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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.60 by root, Sun May 18 17:52:53 2008 UTC vs.
Revision 1.88 by root, Mon Oct 12 14:00:59 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
165 sint16 x, y; 166 sint16 x, y;
166 maptile *m; 167 maptile *m;
167 168
168 if (--op->duration < 0) 169 if (--op->duration < 0)
169 { 170 {
170 op->destroy (); 171 op->drop_and_destroy ();
171 return; 172 return;
172 } 173 }
173 174
174 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
175 176
307 308
308 maptile *newmap; 309 maptile *newmap;
309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
310 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
311 { 312 {
312 tmp->destroy (); 313 tmp->drop_and_destroy ();
313 return 0; 314 return 0;
314 } 315 }
315 316
316 tmp->map = newmap; 317 tmp->map = newmap;
317 318
318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
319 { 320 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
321 { 322 {
322 tmp->destroy (); 323 tmp->drop_and_destroy ();
323 return 0; 324 return 0;
324 } 325 }
325 326
326 tmp->x = op->x; 327 tmp->x = op->x;
327 tmp->y = op->y; 328 tmp->y = op->y;
393void 394void
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 == NULL) 399 if (!op->other_arch)
399 { 400 {
400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
401 op->destroy (); 402 op->destroy ();
402 return; 403 return;
403 } 404 }
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;
449 450
450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
451 { 455 {
452 op->destroy (); 456 op->destroy ();
453 return; 457 return;
454 } 458 }
455 459
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
525 529
530 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 532 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 534 {
530 op->destroy (); 535 op->destroy ();
541 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
542 */ 547 */
543void 548void
544move_bullet (object *op) 549move_bullet (object *op)
545{ 550{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 551#if 0
551 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
552 553
553 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
569 op->destroy (); 570 op->destroy ();
570 571
571 return; 572 return;
572 } 573 }
573 574
574 new_x = op->x + DIRX (op); 575 mapxy pos (op);
575 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 577
579 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
580 { 579 {
581 op->destroy (); 580 op->destroy ();
582 return; 581 return;
583 } 582 }
584 583
585 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))
586 { 589 {
587 if (op->other_arch) 590 if (op->other_arch)
588 explode_bullet (op); 591 explode_bullet (op);
589 else 592 else
590 op->destroy (); 593 op->destroy ();
591 594
592 return; 595 return;
593 } 596 }
594 597
595 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
596 return; 599 return;
597 600
598 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
599 { 602 {
600 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
733 } 736 }
734#endif 737#endif
735 738
736 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
737 740
741 if (!op->is_on_map ())
742 return;
743
738 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
740 * degree. 746 * degree.
741 */ 747 */
742 if (op->weight) 748 if (op->weight)
749 {
743 check_spell_knockback (op); 750 check_spell_knockback (op);
744 751
745 if (op->destroyed ()) 752 if (!op->is_on_map ())
746 return; 753 return;
754 }
747 755
748 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
749 { 757 {
750 op->destroy (); 758 op->destroy ();
751 return; 759 return;
752 } 760 }
753 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
819 */ 827 */
820 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
821 829
822 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
823 { 831 {
824 sint16 x, y, d; 832 sint16 x, y;
825 833
826 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person. 837 * to hit that person.
830 */ 838 */
831 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 840
837 /* 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.
838 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
860 864
861 success = 1; 865 success = 1;
862 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 867 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
867 871
868 /* holy word stuff */ 872 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
942 946
943 object *env = op->outer_env (); 947 object *env = op->outer_env ();
944 948
945 if (op->env) 949 if (op->env)
946 { 950 {
947 if (env->map == NULL) 951 if (!env->map)
948 return; 952 return;
949 953
950 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
951 return; 955 return;
952 } 956 }
953 957
954 // 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
955 // 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
956 // as bombs can be carried. 960 // as bombs can be carried.
957 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
958 { 962 {
959 op->destroy (); 963 op->destroy ();
960 return; 964 return;
961 } 965 }
962 966
999 int mflags; 1003 int mflags;
1000 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];
1001 maptile *m; 1005 maptile *m;
1002 1006
1003 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 {
1004 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))
1005 { 1016 {
1006 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.");
1007 return 0; 1018 return 0;
1019 }
1008 } 1020 }
1009 1021
1010 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1011 1023
1012 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1098 * interesting spell. 1110 * interesting spell.
1099 * 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
1100 * can't be friendly to your god. 1112 * can't be friendly to your god.
1101 */ 1113 */
1102 1114
1103 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1104 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1105 || (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)))
1106 { 1120 {
1107 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1108 return 0; 1122 return 0;
1109 } 1123 }
1110 1124
1112 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1113 else 1127 else
1114 return 0; 1128 return 0;
1115 1129
1116 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1117 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1118 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1119 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1120 { 1134 {
1121 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1122 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));
1123 else 1137 else
1124 { 1138 {
1125 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1126 return 0; 1140 return 0;
1127 } 1141 }
1179void 1193void
1180move_missile (object *op) 1194move_missile (object *op)
1181{ 1195{
1182 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1183 { 1197 {
1184 op->destroy (); 1198 op->drop_and_destroy ();
1185 return; 1199 return;
1186 } 1200 }
1187 1201
1188 mapxy pos (op); 1202 mapxy pos (op);
1189 pos.move (op->direction); 1203 pos.move (op->direction);
1241 1255
1242 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1243 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1244 tmp->stats.food = time; 1258 tmp->stats.food = time;
1245 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1246 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1247 if (tmp->glow_radius > MAX_LIGHT_RADII)
1248 tmp->glow_radius = MAX_LIGHT_RADII;
1249
1250 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1251 1262
1252 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1253 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1254 1265
1255 return 1; 1266 return 1;
1256} 1267}
1257 1268
1258int 1269int
1259cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1260{ 1271{
1261 int i, j, range, mflags, friendly = 0, dam, dur;
1262 sint16 sx, sy;
1263 maptile *m;
1264 object *tmp;
1265 const char *skill;
1266
1267 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1268 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1269 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1270 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1271 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1272 1277
1273 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1274 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1275 * We do some shortcuts here - since this is just temporary
1276 * and we'll reset the values back, we don't need to go through
1277 * the full share string/free_string route.
1278 */ 1280 */
1279 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1280 if (caster == op) 1283 if (caster == op)
1281 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1282 else if (caster->skill) 1285 else if (caster->skill)
1283 op->skill = caster->skill; 1286 op->skill = caster->skill;
1284 else 1287 else
1285 op->skill = NULL; 1288 op->skill = 0;
1286 1289
1287 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1288 1291
1289 for (i = -range; i <= range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1290 { 1293 {
1291 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1292 {
1293 m = op->map;
1294 sx = op->x + i;
1295 sy = op->y + j;
1296 1295
1297 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1298 if (mflags & P_OUT_OF_MAP)
1299 continue;
1300
1301 if (mflags & P_IS_ALIVE) 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 ())
1302 { 1299 {
1303 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1304 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1305 break;
1306 1301
1307 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1308 { 1304 {
1309 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1310 tmp = tmp->head;
1311
1312 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1313 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1314 { 1306 {
1315 if (spell_ob->subtype == SP_DESTRUCTION)
1316 {
1317 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1318 1308
1319 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1320 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1321 } 1311 }
1322 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)
1323 { 1313 {
1324 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1325 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1326 }
1327 } 1316 }
1328 } 1317 }
1329 } 1318 }
1330 }
1331 } 1319 }
1332 1320
1333 op->skill = skill; 1321 op->skill = skill;
1334 return 1; 1322 return 1;
1335} 1323}
1442 */ 1430 */
1443int 1431int
1444mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1445{ 1433{
1446 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1447 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1448 sint16 x, y, nx, ny;
1449 maptile *m;
1450 const char *race; 1436 const char *race;
1451 1437
1452 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1453 * doing it over and over again. 1439 * doing it over and over again.
1454 */ 1440 */
1455 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1456 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1457 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1458 1444
1459 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1460 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1461 * won't ever match anything. 1447 * won't ever match anything.
1462 */ 1448 */
1463 if (!spell->race) 1449 if (!spell->race)
1464 race = NULL; 1450 race = NULL;
1465 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1466 race = god->slaying; 1452 race = god->slaying;
1467 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1468 race = god->race; 1454 race = god->race;
1469 else 1455 else
1470 race = spell->race; 1456 race = spell->race;
1471 1457
1472 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1473 for (y = op->y - range; y <= op->y + range; y++)
1474 { 1459 {
1475 done_one = 0; 1460 mapspace &ms = m->at (nx, ny);
1476 m = op->map;
1477 nx = x;
1478 ny = y;
1479 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1480 if (mflags & P_OUT_OF_MAP)
1481 continue;
1482 1461
1483 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1484 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1485 continue; 1464 continue;
1486 1465
1487 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1488 if (caster && caster->contr 1468 && caster->contr
1489 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1490 continue; 1470 continue;
1491 1471
1492 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1493 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1494 break; 1474 break;
1495 1475
1496 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1497 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1498 continue; 1478 continue;
1499 1479
1500 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1501 if (tmp->head)
1502 head = tmp->head; 1481 head = tmp->head_ ();
1503 else
1504 head = tmp;
1505 1482
1506 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1507 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1508 continue; 1485 continue;
1509 1486
1510 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1511 continue; 1488 continue;
1512 1489
1513 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1514 best_at = -1; 1491 best_at = -1;
1515 if (spell->attacktype) 1492 if (spell->attacktype)
1516 { 1493 {
1517 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1518 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1519 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1520 best_at = at; 1497 best_at = at;
1521 1498
1522 if (best_at == -1) 1499 if (best_at == -1)
1523 at = 0; 1500 at = 0;
1524 else 1501 else
1525 { 1502 {
1526 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1527 continue; 1504 continue;
1528 else 1505 else
1529 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1530 } 1507 }
1508
1531 at -= level / 5; 1509 at -= level / 5;
1532 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1533 continue; 1511 continue;
1534 } 1512 }
1535 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1536 { 1514 {
1537 /* 1515 /*
1538 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1539 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1540 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1541 1519
1542 The chance will then be in the range [20-70] percent, not too bad. 1520 The chance will then be in the range [20-70] percent, not too bad.
1543 1521
1544 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1545 charm a level 125 monster... 1523 charm a level 125 monster...
1546 1524
1547 Ryo, august 14th 1525 Ryo, august 14th
1548 */ 1526 */
1549 if (head->level > level) 1527 if (head->level > level)
1550 continue; 1528 continue;
1551 1529
1552 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1553 /* Failed, no effect */ 1531 /* Failed, no effect */
1554 continue; 1532 continue;
1555 } 1533 }
1556 1534
1557 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1558 1537
1559 /* aggravation */ 1538 /* aggravation */
1560 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1561 { 1540 {
1562 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1563 remove_friendly_object (head); 1542 remove_friendly_object (head);
1564 done_one = 1; 1543 done_one = 1;
1565 head->enemy = op; 1544 head->enemy = op;
1566 } 1545 }
1567 1546
1568 /* calm monsters */ 1547 /* calm monsters */
1569 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1570 { 1549 {
1571 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1572 head->enemy = NULL; 1551 head->enemy = NULL;
1573 done_one = 1; 1552 done_one = 1;
1574 } 1553 }
1575 1554
1576 /* berserk monsters */ 1555 /* berserk monsters */
1577 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1578 { 1557 {
1579 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1580 done_one = 1; 1559 done_one = 1;
1581 } 1560 }
1582 1561
1583 /* charm */ 1562 /* charm */
1584 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1585 { 1564 {
1586 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1587 1566
1588 /* Prevent uncontrolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1589 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 Typical use case is charm, go somwhere, use aggravation to make hostile.
1590 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1591 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1592 head->set_owner (op); 1571 head->set_owner (op);
1593 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1594 add_friendly_object (head); 1573 add_friendly_object (head);
1595 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1596 done_one = 1; 1575 done_one = 1;
1597 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1598 head->stats.exp = 0; 1577 head->stats.exp = 0;
1599 } 1578 }
1600 1579
1601 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1602 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1603 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1604 } /* for y */ 1583 }
1605 1584
1606 return 1; 1585 return 1;
1607} 1586}
1608
1609 1587
1610/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1611 * about. was called move_ball_lightning, but since more than the ball 1589 * about. was called move_ball_lightning, but since more than the ball
1612 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1613 * op is the spell effect. 1591 * op is the spell effect.
1639 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1640 { 1618 {
1641 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1642 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1643 */ 1621 */
1644
1645 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1646 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1647 1624
1648 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1649 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1651 { 1628 {
1652 dir = tmpdir; 1629 dir = tmpdir;
1653 break; 1630 break;
1654 } 1631 }
1655 } 1632 }
1633
1656 if (dir == 0) 1634 if (dir == 0)
1657 { 1635 {
1658 nx = op->x; 1636 nx = op->x;
1659 ny = op->y; 1637 ny = op->y;
1660 m = op->map; 1638 m = op->map;
1739 return; 1717 return;
1740 } 1718 }
1741 1719
1742 if (!op->duration || !owner->is_on_map ()) 1720 if (!op->duration || !owner->is_on_map ())
1743 { 1721 {
1744 op->destroy (); 1722 op->drop_and_destroy ();
1745 return; 1723 return;
1746 } 1724 }
1747 1725
1748 op->duration--; 1726 op->duration--;
1749 1727
1750 int basedir = op->direction; 1728 int basedir = op->direction;
1751 if (!basedir) 1729 if (!basedir)
1730 {
1752 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1753 basedir = (op->facing += op->state) % 8 + 1; 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1734 }
1754 1735
1755#if 0 1736#if 0
1756 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1757 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1758 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1739 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1840{ 1821{
1841 if (!spell->other_arch) 1822 if (!spell->other_arch)
1842 return 0; 1823 return 0;
1843 1824
1844 object *tmp = archetype::get (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1826
1845 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1846 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ 1828 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1847 tmp->spell = spell->other_arch->instance (); 1829 tmp->spell = spell->other_arch->instance ();
1848 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1849 1831
1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1851 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1877 int dam, mflags; 1859 int dam, mflags;
1878 maptile *m; 1860 maptile *m;
1879 1861
1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1881 1863
1882 if (!dir) 1864 if (dir)
1883 {
1884 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1885 return 0;
1886 } 1865 {
1887
1888 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1889 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1890 m = op->map; 1868 m = op->map;
1891 1869
1892 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1893 1871
1894 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1895 { 1873 {
1896 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1897 return 0; 1875 return 0;
1898 } 1876 }
1899 1877
1900 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1901 { 1879 {
1902 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1880 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1903 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1904 { 1882 {
1905 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1906 if (target->head) 1884 if (target->head)
1907 target = target->head; 1885 target = target->head;
1908 1886
1909 hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1910 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1911 } 1890 }
1912 }
1913 1891
1914 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1915 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1893 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1916 { 1894 {
1917 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1918 return 0; 1896 return 0;
1897 }
1919 } 1898 }
1920 1899
1921 /* ok, looks groovy to just insert a new light on the map */ 1900 /* ok, looks groovy to just insert a new light on the map */
1922 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1923 if (!tmp) 1902 if (!tmp)
1924 { 1903 {
1925 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1926 return 0; 1905 return 0;
1927 } 1906 }
1907
1928 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1929 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1930 { 1911 tmp->set_glow_radius (
1931 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1932 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1933 tmp->glow_radius = MAX_LIGHT_RADII;
1934 }
1935 1914
1915 if (dir)
1936 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1937 return 1; 1920 return 1;
1938} 1921}
1939 1922
1940/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1941 * player and infects someone. 1924 * player and infects someone.
1994 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
1995 1978
1996 disease->set_owner (op); 1979 disease->set_owner (op);
1997 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
1998 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
1999 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2000 1983
2001 /* do level adjustments */ 1984 /* do level adjustments */
2002 if (disease->stats.wc) 1985 if (disease->stats.wc)
2003 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2004 1987

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