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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 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 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
36/* this function checks to see if a spell pushes objects as well 36/* 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) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
173 op->destroy (); 170 op->drop_and_destroy ();
174 return; 171 return;
175 } 172 }
176 173
177 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
251 tmp->duration++; 248 tmp->duration++;
252 249
253 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 251 * going off in other directions.
255 */ 252 */
256 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 255
261 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
263 */ 258 */
264 op->range = 0; 259 op->range = 0;
288 return 0; 283 return 0;
289 284
290 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
293 if (spob->slaying) 289 if (spob->slaying)
294 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
299 296
310 307
311 maptile *newmap; 308 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
314 { 311 {
315 tmp->destroy (); 312 tmp->drop_and_destroy ();
316 return 0; 313 return 0;
317 } 314 }
318 315
319 tmp->map = newmap; 316 tmp->map = newmap;
320 317
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 319 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 321 {
325 tmp->destroy (); 322 tmp->drop_and_destroy ();
326 return 0; 323 return 0;
327 } 324 }
328 325
329 tmp->x = op->x; 326 tmp->x = op->x;
330 tmp->y = op->y; 327 tmp->y = op->y;
343 * BULLET/BALL CODE 340 * BULLET/BALL CODE
344 * 341 *
345 ***************************************************************************/ 342 ***************************************************************************/
346 343
347/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 346 * At least that is what I think this does.
350 */ 347 */
351void 348void
352explosion (object *op) 349explosion (object *op)
353{ 350{
396void 393void
397explode_bullet (object *op) 394explode_bullet (object *op)
398{ 395{
399 object *tmp, *owner; 396 object *tmp, *owner;
400 397
401 if (op->other_arch == NULL) 398 if (!op->other_arch)
402 { 399 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 401 op->destroy ();
405 return; 402 return;
406 } 403 }
407 404
408 if (op->env) 405 if (op->env)
409 { 406 {
410 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 410 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 412 op->destroy ();
415 return; 413 return;
416 } 414 }
434 } 432 }
435 433
436 if (op->attacktype) 434 if (op->attacktype)
437 { 435 {
438 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
439 if (op->destroyed ()) 438 if (op->destroyed ())
440 return; 439 return;
441 } 440 }
442 441
443 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
446 tmp->set_owner (op); 445 tmp->set_owner (op);
447 tmp->skill = op->skill; 446 tmp->skill = op->skill;
448 447
449 owner = op->owner; 448 owner = op->owner;
450 449
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
452 { 454 {
453 op->destroy (); 455 op->destroy ();
454 return; 456 return;
455 } 457 }
456 458
483 485
484 /* Prevent recursion */ 486 /* Prevent recursion */
485 op->move_on = 0; 487 op->move_on = 0;
486 488
487 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
488 /* remove the firebullet */ 492 /* remove the firebullet */
489 op->destroy (); 493 op->destroy ();
490} 494}
491 495
492/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 524 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 526 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 531 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 533 {
528 op->destroy (); 534 op->destroy ();
617 int mflags; 623 int mflags;
618 624
619 if (!spob->other_arch) 625 if (!spob->other_arch)
620 return 0; 626 return 0;
621 627
622 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 629 if (!tmp)
624 return 0; 630 return 0;
625 631
626 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 635 if (spob->slaying)
630 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
631 637
641 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
642 648
643 tmp->set_owner (op); 649 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
645 651
646 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 654 tmp->map = op->map;
649 655
650 maptile *newmap; 656 maptile *newmap;
651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
652 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
702/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
703 709
704void 710void
705move_cone (object *op) 711move_cone (object *op)
706{ 712{
707 int i;
708
709 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map) 714 if (!op->map)
711 { 715 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0); 717 op->set_speed (0);
733 } 737 }
734#endif 738#endif
735 739
736 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
737 741
742 if (!op->is_on_map ())
743 return;
744
738 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
740 * degree. 747 * degree.
741 */ 748 */
742 if (op->weight) 749 if (op->weight)
750 {
743 check_spell_knockback (op); 751 check_spell_knockback (op);
744 752
745 if (op->destroyed ()) 753 if (!op->is_on_map ())
746 return; 754 return;
755 }
747 756
748 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
749 { 758 {
750 op->destroy (); 759 op->destroy ();
751 return; 760 return;
752 } 761 }
753 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
758 { 767 {
759 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
760 return; 769 return;
761 } 770 }
762 771
763 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
764 { 773 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766 775
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 { 777 {
860 869
861 success = 1; 870 success = 1;
862 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 872 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
867 876
868 /* holy word stuff */ 877 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 944 * op is the original bomb object.
936 */ 945 */
937void 946void
938animate_bomb (object *op) 947animate_bomb (object *op)
939{ 948{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 950 return;
945 951
946 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
947 953
948 if (op->env) 954 if (op->env)
949 { 955 {
950 if (env->map == NULL) 956 if (env->map == NULL)
951 return; 957 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 958
956 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
957 return; 960 return;
958 } 961 }
959 962
970 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 974 * so just set up the appropriate values.
972 */ 975 */
973 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
974 { 977 {
975 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
976 { 979 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 981 continue;
979 982
980 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
981 tmp->direction = i; 984 tmp->direction = i;
982 tmp->range = op->range; 985 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 987 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
999} 1002}
1000 1003
1001int 1004int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1006{
1004
1005 object *tmp; 1007 object *tmp;
1006 int mflags; 1008 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m; 1010 maptile *m;
1009 1011
1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1021 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1023 return 0;
1024 }
1015 } 1025 }
1026
1016 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1017 1028
1018 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1085 * op = player 1096 * op = player
1086 * caster = object casting the spell. 1097 * caster = object casting the spell.
1087 * dir = direction being cast 1098 * dir = direction being cast
1088 * spell = spell object 1099 * spell = spell object
1089 */ 1100 */
1090
1091int 1101int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1103{
1094 object *effect, *target; 1104 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1119 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1120 else 1130 else
1121 return 0; 1131 return 0;
1122 1132
1123 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1124 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1137 {
1128 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1173 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1174 1184
1175 return 1; 1185 return 1;
1176} 1186}
1177 1187
1178
1179/**************************************************************************** 1188/****************************************************************************
1180 * 1189 *
1181 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1182 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1183 * code here is just to move the missile. 1192 * code here is just to move the missile.
1185 1194
1186/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1187void 1196void
1188move_missile (object *op) 1197move_missile (object *op)
1189{ 1198{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1196 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1197 op->destroy (); 1210 op->destroy ();
1198 return; 1211 return;
1199 } 1212 }
1200 1213
1201 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211#endif
1212 1215
1213 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1217 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1223 */ 1221 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1222 op->destroy ();
1235 return; 1223 return;
1236 } 1224 }
1237 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1240 { 1234 {
1241 op->direction = i; 1235 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1243 } 1237 }
1244 1238
1245 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1246} 1240}
1247 1241
1248/**************************************************************************** 1242/****************************************************************************
1249 * Destruction 1243 * Destruction
1250 ****************************************************************************/ 1244 ****************************************************************************/
1253 * we do this by creating a force and inserting it in the 1247 * we do this by creating a force and inserting it in the
1254 * object. if time is 0, the object glows permanently. To truely 1248 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1249 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1250 * give them the capability to have an inventory. b.t.
1257 */ 1251 */
1258
1259int 1252int
1260make_object_glow (object *op, int radius, int time) 1253make_object_glow (object *op, int radius, int time)
1261{ 1254{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1255 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1256 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1257 return 0;
1267 1258
1268 tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1261 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius;
1273 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1275
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1265
1281 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1283 1268
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1269 return 1;
1290} 1270}
1291 1271
1292int 1272int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1294{ 1274{
1295 int i, j, range, mflags, friendly = 0, dam, dur;
1296 sint16 sx, sy;
1297 maptile *m;
1298 object *tmp;
1299 const char *skill;
1300
1301 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1302 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1303 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1304 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1305 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1306 1280
1307 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1308 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1309 * We do some shortcuts here - since this is just temporary
1310 * and we'll reset the values back, we don't need to go through
1311 * the full share string/free_string route.
1312 */ 1283 */
1313 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1314 if (caster == op) 1286 if (caster == op)
1315 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1316 else if (caster->skill) 1288 else if (caster->skill)
1317 op->skill = caster->skill; 1289 op->skill = caster->skill;
1318 else 1290 else
1319 op->skill = NULL; 1291 op->skill = 0;
1320 1292
1321 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1322 1294
1323 for (i = -range; i < range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1324 { 1296 {
1325 for (j = -range; j < range; j++) 1297 mapspace &ms = m->at (nx, ny);
1326 {
1327 m = op->map;
1328 sx = op->x + i;
1329 sy = op->y + j;
1330 1298
1331 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1332 if (mflags & P_OUT_OF_MAP)
1333 continue;
1334
1335 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1336 { 1302 {
1337 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1338 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1339 break;
1340 1304
1341 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1342 { 1307 {
1343 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1344 tmp = tmp->head;
1345
1346 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1347 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1348 { 1309 {
1349 if (spell_ob->subtype == SP_DESTRUCTION)
1350 {
1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1352 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1353 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1354 } 1314 }
1355 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1356 { 1316 {
1357 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1358 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1359 }
1360 } 1319 }
1361 } 1320 }
1362 } 1321 }
1363 }
1364 } 1322 }
1365 1323
1366 op->skill = skill; 1324 op->skill = skill;
1367 return 1; 1325 return 1;
1368} 1326}
1384 { 1342 {
1385 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1343 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1386 return 0; 1344 return 0;
1387 } 1345 }
1388 1346
1347 tmp = tmp->head_ ();
1348
1389 /* If we've already got a force of this type, don't add a new one. */ 1349 /* If we've already got a force of this type, don't add a new one. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1350 for (force = tmp->inv; force; force = force->below)
1391 { 1351 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1352 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1353 {
1394 if (force->name == spell_ob->name) 1354 if (force->name == spell_ob->name)
1395 { 1355 {
1401 return 0; 1361 return 0;
1402 } 1362 }
1403 } 1363 }
1404 } 1364 }
1405 1365
1406 if (force == NULL) 1366 if (!force)
1407 { 1367 {
1408 force = get_archetype (FORCE_NAME); 1368 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1369 force->subtype = FORCE_CHANGE_ABILITY;
1370
1410 if (spell_ob->race) 1371 if (spell_ob->race)
1411 force->name = spell_ob->race; 1372 force->name = spell_ob->race;
1412 else 1373 else
1413 force->name = spell_ob->name; 1374 force->name = spell_ob->name;
1414 1375
1424 { 1385 {
1425 force->duration = duration; 1386 force->duration = duration;
1426 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1427 } 1388 }
1428 else 1389 else
1429 {
1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1431 } 1391
1432 return 1; 1392 return 1;
1433 } 1393 }
1394
1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1395 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1435 force->speed = 1.f; 1396 force->speed = 1.f;
1436 force->speed_left = -1.f; 1397 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1398 SET_FLAG (force, FLAG_APPLIED);
1438 1399
1472 */ 1433 */
1473int 1434int
1474mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1475{ 1436{
1476 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1477 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1478 sint16 x, y, nx, ny;
1479 maptile *m;
1480 const char *race; 1439 const char *race;
1481 1440
1482 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1483 * doing it over and over again. 1442 * doing it over and over again.
1484 */ 1443 */
1485 god = find_god (determine_god (op)); 1444 god = find_god (determine_god (op));
1486 level = caster_level (caster, spell); 1445 level = casting_level (caster, spell);
1487 range = spell->range + SP_level_range_adjust (caster, spell); 1446 range = spell->range + SP_level_range_adjust (caster, spell);
1488 1447
1489 /* On the bright side, no monster should ever have a race of GOD_... 1448 /* On the bright side, no monster should ever have a race of GOD_...
1490 * so even if the player doesn't worship a god, if race=GOD_.., it 1449 * so even if the player doesn't worship a god, if race=GOD_.., it
1491 * won't ever match anything. 1450 * won't ever match anything.
1497 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1498 race = god->race; 1457 race = god->race;
1499 else 1458 else
1500 race = spell->race; 1459 race = spell->race;
1501 1460
1502 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1503 for (y = op->y - range; y <= op->y + range; y++)
1504 { 1462 {
1505 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1506 m = op->map;
1507 nx = x;
1508 ny = y;
1509 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1510 if (mflags & P_OUT_OF_MAP)
1511 continue;
1512 1464
1513 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1514 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1515 continue; 1467 continue;
1516 1468
1517 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1518 if (caster && caster->contr 1471 && caster->contr
1519 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1520 continue; 1473 continue;
1521 1474
1522 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1523 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1524 break; 1477 break;
1525 1478
1526 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1527 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1528 continue; 1481 continue;
1529 1482
1530 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1531 if (tmp->head)
1532 head = tmp->head; 1484 head = tmp->head_ ();
1533 else
1534 head = tmp;
1535 1485
1536 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1537 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1538 continue; 1488 continue;
1539 1489
1540 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1541 continue; 1491 continue;
1542 1492
1543 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1544 best_at = -1; 1494 best_at = -1;
1545 if (spell->attacktype) 1495 if (spell->attacktype)
1546 { 1496 {
1547 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1548 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1549 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1550 best_at = at; 1500 best_at = at;
1551 1501
1552 if (best_at == -1) 1502 if (best_at == -1)
1553 at = 0; 1503 at = 0;
1554 else 1504 else
1555 { 1505 {
1556 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1557 continue; 1507 continue;
1558 else 1508 else
1559 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1560 } 1510 }
1511
1561 at -= level / 5; 1512 at -= level / 5;
1562 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1563 continue; 1514 continue;
1564 } 1515 }
1565 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1566 { 1517 {
1567 /* 1518 /*
1568 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1569 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1570 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1571 1522
1572 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1573 1524
1574 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1575 charm a level 125 monster... 1526 charm a level 125 monster...
1576 1527
1577 Ryo, august 14th 1528 Ryo, august 14th
1578 */ 1529 */
1579 if (head->level > level) 1530 if (head->level > level)
1580 continue; 1531 continue;
1581 1532
1582 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1583 /* Failed, no effect */ 1534 /* Failed, no effect */
1584 continue; 1535 continue;
1585 } 1536 }
1586 1537
1587 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1588 1540
1589 /* aggravation */ 1541 /* aggravation */
1590 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1591 { 1543 {
1592 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1593 remove_friendly_object (head); 1545 remove_friendly_object (head);
1594 done_one = 1; 1546 done_one = 1;
1595 head->enemy = op; 1547 head->enemy = op;
1596 } 1548 }
1597 1549
1598 /* calm monsters */ 1550 /* calm monsters */
1599 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1600 { 1552 {
1601 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1602 head->enemy = NULL; 1554 head->enemy = NULL;
1603 done_one = 1; 1555 done_one = 1;
1604 } 1556 }
1605 1557
1606 /* berserk monsters */ 1558 /* berserk monsters */
1607 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1608 { 1560 {
1609 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1610 done_one = 1; 1562 done_one = 1;
1611 } 1563 }
1612 1564
1613 /* charm */ 1565 /* charm */
1614 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1615 { 1567 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1618 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1574 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1622 add_friendly_object (head); 1576 add_friendly_object (head);
1623 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1624 done_one = 1; 1578 done_one = 1;
1625 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1626 head->stats.exp = 0; 1580 head->stats.exp = 0;
1627 } 1581 }
1628 1582
1629 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1630 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1631 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1632 } /* for y */ 1586 }
1633 1587
1634 return 1; 1588 return 1;
1635} 1589}
1636
1637 1590
1638/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1639 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1640 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1641 * op is the spell effect. 1594 * op is the spell effect.
1642 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1643 */ 1596 */
1644
1645void 1597void
1646move_ball_spell (object *op) 1598move_ball_spell (object *op)
1647{ 1599{
1648 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1649 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1668 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1669 { 1621 {
1670 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1671 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1672 */ 1624 */
1673
1674 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1675 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1676 1627
1677 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1678 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1680 { 1631 {
1681 dir = tmpdir; 1632 dir = tmpdir;
1682 break; 1633 break;
1683 } 1634 }
1684 } 1635 }
1636
1685 if (dir == 0) 1637 if (dir == 0)
1686 { 1638 {
1687 nx = op->x; 1639 nx = op->x;
1688 ny = op->y; 1640 ny = op->y;
1689 m = op->map; 1641 m = op->map;
1715 1667
1716 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1717 { 1669 {
1718 if (j) 1670 if (j)
1719 op->stats.dam = dam_save / 2; 1671 op->stats.dam = dam_save / 2;
1672
1720 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1721
1722 } 1674 }
1723 1675
1724 /* insert the other arch */ 1676 /* insert the other arch */
1725 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1726 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1740 1692
1741 op->direction = i; 1693 op->direction = i;
1742 } 1694 }
1743} 1695}
1744 1696
1745
1746/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1747 * This is an implementation of the swarm spell. It was written for 1698 * This is an implementation of the swarm spell. It was written for
1748 * meteor swarm, but it could be used for any swarm. A swarm spell 1699 * meteor swarm, but it could be used for any swarm. A swarm spell
1749 * is a special type of object that casts swarms of other types 1700 * is a special type of object that casts swarms of other types
1750 * of spells. Which spell it casts is flexible. It fires the spells 1701 * of spells. Which spell it casts is flexible. It fires the spells
1751 * from a set of squares surrounding the caster, in a given direction. 1702 * from a set of squares surrounding the caster, in a given direction.
1752 */ 1703 */
1753
1754void 1704void
1755move_swarm_spell (object *op) 1705move_swarm_spell (object *op)
1756{ 1706{
1757#if 0 1707#if 0
1758 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1708 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1759 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1709 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1760 sint16 target_x, target_y, origin_x, origin_y; 1710 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir; 1711 int adjustdir;
1762 maptile *m; 1712 maptile *m;
1763#endif 1713#endif
1764 int basedir;
1765 object *owner; 1714 object *owner = op->env;
1766 1715
1767 owner = op->owner; 1716 if (!owner) // MUST not happen, remove when true TODO
1768 if (op->duration == 0 || owner == NULL)
1769 { 1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1770 op->destroy (); 1719 op->destroy ();
1771 return; 1720 return;
1772 } 1721 }
1773 1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1774 op->duration--; 1729 op->duration--;
1775 1730
1776 basedir = op->direction; 1731 int basedir = op->direction;
1777 if (basedir == 0) 1732 if (!basedir)
1778 { 1733 {
1779 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8); 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1781 } 1737 }
1782 1738
1783#if 0 1739#if 0
1784 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1846 { 1802 {
1847 /* Bullet spells have a bunch more customization that needs to be done */ 1803 /* Bullet spells have a bunch more customization that needs to be done */
1848 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1807 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1852 } 1808 }
1853} 1809}
1854
1855
1856
1857 1810
1858/* fire_swarm: 1811/* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm. 1814 * the parts of the swarm.
1864 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1867 * n: the number to be fired. 1820 * n: the number to be fired.
1868 */ 1821 */
1869
1870int 1822int
1871fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1872{ 1824{
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch) 1825 if (!spell->other_arch)
1877 return 0; 1826 return 0;
1878 1827
1879 tmp = get_archetype (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1829
1881 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1882
1883 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1884 tmp->spell = arch_to_object (spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1885
1886 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1887 1834
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1890 return 1; 1837 return 1;
1891 1838
1892 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1896 tmp->direction = dir; 1845 tmp->direction = dir;
1897 tmp->invisible = 1; 1846 tmp->facing = rndm (1, 8); // initial firing direction
1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1898 1848
1899 tmp->insert_at (op, op); 1849 op->insert (tmp);
1850
1900 return 1; 1851 return 1;
1901} 1852}
1902
1903 1853
1904/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1905 * function. 1855 * function.
1906 */ 1856 */
1907int 1857int
1912 int dam, mflags; 1862 int dam, mflags;
1913 maptile *m; 1863 maptile *m;
1914 1864
1915 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1916 1866
1917 if (!dir) 1867 if (dir)
1918 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1920 return 0;
1921 } 1868 {
1922
1923 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1924 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1925 m = op->map; 1871 m = op->map;
1926 1872
1927 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1928 1874
1929 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1930 { 1876 {
1931 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1932 return 0; 1878 return 0;
1933 } 1879 }
1934 1880
1935 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1936 { 1882 {
1937 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1938 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1939 { 1885 {
1940 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1941 if (target->head) 1887 if (target->head)
1942 target = target->head; 1888 target = target->head;
1889
1943 (void) hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1944 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1945 } 1893 }
1946 }
1947 1894
1948 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1949 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1950 { 1897 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1952 return 0; 1899 return 0;
1900 }
1953 } 1901 }
1954 1902
1955 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1956 tmp = arch_to_object (spell->other_arch); 1904 tmp = arch_to_object (spell->other_arch);
1957 if (!tmp) 1905 if (!tmp)
1958 { 1906 {
1959 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1960 return 0; 1908 return 0;
1961 } 1909 }
1910
1962 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1963 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1964 {
1965 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1966 if (tmp->glow_radius > MAX_LIGHT_RADII)
1967 tmp->glow_radius = MAX_LIGHT_RADII;
1968 }
1969 1915
1916 if (dir)
1970 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1971 return 1; 1921 return 1;
1972} 1922}
1973
1974
1975
1976 1923
1977/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1925 * player and infects someone.
1979 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1980 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1981 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1982 */ 1929 */
1983
1984int 1930int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1932{
1987 sint16 x, y; 1933 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
1995 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1996 * direction the player is pointing. 1942 * direction the player is pointing.
1997 */ 1943 */
1998 if (!dir) 1944 if (!dir)
1999 dir = op->facing; 1945 dir = op->facing;
1946
2000 if (!dir) 1947 if (!dir)
2001 return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
2002 1949
2003 /* Calculate these once here */ 1950 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
2031 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
2032 1979
2033 disease->set_owner (op); 1980 disease->set_owner (op);
2034 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2035 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2036 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2037 1984
2038 /* do level adjustments */ 1985 /* do level adjustments */
2039 if (disease->stats.wc) 1986 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 1987 disease->stats.wc += dur_mod / 2;
2041 1988
2042 if (disease->magic > 0) 1989 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 1990 disease->magic += dur_mod / 8;
2044 1991
2045 if (disease->stats.maxhp > 0) 1992 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 1993 disease->stats.maxhp += dur_mod;
2047 1994
2048 if (disease->stats.maxgrace > 0) 1995 if (disease->stats.maxgrace > 0)

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