--- deliantra/server/server/spell_attack.C 2007/08/01 00:52:38 1.46
+++ deliantra/server/server/spell_attack.C 2010/01/19 16:13:05 1.95
@@ -1,24 +1,25 @@
/*
- * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
/* This file contains all the spell attack code. Grouping this code
@@ -38,11 +39,9 @@
* but moved here so it could be applied to bolts too
* op is the spell object.
*/
-
-void
+static void
check_spell_knockback (object *op)
{
- object *tmp, *tmp2; /* object on the map */
int weight_move;
int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
@@ -57,7 +56,7 @@
/*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
}
- for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
+ for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
{
int num_sections = 1;
@@ -74,7 +73,7 @@
continue;
/* count the object's sections */
- for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more)
+ for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
num_sections++;
/* I'm not sure if it makes sense to divide by num_sections - bigger
@@ -108,11 +107,10 @@
*
***************************************************************************/
-/* Causes op to fork. op is the original bolt, tmp
+/* Causes op to fork. op is the original bolt, tmp
* is the first piece of the fork.
*/
-
-void
+static void
forklightning (object *op, object *tmp)
{
int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
@@ -153,6 +151,7 @@
new_bolt->stats.dam++;
tmp->stats.dam /= 2; /* reduce father bolt damage */
tmp->stats.dam++;
+
if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
update_turn_face (new_bolt);
}
@@ -160,7 +159,6 @@
/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
* and checks for various things that may stop it.
*/
-
void
move_bolt (object *op)
{
@@ -170,7 +168,7 @@
if (--op->duration < 0)
{
- op->destroy ();
+ op->drop_and_destroy ();
return;
}
@@ -253,10 +251,8 @@
/* New forking code. Possibly create forks of this object
* going off in other directions.
*/
- if (rndm (0, 99) < tmp->stats.Dex)
- { /* stats.Dex % of forking */
- forklightning (op, tmp);
- }
+ if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
+ forklightning (op, tmp); /* stats.Dex % of forking */
/* In this way, the object left behind sticks on the space, but
* doesn't create any bolts that continue to move onward.
@@ -283,15 +279,17 @@
if (!spob->other_arch)
return 0;
- tmp = arch_to_object (spob->other_arch);
+ tmp = spob->other_arch->instance ();
if (tmp == NULL)
return 0;
/* peterm: level dependency for bolts */
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
tmp->attacktype = spob->attacktype;
+
if (spob->slaying)
tmp->slaying = spob->slaying;
+
tmp->range = spob->range + SP_level_range_adjust (caster, spob);
tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
tmp->stats.Dex = spob->stats.Dex;
@@ -312,7 +310,7 @@
mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
if (mflags & P_OUT_OF_MAP)
{
- tmp->destroy ();
+ tmp->drop_and_destroy ();
return 0;
}
@@ -322,7 +320,7 @@
{
if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
{
- tmp->destroy ();
+ tmp->drop_and_destroy ();
return 0;
}
@@ -393,12 +391,12 @@
* poison cloud ball, etc. op is the object to
* explode.
*/
-void
+static void
explode_bullet (object *op)
{
object *tmp, *owner;
- if (op->other_arch == NULL)
+ if (!op->other_arch)
{
LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
op->destroy ();
@@ -407,8 +405,9 @@
if (op->env)
{
- object *env = object_get_env_recursive (op);
- if (env->map == NULL || out_of_map (env->map, env->x, env->y))
+ object *env = op->outer_env ();
+
+ if (!env->map || out_of_map (env->map, env->x, env->y))
{
LOG (llevError, "BUG: explode_bullet(): env out of map\n");
op->destroy ();
@@ -436,19 +435,23 @@
if (op->attacktype)
{
hit_map (op, 0, op->attacktype, 1);
+
if (op->destroyed ())
return;
}
/* other_arch contains what this explodes into */
- tmp = arch_to_object (op->other_arch);
+ tmp = op->other_arch->instance ();
tmp->set_owner (op);
tmp->skill = op->skill;
owner = op->owner;
- if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
+ if ((tmp->attacktype & AT_HOLYWORD
+ || tmp->attacktype & AT_GODPOWER)
+ && owner
+ && !tailor_god_spell (tmp, owner))
{
op->destroy ();
return;
@@ -523,6 +526,8 @@
if (QUERY_FLAG (tmp, FLAG_ALIVE))
{
dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
+
+ // TODO: can't understand the following if's
if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
{
if (!QUERY_FLAG (op, FLAG_REMOVED))
@@ -543,10 +548,6 @@
void
move_bullet (object *op)
{
- sint16 new_x, new_y;
- int mflags;
- maptile *m;
-
#if 0
/* We need a better general purpose way to do this */
@@ -571,18 +572,20 @@
return;
}
- new_x = op->x + DIRX (op);
- new_y = op->y + DIRY (op);
- m = op->map;
- mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
+ mapxy pos (op);
+ pos.move (op->direction);
- if (mflags & P_OUT_OF_MAP)
+ if (!pos.normalise ())
{
op->destroy ();
return;
}
- if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
+ mapspace &ms = pos.ms ();
+
+ ms.update ();
+
+ if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
{
if (op->other_arch)
explode_bullet (op);
@@ -592,7 +595,7 @@
return;
}
- if (!(op = m->insert (op, new_x, new_y, op)))
+ if (!(op = pos.insert (op, op)))
return;
if (reflwall (op->map, op->x, op->y, op))
@@ -621,11 +624,11 @@
if (!spob->other_arch)
return 0;
- tmp = arch_to_object (spob->other_arch);
- if (tmp == NULL)
+ tmp = spob->other_arch->instance ();
+ if (!tmp)
return 0;
- /* peterm: level dependency for bolts */
+ /* peterm: level dependency for bolts */
tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
tmp->attacktype = spob->attacktype;
if (spob->slaying)
@@ -645,8 +648,8 @@
tmp->set_owner (op);
set_spell_skill (op, caster, spob, tmp);
- tmp->x = op->x + freearr_x[dir];
- tmp->y = op->y + freearr_y[dir];
+ tmp->x = op->x + freearr_x[dir];
+ tmp->y = op->y + freearr_y[dir];
tmp->map = op->map;
maptile *newmap;
@@ -659,6 +662,19 @@
tmp->map = newmap;
+ // in case the bullet has direction 0 we explode it in place.
+ // direction 0 is possible for instance when a poison cloud trap springs.
+ if (tmp->direction == 0)
+ {
+ if (tmp->other_arch
+ && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
+ explode_bullet (tmp); // explode object will/should remove tmp
+ else
+ tmp->destroy ();
+
+ return 0;
+ }
+
if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
{
if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
@@ -686,10 +702,10 @@
*****************************************************************************/
/* drops an object based on what is in the cone's "other_arch" */
-void
+static void
cone_drop (object *op)
{
- object *new_ob = arch_to_object (op->other_arch);
+ object *new_ob = op->other_arch->instance ();
new_ob->level = op->level;
new_ob->set_owner (op->owner);
@@ -706,8 +722,6 @@
void
move_cone (object *op)
{
- int i;
-
/* if no map then hit_map will crash so just ignore object */
if (!op->map)
{
@@ -737,17 +751,22 @@
hit_map (op, 0, op->attacktype, 0);
+ if (!op->is_on_map ())
+ return;
+
/* Check to see if we should push anything.
* Spell objects with weight push whatever they encounter to some
* degree.
*/
if (op->weight)
- check_spell_knockback (op);
+ {
+ check_spell_knockback (op);
- if (op->destroyed ())
- return;
+ if (!op->is_on_map ())
+ return;
+ }
- if ((op->duration--) < 0)
+ if (op->duration-- < 0)
{
op->destroy ();
return;
@@ -762,7 +781,7 @@
return;
}
- for (i = -1; i < 2; i++)
+ for (int i = -1; i <= 1; i++)
{
sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
@@ -823,18 +842,14 @@
for (i = range_min; i <= range_max; i++)
{
- sint16 x, y, d;
+ sint16 x, y;
/* We can't use absdir here, because it never returns
- * 0. If this is a rune, we want to hit the person on top
+ * 0. If this is a rune, we want to hit the person on top
* of the trap (d==0). If it is not a rune, then we don't want
* to hit that person.
*/
- d = dir + i;
- while (d < 0)
- d += 8;
- while (d > 8)
- d -= 8;
+ int d = dir ? absdir (dir + i) : i;
/* If it's not a rune, we don't want to blast the caster.
* In that case, we have to see - if dir is specified,
@@ -861,10 +876,10 @@
continue;
success = 1;
- tmp = arch_to_object (spell->other_arch);
+ tmp = spell->other_arch->instance ();
tmp->set_owner (op);
set_spell_skill (op, caster, spell, tmp);
- tmp->level = caster_level (caster, spell);
+ tmp->level = casting_level (caster, spell);
tmp->attacktype = spell->attacktype;
/* holy word stuff */
@@ -939,22 +954,16 @@
void
animate_bomb (object *op)
{
- int i;
- object *env, *tmp;
-
if (op->state != NUM_ANIMATIONS (op) - 1)
return;
- env = object_get_env_recursive (op);
+ object *env = op->outer_env ();
if (op->env)
{
- if (env->map == NULL)
+ if (!env->map)
return;
- if (env->type == PLAYER)
- esrv_del_item (env->contr, op->count);
-
if (!(op = op->insert_at (env, op)))
return;
}
@@ -962,7 +971,7 @@
// elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
// on a safe map. I don't like this special casing, but it seems to be neccessary
// as bombs can be carried.
- if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
+ if (op->ms ().flags () & P_SAFE)
{
op->destroy ();
return;
@@ -974,12 +983,12 @@
*/
if (archetype *at = archetype::find (SPLINT))
{
- for (i = 1; i < 9; i++)
+ for (int i = 1; i < 9; i++)
{
if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
continue;
- tmp = arch_to_object (at);
+ object *tmp = at->instance ();
tmp->direction = i;
tmp->range = op->range;
tmp->stats.dam = op->stats.dam;
@@ -1003,19 +1012,27 @@
int
create_bomb (object *op, object *caster, int dir, object *spell)
{
-
object *tmp;
int mflags;
sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
maptile *m;
mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
- if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
+
+ // when creating a bomb below ourself it should always work, even
+ // when movement is blocked (somehow we got here, somehow we are here,
+ // so we should also be able to make a bomb here). (originally added
+ // to fix create bomb traps in doors, which cast with dir=0).
+ if (dir)
{
- new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
- return 0;
+ if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
+ {
+ new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
+ return 0;
+ }
}
- tmp = arch_to_object (spell->other_arch);
+
+ tmp = spell->other_arch->instance ();
/* level dependencies for bomb */
tmp->range = spell->range + SP_level_range_adjust (caster, spell);
@@ -1045,7 +1062,7 @@
* type is the type of spell - either SPELL_MANA or SPELL_GRACE.
* this info is used for blocked magic/unholy spaces.
*/
-object *
+static object *
get_pointed_target (object *op, int dir, int range, int type)
{
object *target;
@@ -1108,26 +1125,28 @@
* can't be friendly to your god.
*/
- if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL)
+ if (!target
+ || target->flag [FLAG_REFL_SPELL]
|| (!god && spell->stats.grace)
- || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race)))
+ || (god && target->title == god->name)
+ || (god && target->race.contains (god->race)))
{
new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
return 0;
}
if (spell->other_arch)
- effect = arch_to_object (spell->other_arch);
+ effect = spell->other_arch->instance ();
else
return 0;
/* tailor the effect by priest level and worshipped God */
- effect->level = caster_level (caster, spell);
+ effect->level = casting_level (caster, spell);
effect->attacktype = spell->attacktype;
if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
{
if (tailor_god_spell (effect, op))
- new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
+ new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
else
{
new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
@@ -1187,62 +1206,47 @@
void
move_missile (object *op)
{
- int i, mflags;
- object *owner;
- sint16 new_x, new_y;
- maptile *m;
-
if (op->range-- <= 0)
{
- op->destroy ();
+ op->drop_and_destroy ();
return;
}
- owner = op->owner;
-#if 0
- /* It'd make things nastier if this wasn't here - spells cast by
- * monster that are then killed would continue to survive
- */
- if (owner == NULL)
+ mapxy pos (op);
+ pos.move (op->direction);
+
+ if (!pos.normalise ())
{
op->destroy ();
return;
}
-#endif
-
- new_x = op->x + DIRX (op);
- new_y = op->y + DIRY (op);
- mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
+ mapspace &ms = pos.ms ();
- if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
+ if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
{
hit_map (op, op->direction, AT_MAGIC, 1);
/* Basically, missile only hits one thing then goes away.
* we need to remove it if someone hasn't already done so.
*/
- if (!op->destroyed ())
- op->destroy ();
-
+ op->destroy ();
return;
}
- op->remove ();
-
- if (!op->direction || (mflags & P_OUT_OF_MAP))
+ if (!op->direction)
{
op->destroy ();
return;
}
- i = spell_find_dir (m, new_x, new_y, op->owner);
+ int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
if (i > 0 && i != op->direction)
{
op->direction = i;
SET_ANIMATION (op, op->direction);
}
- m->insert (op, new_x, new_y, op);
+ pos.insert (op, op);
}
/****************************************************************************
@@ -1255,7 +1259,7 @@
* make this work for non-living objects, we would have to
* give them the capability to have an inventory. b.t.
*/
-int
+static int
make_object_glow (object *op, int radius, int time)
{
/* some things are unaffected... */
@@ -1266,14 +1270,11 @@
tmp->speed = 0.01;
tmp->stats.food = time;
SET_FLAG (tmp, FLAG_IS_USED_UP);
- tmp->glow_radius = radius;
- if (tmp->glow_radius > MAX_LIGHT_RADII)
- tmp->glow_radius = MAX_LIGHT_RADII;
-
+ tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
tmp = insert_ob_in_ob (tmp, op);
if (tmp->glow_radius > op->glow_radius)
- op->glow_radius = tmp->glow_radius;
+ op->set_glow_radius (tmp->glow_radius);
return 1;
}
@@ -1281,75 +1282,57 @@
int
cast_destruction (object *op, object *caster, object *spell_ob)
{
- int i, j, range, mflags, friendly = 0, dam, dur;
- sint16 sx, sy;
- maptile *m;
- object *tmp;
- const char *skill;
+ int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
+ int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
+ int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
- range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
- dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
- dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
- if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
- friendly = 1;
+ bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
/* destruction doesn't use another spell object, so we need
* update op's skill pointer so that exp is properly awarded.
- * We do some shortcuts here - since this is just temporary
- * and we'll reset the values back, we don't need to go through
- * the full share string/free_string route.
*/
- skill = op->skill;
+ const shstr skill = op->skill;
+
if (caster == op)
op->skill = spell_ob->skill;
else if (caster->skill)
op->skill = caster->skill;
else
- op->skill = NULL;
+ op->skill = 0;
op->change_skill (find_skill_by_name (op, op->skill));
- for (i = -range; i < range; i++)
+ unordered_mapwalk (op, -range, -range, range, range)
{
- for (j = -range; j < range; j++)
- {
- m = op->map;
- sx = op->x + i;
- sy = op->y + j;
+ mapspace &ms = m->at (nx, ny);
- mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
- if (mflags & P_OUT_OF_MAP)
- continue;
-
- if (mflags & P_IS_ALIVE)
- {
- for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
- if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
- break;
+ if (ms.flags () & P_IS_ALIVE)
+ for (object *next, *tmp = ms.bot; tmp; tmp = next)
+ {
+ next = tmp->above;
- if (tmp)
- {
- if (tmp->head)
- tmp = tmp->head;
+ if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
+ {
+ tmp = tmp->head_ ();
- if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
- (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
- {
- if (spell_ob->subtype == SP_DESTRUCTION)
- {
- hit_player (tmp, dam, op, spell_ob->attacktype, 0);
- if (spell_ob->other_arch)
- m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
- }
- else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
- {
- if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
- m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
- }
- }
- }
- }
- }
+ if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
+ || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
+ {
+ if (spell_ob->subtype == SP_DESTRUCTION)
+ {
+ hit_player (tmp, dam, op, spell_ob->attacktype, 0);
+
+ if (spell_ob->other_arch)
+ m->insert (spell_ob->other_arch->instance (), nx, ny, op);
+ }
+ else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
+ {
+ if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
+ m->insert (spell_ob->other_arch->instance (), nx, ny, op);
+ }
+ }
+ }
+ }
}
op->skill = skill;
@@ -1361,7 +1344,6 @@
* CURSE
*
***************************************************************************/
-
int
cast_curse (object *op, object *caster, object *spell_ob, int dir)
{
@@ -1375,8 +1357,10 @@
return 0;
}
+ tmp = tmp->head_ ();
+
/* If we've already got a force of this type, don't add a new one. */
- for (force = tmp->inv; force != NULL; force = force->below)
+ for (force = tmp->inv; force; force = force->below)
{
if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
{
@@ -1392,10 +1376,11 @@
}
}
- if (force == NULL)
+ if (!force)
{
force = get_archetype (FORCE_NAME);
force->subtype = FORCE_CHANGE_ABILITY;
+
if (spell_ob->race)
force->name = spell_ob->race;
else
@@ -1415,11 +1400,11 @@
new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
}
else
- {
- new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
- }
+ new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
+
return 1;
}
+
force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
force->speed = 1.f;
force->speed_left = -1.f;
@@ -1446,8 +1431,8 @@
change_abil (tmp, force); /* Mostly to display any messages */
insert_ob_in_ob (force, tmp);
tmp->update_stats ();
- return 1;
+ return 1;
}
/**********************************************************************
@@ -1463,16 +1448,14 @@
mood_change (object *op, object *caster, object *spell)
{
object *tmp, *god, *head;
- int done_one, range, mflags, level, at, best_at;
- sint16 x, y, nx, ny;
- maptile *m;
+ int done_one, range, level, at, best_at;
const char *race;
/* We precompute some values here so that we don't have to keep
* doing it over and over again.
*/
god = find_god (determine_god (op));
- level = caster_level (caster, spell);
+ level = casting_level (caster, spell);
range = spell->range + SP_level_range_adjust (caster, spell);
/* On the bright side, no monster should ever have a race of GOD_...
@@ -1481,156 +1464,149 @@
*/
if (!spell->race)
race = NULL;
- else if (god && !strcmp (spell->race, "GOD_SLAYING"))
+ else if (god && spell->race == shstr_GOD_SLAYING)
race = god->slaying;
- else if (god && !strcmp (spell->race, "GOD_FRIEND"))
+ else if (god && spell->race == shstr_GOD_FRIEND)
race = god->race;
else
race = spell->race;
- for (x = op->x - range; x <= op->x + range; x++)
- for (y = op->y - range; y <= op->y + range; y++)
- {
- done_one = 0;
- m = op->map;
- nx = x;
- ny = y;
- mflags = get_map_flags (m, &m, x, y, &nx, &ny);
- if (mflags & P_OUT_OF_MAP)
- continue;
-
- /* If there is nothing living on this space, no need to go further */
- if (!(mflags & P_IS_ALIVE))
- continue;
-
- // players can only affect spaces that they can actually see
- if (caster && caster->contr
- && caster->contr->visibility_at (m, nx, ny) < 70)
- continue;
-
- for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
- if (QUERY_FLAG (tmp, FLAG_MONSTER))
- break;
-
- /* There can be living objects that are not monsters */
- if (!tmp || tmp->type == PLAYER)
- continue;
-
- /* Only the head has meaningful data, so resolve to that */
- if (tmp->head)
- head = tmp->head;
- else
- head = tmp;
-
- /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
- if (race && head->race && !strstr (race, head->race))
- continue;
-
- if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
- continue;
-
- /* Now do a bunch of stuff related to saving throws */
- best_at = -1;
- if (spell->attacktype)
- {
- for (at = 0; at < NROFATTACKS; at++)
- if (spell->attacktype & (1 << at))
- if (best_at == -1 || head->resist[at] > head->resist[best_at])
- best_at = at;
-
- if (best_at == -1)
- at = 0;
- else
- {
- if (head->resist[best_at] == 100)
- continue;
- else
- at = head->resist[best_at] / 5;
- }
- at -= level / 5;
- if (did_make_save (head, head->level, at))
- continue;
- }
- else /* spell->attacktype */
- {
- /*
- Spell has no attacktype (charm & such), so we'll have a specific saving:
- * if spell level < monster level, no go
- * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
-
- The chance will then be in the range [20-70] percent, not too bad.
-
- This is required to fix the 'charm monster' abuse, where a player level 1 can
- charm a level 125 monster...
-
- Ryo, august 14th
- */
- if (head->level > level)
- continue;
-
- if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
- /* Failed, no effect */
- continue;
- }
+ unordered_mapwalk (op, -range, -range, range, range)
+ {
+ mapspace &ms = m->at (nx, ny);
- /* Done with saving throw. Now start affecting the monster */
+ /* If there is nothing living on this space, no need to go further */
+ if (!ms.flags () & P_IS_ALIVE)
+ continue;
- /* aggravation */
- if (QUERY_FLAG (spell, FLAG_MONSTER))
- {
- CLEAR_FLAG (head, FLAG_SLEEP);
- remove_friendly_object (head);
- done_one = 1;
- head->enemy = op;
- }
+ // players can only affect spaces that they can actually see
+ if (caster
+ && caster->contr
+ && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
+ continue;
- /* calm monsters */
- if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
- {
- SET_FLAG (head, FLAG_UNAGGRESSIVE);
- head->enemy = NULL;
- done_one = 1;
- }
+ for (tmp = ms.top; tmp; tmp = tmp->below)
+ if (tmp->flag [FLAG_MONSTER])
+ break;
- /* berserk monsters */
- if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
- {
- SET_FLAG (head, FLAG_BERSERK);
- done_one = 1;
- }
+ /* There can be living objects that are not monsters */
+ if (!tmp)
+ continue;
- /* charm */
- if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
- {
- /* Prevent uncontolled outbreaks of self replicating monsters.
- Typical use case is charm, go somwhere, use aggravation to make hostile.
- This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
- CLEAR_FLAG (head, FLAG_GENERATOR);
- head->set_owner (op);
- set_spell_skill (op, caster, spell, head);
- add_friendly_object (head);
- head->attack_movement = PETMOVE;
- done_one = 1;
- change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
- head->stats.exp = 0;
- }
+ /* Only the head has meaningful data, so resolve to that */
+ head = tmp->head_ ();
+
+ /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
+ if (race && head->race && !strstr (race, head->race))
+ continue;
+
+ if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
+ continue;
+
+ /* Now do a bunch of stuff related to saving throws */
+ best_at = -1;
+ if (spell->attacktype)
+ {
+ for (at = 0; at < NROFATTACKS; at++)
+ if (spell->attacktype & (1 << at))
+ if (best_at == -1 || head->resist[at] > head->resist[best_at])
+ best_at = at;
+
+ if (best_at == -1)
+ at = 0;
+ else
+ {
+ if (head->resist[best_at] == 100)
+ continue;
+ else
+ at = head->resist[best_at] / 5;
+ }
+
+ at -= level / 5;
+ if (did_make_save (head, head->level, at))
+ continue;
+ }
+ else /* spell->attacktype */
+ {
+ /*
+ Spell has no attacktype (charm & such), so we'll have a specific saving:
+ * if spell level < monster level, no go
+ * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
+
+ The chance will then be in the range [20-70] percent, not too bad.
+
+ This is required to fix the 'charm monster' abuse, where a player level 1 can
+ charm a level 125 monster...
+
+ Ryo, august 14th
+ */
+ if (head->level > level)
+ continue;
+
+ if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
+ /* Failed, no effect */
+ continue;
+ }
+
+ /* Done with saving throw. Now start affecting the monster */
+ done_one = 0;
- /* If a monster was effected, put an effect in */
- if (done_one && spell->other_arch)
- m->insert (arch_to_object (spell->other_arch), nx, ny, op);
- } /* for y */
+ /* aggravation */
+ if (QUERY_FLAG (spell, FLAG_MONSTER))
+ {
+ CLEAR_FLAG (head, FLAG_SLEEP);
+ remove_friendly_object (head);
+ done_one = 1;
+ head->enemy = op;
+ }
+
+ /* calm monsters */
+ if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
+ {
+ SET_FLAG (head, FLAG_UNAGGRESSIVE);
+ head->enemy = NULL;
+ done_one = 1;
+ }
+
+ /* berserk monsters */
+ if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
+ {
+ SET_FLAG (head, FLAG_BERSERK);
+ done_one = 1;
+ }
+
+ /* charm */
+ if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
+ {
+ INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
+
+ /* Prevent uncontrolled outbreaks of self replicating monsters.
+ Typical use case is charm, go somwhere, use aggravation to make hostile.
+ This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
+ CLEAR_FLAG (head, FLAG_GENERATOR);
+ head->set_owner (op);
+ set_spell_skill (op, caster, spell, head);
+ add_friendly_object (head);
+ head->attack_movement = PETMOVE;
+ done_one = 1;
+ change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
+ head->stats.exp = 0;
+ }
+
+ /* If a monster was effected, put an effect in */
+ if (done_one && spell->other_arch)
+ m->insert (spell->other_arch->instance (), nx, ny, op);
+ }
return 1;
}
-
/* Move_ball_spell: This handles ball type spells that just sort of wander
* about. was called move_ball_lightning, but since more than the ball
* lightning spell used it, that seemed misnamed.
* op is the spell effect.
* note that duration is handled by process_object() in time.c
*/
-
void
move_ball_spell (object *op)
{
@@ -1659,7 +1635,6 @@
/* i bit 0: alters sign of offset
* other bits (i / 2): absolute value of offset
*/
-
int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
int tmpdir = absdir (op->direction + offset);
@@ -1671,6 +1646,7 @@
break;
}
}
+
if (dir == 0)
{
nx = op->x;
@@ -1706,13 +1682,13 @@
{
if (j)
op->stats.dam = dam_save / 2;
- hit_map (op, j, op->attacktype, 1);
+ hit_map (op, j, op->attacktype, 1);
}
/* insert the other arch */
if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
- m->insert (arch_to_object (op->other_arch), hx, hy, op);
+ m->insert (op->other_arch->instance (), hx, hy, op);
}
/* restore to the center location and damage */
@@ -1731,15 +1707,13 @@
}
}
-
-/* move_swarm_spell: peterm
+/* move_swarm_spell: peterm
* This is an implementation of the swarm spell. It was written for
- * meteor swarm, but it could be used for any swarm. A swarm spell
+ * meteor swarm, but it could be used for any swarm. A swarm spell
* is a special type of object that casts swarms of other types
- * of spells. Which spell it casts is flexible. It fires the spells
+ * of spells. Which spell it casts is flexible. It fires the spells
* from a set of squares surrounding the caster, in a given direction.
*/
-
void
move_swarm_spell (object *op)
{
@@ -1750,23 +1724,29 @@
int adjustdir;
maptile *m;
#endif
- int basedir;
- object *owner;
+ object *owner = op->env;
- owner = op->owner;
- if (op->duration == 0 || owner == NULL)
+ if (!owner) // MUST not happen, remove when true TODO
{
+ LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
op->destroy ();
return;
}
+ if (!op->duration || !owner->is_on_map ())
+ {
+ op->drop_and_destroy ();
+ return;
+ }
+
op->duration--;
- basedir = op->direction;
- if (basedir == 0)
+ int basedir = op->direction;
+ if (!basedir)
{
/* spray in all directions! 8) */
- basedir = rndm (1, 8);
+ op->facing = (op->facing + op->state) & 7;
+ basedir = op->facing + 1;
}
#if 0
@@ -1837,13 +1817,10 @@
if (op->spell->subtype == SP_BULLET)
fire_bullet (owner, op, basedir, op->spell);
else if (op->spell->subtype == SP_MAGIC_MISSILE)
- fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell);
+ fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
}
}
-
-
-
/* fire_swarm:
* The following routine creates a swarm of objects. It actually
* sets up a specific swarm object, which then fires off all
@@ -1855,23 +1832,17 @@
* spell - the spell that is this spell.
* n: the number to be fired.
*/
-
int
fire_swarm (object *op, object *caster, object *spell, int dir)
{
- object *tmp;
- int i;
-
if (!spell->other_arch)
return 0;
- tmp = get_archetype (SWARM_SPELL);
- tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
- set_spell_skill (op, caster, spell, tmp);
-
- tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */
- tmp->spell = arch_to_object (spell->other_arch);
+ object *tmp = archetype::get (SWARM_SPELL);
+ set_spell_skill (op, caster, spell, tmp);
+ tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
+ tmp->spell = spell->other_arch->instance ();
tmp->attacktype = tmp->spell->attacktype;
if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
@@ -1879,17 +1850,20 @@
return 1;
tmp->duration = SP_level_duration_adjust (caster, spell);
- for (i = 0; i < spell->duration; i++)
+ for (int i = 0; i < spell->duration; i++)
tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
- tmp->direction = dir;
tmp->invisible = 1;
+ tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
+ tmp->direction = dir;
+ tmp->facing = rndm (1, 8); // initial firing direction
+ tmp->state = rndm (4) * 2 + 1; // direction increment
+
+ op->insert (tmp);
- tmp->insert_at (op, op);
return 1;
}
-
/* See the spells documentation file for why this is its own
* function.
*/
@@ -1903,73 +1877,71 @@
dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
- if (!dir)
+ if (dir)
{
- new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
- return 0;
- }
+ x = op->x + freearr_x[dir];
+ y = op->y + freearr_y[dir];
+ m = op->map;
- x = op->x + freearr_x[dir];
- y = op->y + freearr_y[dir];
- m = op->map;
+ mflags = get_map_flags (m, &m, x, y, &x, &y);
- mflags = get_map_flags (m, &m, x, y, &x, &y);
+ if (mflags & P_OUT_OF_MAP)
+ {
+ new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
+ return 0;
+ }
- if (mflags & P_OUT_OF_MAP)
- {
- new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
- return 0;
- }
+ if (mflags & P_IS_ALIVE && spell->attacktype)
+ {
+ for (target = GET_MAP_OB (m, x, y); target; target = target->above)
+ if (QUERY_FLAG (target, FLAG_MONSTER))
+ {
+ /* oky doky. got a target monster. Lets make a blinding attack */
+ if (target->head)
+ target = target->head;
- if (mflags & P_IS_ALIVE && spell->attacktype)
- {
- for (target = GET_MAP_OB (m, x, y); target; target = target->above)
- if (QUERY_FLAG (target, FLAG_MONSTER))
- {
- /* oky doky. got a target monster. Lets make a blinding attack */
- if (target->head)
- target = target->head;
- (void) hit_player (target, dam, op, spell->attacktype, 1);
- return 1; /* one success only! */
- }
- }
+ hit_player (target, dam, op, spell->attacktype, 1);
+ return 1; /* one success only! */
+ }
+ }
- /* no live target, perhaps a wall is in the way? */
- if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
- {
- new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
- return 0;
+ /* no live target, perhaps a wall is in the way? */
+ if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
+ {
+ new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
+ return 0;
+ }
}
/* ok, looks groovy to just insert a new light on the map */
- tmp = arch_to_object (spell->other_arch);
+ tmp = spell->other_arch->instance ();
if (!tmp)
{
LOG (llevError, "Error: spell arch for cast_light() missing.\n");
return 0;
}
+
tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
+
if (tmp->glow_radius)
- {
- tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
- if (tmp->glow_radius > MAX_LIGHT_RADII)
- tmp->glow_radius = MAX_LIGHT_RADII;
- }
+ tmp->set_glow_radius (
+ clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
+ );
+
+ if (dir)
+ m->insert (tmp, x, y, op);
+ else
+ caster->outer_env_or_self ()->insert (tmp);
- m->insert (tmp, x, y, op);
return 1;
}
-
-
-
/* cast_cause_disease: this spell looks along from the
* player and infects someone.
* op is the player/monster, caster is the object, dir is the direction
* to cast, disease_arch is the specific disease, and type is the spell number
* perhaps this should actually be in disease.c?
*/
-
int
cast_cause_disease (object *op, object *caster, object *spell, int dir)
{
@@ -1986,6 +1958,7 @@
*/
if (!dir)
dir = op->facing;
+
if (!dir)
return 0; /* won't find anything if casting on ourself, so just return */
@@ -2017,19 +1990,19 @@
for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
{ /* found a victim */
- object *disease = arch_to_object (spell->other_arch);
+ object *disease = spell->other_arch->instance ();
disease->set_owner (op);
set_spell_skill (op, caster, spell, disease);
disease->stats.exp = 0;
- disease->level = caster_level (caster, spell);
+ disease->level = casting_level (caster, spell);
/* do level adjustments */
if (disease->stats.wc)
disease->stats.wc += dur_mod / 2;
if (disease->magic > 0)
- disease->magic += dur_mod / 4;
+ disease->magic += dur_mod / 8;
if (disease->stats.maxhp > 0)
disease->stats.maxhp += dur_mod;
@@ -2077,7 +2050,7 @@
new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
disease->destroy (); /* don't need this one anymore */
- walk->map->insert (get_archetype ("detect_magic"), x, y, op);
+ walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
return 1;
}