1571 1547
1572 /* calm monsters */ 1548 /* calm monsters */
1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1574 { 1550 {
1575 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1576 head->enemy = NULL; 1552 head->enemy = NULL;
1577 done_one = 1; 1553 done_one = 1;
1578 } 1554 }
1579 1555
1580 /* berserk monsters */ 1556 /* berserk monsters */
1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1582 { 1558 {
1583 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1584 done_one = 1; 1560 done_one = 1;
1585 } 1561 }
1586 1562
1587 /* charm */ 1563 /* charm */
1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1589 { 1565 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591 1567
1592 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1593 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1594 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1595 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1596 head->set_owner (op); 1572 head->set_owner (op);
1597 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1598 add_friendly_object (head); 1574 add_friendly_object (head);
1599 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1600 done_one = 1; 1576 done_one = 1;
1601 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1602 head->stats.exp = 0; 1578 head->stats.exp = 0;
1603 } 1579 }
1604 1580
1605 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1606 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1608 } /* for y */ 1584 }
1609 1585
1610 return 1; 1586 return 1;
1611} 1587}
1612
1613 1588
1614/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1615 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1616 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1617 * op is the spell effect. 1592 * op is the spell effect.
1643 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1644 { 1619 {
1645 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1646 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1647 */ 1622 */
1648
1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1650 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1651 1625
1652 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1653 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1655 { 1629 {
1656 dir = tmpdir; 1630 dir = tmpdir;
1657 break; 1631 break;
1658 } 1632 }
1659 } 1633 }
1634
1660 if (dir == 0) 1635 if (dir == 0)
1661 { 1636 {
1662 nx = op->x; 1637 nx = op->x;
1663 ny = op->y; 1638 ny = op->y;
1664 m = op->map; 1639 m = op->map;
1737 object *owner = op->env; 1712 object *owner = op->env;
1738 1713
1739 if (!owner) // MUST not happen, remove when true TODO 1714 if (!owner) // MUST not happen, remove when true TODO
1740 { 1715 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ()); 1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1742 op->destroy (true); 1717 op->destroy ();
1743 return; 1718 return;
1744 } 1719 }
1745 1720
1746 if (!op->duration || !owner->is_on_map ()) 1721 if (!op->duration || !owner->is_on_map ())
1747 { 1722 {
1885 int dam, mflags; 1860 int dam, mflags;
1886 maptile *m; 1861 maptile *m;
1887 1862
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1864
1890 if (!dir) 1865 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1866 {
1895
1896 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1898 m = op->map; 1869 m = op->map;
1899 1870
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1872
1902 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1903 { 1874 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1876 return 0;
1906 } 1877 }
1907 1878
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1880 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1883 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1885 if (target->head)
1915 target = target->head; 1886 target = target->head;
1916 1887
1917 hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1918 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1919 } 1891 }
1920 }
1921 1892
1922 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1923 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1924 { 1895 {
1925 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1926 return 0; 1897 return 0;
1898 }
1927 } 1899 }
1928 1900
1929 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1930 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1931 if (!tmp) 1903 if (!tmp)
1932 { 1904 {
1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1934 return 0; 1906 return 0;
1935 } 1907 }
1908
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1937 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1938 { 1912 tmp->set_glow_radius (
1939 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1940 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1941 tmp->glow_radius = MAX_LIGHT_RADII;
1942 }
1943 1915
1916 if (dir)
1944 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1945 return 1; 1921 return 1;
1946} 1922}
1947 1923
1948/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1949 * player and infects someone. 1925 * player and infects someone.
2056 2032
2057 if (infect_object (walk, disease, 1)) 2033 if (infect_object (walk, disease, 1))
2058 { 2034 {
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2035 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2060 2036
2061 disease->destroy (true); /* don't need this one anymore */ 2037 disease->destroy (); /* don't need this one anymore */
2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2038 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2063 return 1; 2039 return 1;
2064 } 2040 }
2065 2041
2066 disease->destroy (true); 2042 disease->destroy ();
2067 } 2043 }
2068 } /* if living creature */ 2044 } /* if living creature */
2069 } /* for range of spaces */ 2045 } /* for range of spaces */
2070 2046
2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2047 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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