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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.73 by root, Sun Dec 28 06:59:27 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;
1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1023 return 0; 1031 return 0;
1024 } 1032 }
1025 } 1033 }
1026 1034
1027 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1028 1036
1029 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1032 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1052 * dir is the direction to look in. 1060 * dir is the direction to look in.
1053 * range is how far out to look. 1061 * range is how far out to look.
1054 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1055 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1056 */ 1064 */
1057object * 1065static object *
1058get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1059{ 1067{
1060 object *target; 1068 object *target;
1061 sint16 x, y; 1069 sint16 x, y;
1062 int dist, mflags; 1070 int dist, mflags;
1115 * interesting spell. 1123 * interesting spell.
1116 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1117 * can't be friendly to your god. 1125 * can't be friendly to your god.
1118 */ 1126 */
1119 1127
1120 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1121 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1122 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1123 { 1133 {
1124 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1125 return 0; 1135 return 0;
1126 } 1136 }
1127 1137
1128 if (spell->other_arch) 1138 if (spell->other_arch)
1129 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1130 else 1140 else
1131 return 0; 1141 return 0;
1132 1142
1133 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1134 effect->level = casting_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1135 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1137 { 1147 {
1138 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1140 else 1150 else
1141 { 1151 {
1142 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1143 return 0; 1153 return 0;
1144 } 1154 }
1247 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1248 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1249 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1250 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1251 */ 1261 */
1252int 1262static int
1253make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1254{ 1264{
1255 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1256 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1257 return 0; 1267 return 0;
1258 1268
1259 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1260 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1261 tmp->stats.food = time; 1271 tmp->stats.food = time;
1262 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius); 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1264 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1265 1275
1266 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1267 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1268 1278
1269 return 1; 1279 return 1;
1270} 1280}
1271 1281
1272int 1282int
1273cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1274{ 1284{
1275 int i, j, range, mflags, friendly = 0, dam, dur;
1276 sint16 sx, sy;
1277 maptile *m;
1278 object *tmp;
1279 const char *skill;
1280
1281 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1282 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);
1283 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1284 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1285 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1286 1290
1287 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1288 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1289 * We do some shortcuts here - since this is just temporary
1290 * and we'll reset the values back, we don't need to go through
1291 * the full share string/free_string route.
1292 */ 1293 */
1293 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1294 if (caster == op) 1296 if (caster == op)
1295 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1296 else if (caster->skill) 1298 else if (caster->skill)
1297 op->skill = caster->skill; 1299 op->skill = caster->skill;
1298 else 1300 else
1299 op->skill = NULL; 1301 op->skill = 0;
1300 1302
1301 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1302 1304
1303 for (i = -range; i <= range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1304 { 1306 {
1305 for (j = -range; j <= range; j++) 1307 mapspace &ms = m->at (nx, ny);
1306 {
1307 m = op->map;
1308 sx = op->x + i;
1309 sy = op->y + j;
1310 1308
1311 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1312 if (mflags & P_OUT_OF_MAP)
1313 continue;
1314
1315 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1316 { 1311 {
1317 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1318 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1319 break;
1320 1313
1321 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1322 { 1315 {
1323 if (tmp->head)
1324 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1325 1317
1326 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1327 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1328 { 1320 {
1329 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1330 { 1322 {
1331 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1332 1324
1333 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1335 } 1327 }
1336 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)
1337 { 1329 {
1338 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1339 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1340 } 1332 }
1341 } 1333 }
1342 } 1334 }
1343 } 1335 }
1344 }
1345 } 1336 }
1346 1337
1347 op->skill = skill; 1338 op->skill = skill;
1348 return 1; 1339 return 1;
1349} 1340}
1351/*************************************************************************** 1342/***************************************************************************
1352 * 1343 *
1353 * CURSE 1344 * CURSE
1354 * 1345 *
1355 ***************************************************************************/ 1346 ***************************************************************************/
1356
1357int 1347int
1358cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1359{ 1349{
1360 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1361 object *tmp, *force; 1351 object *tmp, *force;
1439 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1440 1430
1441 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1442 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1443 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1444 return 1; 1435 return 1;
1445
1446} 1436}
1447 1437
1448/********************************************************************** 1438/**********************************************************************
1449 * mood change 1439 * mood change
1450 * 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
1456 */ 1446 */
1457int 1447int
1458mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1459{ 1449{
1460 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1461 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1462 sint16 x, y, nx, ny;
1463 maptile *m;
1464 const char *race; 1452 const char *race;
1465 1453
1466 /* 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
1467 * doing it over and over again. 1455 * doing it over and over again.
1468 */ 1456 */
1474 * 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
1475 * won't ever match anything. 1463 * won't ever match anything.
1476 */ 1464 */
1477 if (!spell->race) 1465 if (!spell->race)
1478 race = NULL; 1466 race = NULL;
1479 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1480 race = god->slaying; 1468 race = god->slaying;
1481 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1482 race = god->race; 1470 race = god->race;
1483 else 1471 else
1484 race = spell->race; 1472 race = spell->race;
1485 1473
1486 for (x = op->x - range; x <= op->x + range; x++) 1474 unordered_mapwalk (op, -range, -range, range, range)
1487 for (y = op->y - range; y <= op->y + range; y++)
1488 { 1475 {
1489 done_one = 0; 1476 mapspace &ms = m->at (nx, ny);
1490 m = op->map;
1491 nx = x;
1492 ny = y;
1493 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1494 if (mflags & P_OUT_OF_MAP)
1495 continue;
1496 1477
1497 /* 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 */
1498 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1499 continue; 1480 continue;
1500 1481
1501 // players can only affect spaces that they can actually see 1482 // players can only affect spaces that they can actually see
1502 if (caster 1483 if (caster
1503 && caster->contr 1484 && caster->contr
1504 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED) 1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1486 continue;
1506 1487
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1489 if (tmp->flag [FLAG_MONSTER])
1509 break; 1490 break;
1510 1491
1511 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1513 continue; 1494 continue;
1514 1495
1515 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1497 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1498
1521 /* 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 */
1522 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1523 continue; 1501 continue;
1524 1502
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue; 1504 continue;
1527 1505
1528 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1507 best_at = -1;
1530 if (spell->attacktype) 1508 if (spell->attacktype)
1531 { 1509 {
1532 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1513 best_at = at;
1536 1514
1537 if (best_at == -1) 1515 if (best_at == -1)
1538 at = 0; 1516 at = 0;
1539 else 1517 else
1540 { 1518 {
1541 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1542 continue; 1520 continue;
1543 else 1521 else
1544 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1545 } 1523 }
1524
1546 at -= level / 5; 1525 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1548 continue; 1527 continue;
1549 } 1528 }
1550 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1551 { 1530 {
1552 /* 1531 /*
1553 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:
1554 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1555 * 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 ) )
1556 1535
1557 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.
1558 1537
1559 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
1560 charm a level 125 monster... 1539 charm a level 125 monster...
1561 1540
1562 Ryo, august 14th 1541 Ryo, august 14th
1563 */ 1542 */
1564 if (head->level > level) 1543 if (head->level > level)
1565 continue; 1544 continue;
1566 1545
1567 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))))
1568 /* Failed, no effect */ 1547 /* Failed, no effect */
1569 continue; 1548 continue;
1570 } 1549 }
1571 1550
1572 /* Done with saving throw. Now start affecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1573 1553
1574 /* aggravation */ 1554 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 { 1556 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1578 remove_friendly_object (head); 1558 remove_friendly_object (head);
1579 done_one = 1; 1559 done_one = 1;
1580 head->enemy = op; 1560 head->enemy = op;
1581 } 1561 }
1582 1562
1583 /* calm monsters */ 1563 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 { 1565 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1567 head->enemy = NULL;
1588 done_one = 1; 1568 done_one = 1;
1589 } 1569 }
1590 1570
1591 /* berserk monsters */ 1571 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 { 1573 {
1594 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1595 done_one = 1; 1575 done_one = 1;
1596 } 1576 }
1597 1577
1598 /* charm */ 1578 /* charm */
1599 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))
1600 { 1580 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1582
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 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.
1605 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. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1587 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1589 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1611 done_one = 1; 1591 done_one = 1;
1612 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);
1613 head->stats.exp = 0; 1593 head->stats.exp = 0;
1614 } 1594 }
1615 1595
1616 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1619 } /* for y */ 1599 }
1620 1600
1621 return 1; 1601 return 1;
1622} 1602}
1623 1603
1624/* 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
1706 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1707 } 1687 }
1708 1688
1709 /* insert the other arch */ 1689 /* insert the other arch */
1710 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))))
1711 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1712 } 1692 }
1713 1693
1714 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1715 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1716 1696
1932 return 0; 1912 return 0;
1933 } 1913 }
1934 } 1914 }
1935 1915
1936 /* 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 */
1937 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1938 if (!tmp) 1918 if (!tmp)
1939 { 1919 {
1940 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1941 return 0; 1921 return 0;
1942 } 1922 }
1943 1923
1944 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1945 1925
1946 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1947 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 );
1948 1930
1949 if (dir) 1931 if (dir)
1950 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1951 else 1933 else
1952 caster->outer_env ()->insert (tmp); 1934 caster->outer_env_or_self ()->insert (tmp);
1953 1935
1954 return 1; 1936 return 1;
1955} 1937}
1956 1938
1957/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
2006 { 1988 {
2007 /* search this square for a victim */ 1989 /* search this square for a victim */
2008 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)
2009 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2010 { /* found a victim */ 1992 { /* found a victim */
2011 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2012 1994
2013 disease->set_owner (op); 1995 disease->set_owner (op);
2014 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2015 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2016 disease->level = casting_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2066 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2067 { 2049 {
2068 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);
2069 2051
2070 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2071 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2072 return 1; 2054 return 1;
2073 } 2055 }
2074 2056
2075 disease->destroy (); 2057 disease->destroy ();
2076 } 2058 }

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