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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.69 by root, Thu Dec 4 01:07:35 2008 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
46 47
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (!op->other_arch) 399 if (!op->other_arch)
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
545 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
546 */ 547 */
547void 548void
548move_bullet (object *op) 549move_bullet (object *op)
549{ 550{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 551#if 0
555 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
556 553
557 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
573 op->destroy (); 570 op->destroy ();
574 571
575 return; 572 return;
576 } 573 }
577 574
578 new_x = op->x + DIRX (op); 575 mapxy pos (op);
579 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582 577
583 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
584 { 579 {
585 op->destroy (); 580 op->destroy ();
586 return; 581 return;
587 } 582 }
588 583
589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
590 { 589 {
591 if (op->other_arch) 590 if (op->other_arch)
592 explode_bullet (op); 591 explode_bullet (op);
593 else 592 else
594 op->destroy (); 593 op->destroy ();
595 594
596 return; 595 return;
597 } 596 }
598 597
599 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
600 return; 599 return;
601 600
602 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
603 { 602 {
604 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
661 return 0; 660 return 0;
662 } 661 }
663 662
664 tmp->map = newmap; 663 tmp->map = newmap;
665 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
667 { 679 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
669 { 681 {
670 tmp->destroy (); 682 tmp->destroy ();
688 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
689 * 701 *
690 *****************************************************************************/ 702 *****************************************************************************/
691 703
692/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
693void 705static void
694cone_drop (object *op) 706cone_drop (object *op)
695{ 707{
696 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
697 709
698 new_ob->level = op->level; 710 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
700 712
701 /* preserve skill ownership */ 713 /* preserve skill ownership */
828 */ 840 */
829 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
830 842
831 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
832 { 844 {
833 sint16 x, y, d; 845 sint16 x, y;
834 846
835 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
836 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
837 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
838 * to hit that person. 850 * to hit that person.
839 */ 851 */
840 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
841 while (d < 0)
842 d += 8;
843 while (d > 8)
844 d -= 8;
845 853
846 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
847 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
848 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
849 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
866 874
867 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
868 continue; 876 continue;
869 877
870 success = 1; 878 success = 1;
871 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
872 tmp->set_owner (op); 880 tmp->set_owner (op);
873 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
874 tmp->level = casting_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
875 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
876 884
951 959
952 object *env = op->outer_env (); 960 object *env = op->outer_env ();
953 961
954 if (op->env) 962 if (op->env)
955 { 963 {
956 if (env->map == NULL) 964 if (!env->map)
957 return; 965 return;
958 966
959 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
960 return; 968 return;
961 } 969 }
962 970
963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
964 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
965 // as bombs can be carried. 973 // as bombs can be carried.
966 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
967 { 975 {
968 op->destroy (); 976 op->destroy ();
969 return; 977 return;
970 } 978 }
971 979
978 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
979 { 987 {
980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
981 continue; 989 continue;
982 990
983 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
984 tmp->direction = i; 992 tmp->direction = i;
985 tmp->range = op->range; 993 tmp->range = op->range;
986 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
987 tmp->duration = op->duration; 995 tmp->duration = op->duration;
988 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1008 int mflags; 1016 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1018 maptile *m;
1011 1019
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1029 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1031 return 0;
1032 }
1017 } 1033 }
1018 1034
1019 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1020 1036
1021 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1044 * dir is the direction to look in. 1060 * dir is the direction to look in.
1045 * range is how far out to look. 1061 * range is how far out to look.
1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1047 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1048 */ 1064 */
1049object * 1065static object *
1050get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1051{ 1067{
1052 object *target; 1068 object *target;
1053 sint16 x, y; 1069 sint16 x, y;
1054 int dist, mflags; 1070 int dist, mflags;
1107 * interesting spell. 1123 * interesting spell.
1108 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1109 * can't be friendly to your god. 1125 * can't be friendly to your god.
1110 */ 1126 */
1111 1127
1112 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1113 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1114 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1115 { 1133 {
1116 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1117 return 0; 1135 return 0;
1118 } 1136 }
1119 1137
1120 if (spell->other_arch) 1138 if (spell->other_arch)
1121 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1122 else 1140 else
1123 return 0; 1141 return 0;
1124 1142
1125 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1126 effect->level = casting_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1127 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1129 { 1147 {
1130 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1132 else 1150 else
1133 { 1151 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1135 return 0; 1153 return 0;
1136 } 1154 }
1239 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1240 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1241 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1242 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1243 */ 1261 */
1244int 1262static int
1245make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1246{ 1264{
1247 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1248 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1249 return 0; 1267 return 0;
1250 1268
1251 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1252 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1253 tmp->stats.food = time; 1271 tmp->stats.food = time;
1254 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1255 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1256 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1257 1275
1258 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1259 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1260 1278
1261 return 1; 1279 return 1;
1262} 1280}
1263 1281
1264int 1282int
1265cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1266{ 1284{
1267 int i, j, range, mflags, friendly = 0, dam, dur;
1268 sint16 sx, sy;
1269 maptile *m;
1270 object *tmp;
1271 const char *skill;
1272
1273 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1274 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1275 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1276 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1277 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278 1290
1279 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1280 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1281 * We do some shortcuts here - since this is just temporary
1282 * and we'll reset the values back, we don't need to go through
1283 * the full share string/free_string route.
1284 */ 1293 */
1285 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1286 if (caster == op) 1296 if (caster == op)
1287 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1288 else if (caster->skill) 1298 else if (caster->skill)
1289 op->skill = caster->skill; 1299 op->skill = caster->skill;
1290 else 1300 else
1291 op->skill = NULL; 1301 op->skill = 0;
1292 1302
1293 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1294 1304
1295 for (i = -range; i <= range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1296 { 1306 {
1297 for (j = -range; j <= range; j++) 1307 mapspace &ms = m->at (nx, ny);
1298 {
1299 m = op->map;
1300 sx = op->x + i;
1301 sy = op->y + j;
1302 1308
1303 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1304 if (mflags & P_OUT_OF_MAP)
1305 continue;
1306
1307 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1308 { 1311 {
1309 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1310 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1311 break;
1312 1313
1313 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1314 { 1315 {
1315 if (tmp->head)
1316 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1317 1317
1318 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1319 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1320 { 1320 {
1321 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1322 { 1322 {
1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324 1324
1325 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1326 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1327 } 1327 }
1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1329 { 1329 {
1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1331 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1332 } 1332 }
1333 } 1333 }
1334 } 1334 }
1335 } 1335 }
1336 }
1337 } 1336 }
1338 1337
1339 op->skill = skill; 1338 op->skill = skill;
1340 return 1; 1339 return 1;
1341} 1340}
1343/*************************************************************************** 1342/***************************************************************************
1344 * 1343 *
1345 * CURSE 1344 * CURSE
1346 * 1345 *
1347 ***************************************************************************/ 1346 ***************************************************************************/
1348
1349int 1347int
1350cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1351{ 1349{
1352 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1353 object *tmp, *force; 1351 object *tmp, *force;
1431 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1432 1430
1433 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1434 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1435 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1436 return 1; 1435 return 1;
1437
1438} 1436}
1439 1437
1440/********************************************************************** 1438/**********************************************************************
1441 * mood change 1439 * mood change
1442 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1448 */ 1446 */
1449int 1447int
1450mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1451{ 1449{
1452 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1453 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1454 sint16 x, y, nx, ny;
1455 maptile *m;
1456 const char *race; 1452 const char *race;
1457 1453
1458 /* We precompute some values here so that we don't have to keep 1454 /* We precompute some values here so that we don't have to keep
1459 * doing it over and over again. 1455 * doing it over and over again.
1460 */ 1456 */
1466 * so even if the player doesn't worship a god, if race=GOD_.., it 1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1467 * won't ever match anything. 1463 * won't ever match anything.
1468 */ 1464 */
1469 if (!spell->race) 1465 if (!spell->race)
1470 race = NULL; 1466 race = NULL;
1471 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1472 race = god->slaying; 1468 race = god->slaying;
1473 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1474 race = god->race; 1470 race = god->race;
1475 else 1471 else
1476 race = spell->race; 1472 race = spell->race;
1477 1473
1478 for (x = op->x - range; x <= op->x + range; x++) 1474 unordered_mapwalk (op, -range, -range, range, range)
1479 for (y = op->y - range; y <= op->y + range; y++)
1480 { 1475 {
1481 done_one = 0; 1476 mapspace &ms = m->at (nx, ny);
1482 m = op->map;
1483 nx = x;
1484 ny = y;
1485 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1486 if (mflags & P_OUT_OF_MAP)
1487 continue;
1488 1477
1489 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1490 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1491 continue; 1480 continue;
1492 1481
1493 // players can only affect spaces that they can actually see 1482 // players can only affect spaces that they can actually see
1483 if (caster
1494 if (caster && caster->contr 1484 && caster->contr
1495 && caster->contr->visibility_at (m, nx, ny) < 70) 1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1496 continue; 1486 continue;
1497 1487
1498 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1499 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1489 if (tmp->flag [FLAG_MONSTER])
1500 break; 1490 break;
1501 1491
1502 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1503 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1504 continue; 1494 continue;
1505 1495
1506 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1507 if (tmp->head)
1508 head = tmp->head; 1497 head = tmp->head_ ();
1509 else
1510 head = tmp;
1511 1498
1512 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1513 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1514 continue; 1501 continue;
1515 1502
1516 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1517 continue; 1504 continue;
1518 1505
1519 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1520 best_at = -1; 1507 best_at = -1;
1521 if (spell->attacktype) 1508 if (spell->attacktype)
1522 { 1509 {
1523 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1524 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1525 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1526 best_at = at; 1513 best_at = at;
1527 1514
1528 if (best_at == -1) 1515 if (best_at == -1)
1529 at = 0; 1516 at = 0;
1530 else 1517 else
1531 { 1518 {
1532 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1533 continue; 1520 continue;
1534 else 1521 else
1535 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1536 } 1523 }
1524
1537 at -= level / 5; 1525 at -= level / 5;
1538 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1539 continue; 1527 continue;
1540 } 1528 }
1541 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1542 { 1530 {
1543 /* 1531 /*
1544 Spell has no attacktype (charm & such), so we'll have a specific saving: 1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1545 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1546 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1547 1535
1548 The chance will then be in the range [20-70] percent, not too bad. 1536 The chance will then be in the range [20-70] percent, not too bad.
1549 1537
1550 This is required to fix the 'charm monster' abuse, where a player level 1 can 1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1551 charm a level 125 monster... 1539 charm a level 125 monster...
1552 1540
1553 Ryo, august 14th 1541 Ryo, august 14th
1554 */ 1542 */
1555 if (head->level > level) 1543 if (head->level > level)
1556 continue; 1544 continue;
1557 1545
1558 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1559 /* Failed, no effect */ 1547 /* Failed, no effect */
1560 continue; 1548 continue;
1561 } 1549 }
1562 1550
1563 /* Done with saving throw. Now start affecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1564 1553
1565 /* aggravation */ 1554 /* aggravation */
1566 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1567 { 1556 {
1568 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1569 remove_friendly_object (head); 1558 remove_friendly_object (head);
1570 done_one = 1; 1559 done_one = 1;
1571 head->enemy = op; 1560 head->enemy = op;
1572 } 1561 }
1573 1562
1574 /* calm monsters */ 1563 /* calm monsters */
1575 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1576 { 1565 {
1577 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1578 head->enemy = NULL; 1567 head->enemy = NULL;
1579 done_one = 1; 1568 done_one = 1;
1580 } 1569 }
1581 1570
1582 /* berserk monsters */ 1571 /* berserk monsters */
1583 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1584 { 1573 {
1585 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1586 done_one = 1; 1575 done_one = 1;
1587 } 1576 }
1588 1577
1589 /* charm */ 1578 /* charm */
1590 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1591 { 1580 {
1592 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1593 1582
1594 /* Prevent uncontrolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1595 Typical use case is charm, go somwhere, use aggravation to make hostile. 1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1596 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1597 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1598 head->set_owner (op); 1587 head->set_owner (op);
1599 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1600 add_friendly_object (head); 1589 add_friendly_object (head);
1601 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1602 done_one = 1; 1591 done_one = 1;
1603 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1604 head->stats.exp = 0; 1593 head->stats.exp = 0;
1605 } 1594 }
1606 1595
1607 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1608 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1609 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1610 } /* for y */ 1599 }
1611 1600
1612 return 1; 1601 return 1;
1613} 1602}
1614
1615 1603
1616/* Move_ball_spell: This handles ball type spells that just sort of wander 1604/* Move_ball_spell: This handles ball type spells that just sort of wander
1617 * about. was called move_ball_lightning, but since more than the ball 1605 * about. was called move_ball_lightning, but since more than the ball
1618 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1619 * op is the spell effect. 1607 * op is the spell effect.
1645 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1646 { 1634 {
1647 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1648 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1649 */ 1637 */
1650
1651 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1652 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1653 1640
1654 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1655 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1657 { 1644 {
1658 dir = tmpdir; 1645 dir = tmpdir;
1659 break; 1646 break;
1660 } 1647 }
1661 } 1648 }
1649
1662 if (dir == 0) 1650 if (dir == 0)
1663 { 1651 {
1664 nx = op->x; 1652 nx = op->x;
1665 ny = op->y; 1653 ny = op->y;
1666 m = op->map; 1654 m = op->map;
1698 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1699 } 1687 }
1700 1688
1701 /* insert the other arch */ 1689 /* insert the other arch */
1702 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1690 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1703 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1704 } 1692 }
1705 1693
1706 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1707 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1708 1696
1924 return 0; 1912 return 0;
1925 } 1913 }
1926 } 1914 }
1927 1915
1928 /* ok, looks groovy to just insert a new light on the map */ 1916 /* ok, looks groovy to just insert a new light on the map */
1929 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1930 if (!tmp) 1918 if (!tmp)
1931 { 1919 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1921 return 0;
1934 } 1922 }
1935 1923
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1937 1925
1938 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1939 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)); 1927 tmp->set_glow_radius (
1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1929 );
1940 1930
1941 if (dir) 1931 if (dir)
1942 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1943 else 1933 else
1944 caster->outer_env ()->insert (tmp); 1934 caster->outer_env_or_self ()->insert (tmp);
1945 1935
1946 return 1; 1936 return 1;
1947} 1937}
1948 1938
1949/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1998 { 1988 {
1999 /* search this square for a victim */ 1989 /* search this square for a victim */
2000 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2001 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2002 { /* found a victim */ 1992 { /* found a victim */
2003 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2004 1994
2005 disease->set_owner (op); 1995 disease->set_owner (op);
2006 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2007 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2008 disease->level = casting_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2058 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2059 { 2049 {
2060 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2061 2051
2062 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2063 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2064 return 1; 2054 return 1;
2065 } 2055 }
2066 2056
2067 disease->destroy (); 2057 disease->destroy ();
2068 } 2058 }

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