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/cvs/deliantra/server/server/spell_attack.C
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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 2007 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 2009 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 (©) 2005,2006,2007,2008,2009 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 * 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
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 524 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 526 {
525 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
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 531 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 533 {
530 op->destroy (); 534 op->destroy ();
541 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
542 */ 546 */
543void 547void
544move_bullet (object *op) 548move_bullet (object *op)
545{ 549{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 550#if 0
551 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
552 552
553 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
569 op->destroy (); 569 op->destroy ();
570 570
571 return; 571 return;
572 } 572 }
573 573
574 new_x = op->x + DIRX (op); 574 mapxy pos (op);
575 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 576
579 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
580 { 578 {
581 op->destroy (); 579 op->destroy ();
582 return; 580 return;
583 } 581 }
584 582
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
586 { 588 {
587 if (op->other_arch) 589 if (op->other_arch)
588 explode_bullet (op); 590 explode_bullet (op);
589 else 591 else
590 op->destroy (); 592 op->destroy ();
591 593
592 return; 594 return;
593 } 595 }
594 596
595 if (!(op = m->insert (op, new_x, new_y, op))) 597 if (!(op = pos.insert (op, op)))
596 return; 598 return;
597 599
598 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
599 { 601 {
600 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
619 int mflags; 621 int mflags;
620 622
621 if (!spob->other_arch) 623 if (!spob->other_arch)
622 return 0; 624 return 0;
623 625
624 tmp = arch_to_object (spob->other_arch); 626 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 627 if (!tmp)
626 return 0; 628 return 0;
627 629
628 /* peterm: level dependency for bolts */ 630 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 631 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype; 632 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 633 if (spob->slaying)
632 tmp->slaying = spob->slaying; 634 tmp->slaying = spob->slaying;
633 635
643 SET_ANIMATION (tmp, dir); 645 SET_ANIMATION (tmp, dir);
644 646
645 tmp->set_owner (op); 647 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 648 set_spell_skill (op, caster, spob, tmp);
647 649
648 tmp->x = op->x + freearr_x[dir]; 650 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 651 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 652 tmp->map = op->map;
651 653
652 maptile *newmap; 654 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 655 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 656 if (mflags & P_OUT_OF_MAP)
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 706/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 707
706void 708void
707move_cone (object *op) 709move_cone (object *op)
708{ 710{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 712 if (!op->map)
713 { 713 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 715 op->set_speed (0);
735 } 735 }
736#endif 736#endif
737 737
738 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
739 739
740 if (!op->is_on_map ())
741 return;
742
740 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
742 * degree. 745 * degree.
743 */ 746 */
744 if (op->weight) 747 if (op->weight)
748 {
745 check_spell_knockback (op); 749 check_spell_knockback (op);
746 750
747 if (op->destroyed ()) 751 if (!op->is_on_map ())
748 return; 752 return;
753 }
749 754
750 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
751 { 756 {
752 op->destroy (); 757 op->destroy ();
753 return; 758 return;
754 } 759 }
755 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
760 { 765 {
761 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
762 return; 767 return;
763 } 768 }
764 769
765 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
766 { 771 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 773
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 775 {
821 */ 826 */
822 movetype = spell->other_arch->move_type; 827 movetype = spell->other_arch->move_type;
823 828
824 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
825 { 830 {
826 sint16 x, y, d; 831 sint16 x, y;
827 832
828 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
829 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
830 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
831 * to hit that person. 836 * to hit that person.
832 */ 837 */
833 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838 839
839 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
840 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
862 863
863 success = 1; 864 success = 1;
864 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 866 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
869 870
870 /* holy word stuff */ 871 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 938 * op is the original bomb object.
938 */ 939 */
939void 940void
940animate_bomb (object *op) 941animate_bomb (object *op)
941{ 942{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 944 return;
947 945
948 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
949 947
950 if (op->env) 948 if (op->env)
951 { 949 {
952 if (env->map == NULL) 950 if (!env->map)
953 return; 951 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 952
958 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
959 return; 954 return;
960 } 955 }
961 956
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried. 959 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
966 { 961 {
967 op->destroy (); 962 op->destroy ();
968 return; 963 return;
969 } 964 }
970 965
972 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 968 * so just set up the appropriate values.
974 */ 969 */
975 if (archetype *at = archetype::find (SPLINT)) 970 if (archetype *at = archetype::find (SPLINT))
976 { 971 {
977 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
978 { 973 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 975 continue;
981 976
982 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
983 tmp->direction = i; 978 tmp->direction = i;
984 tmp->range = op->range; 979 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 981 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1001} 996}
1002 997
1003int 998int
1004create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1000{
1006
1007 object *tmp; 1001 object *tmp;
1008 int mflags; 1002 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1004 maptile *m;
1011 1005
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1015 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1017 return 0;
1018 }
1017 } 1019 }
1020
1018 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1019 1022
1020 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1024 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1025 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1106 * interesting spell. 1109 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god. 1111 * can't be friendly to your god.
1109 */ 1112 */
1110 1113
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1114 { 1119 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116 return 0; 1121 return 0;
1117 } 1122 }
1118 1123
1120 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1121 else 1126 else
1122 return 0; 1127 return 0;
1123 1128
1124 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1133 {
1129 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1131 else 1136 else
1132 { 1137 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134 return 0; 1139 return 0;
1135 } 1140 }
1174 effect->insert_at (target, op); 1179 effect->insert_at (target, op);
1175 1180
1176 return 1; 1181 return 1;
1177} 1182}
1178 1183
1179
1180/**************************************************************************** 1184/****************************************************************************
1181 * 1185 *
1182 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1187 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1188 * code here is just to move the missile.
1186 1190
1187/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1188void 1192void
1189move_missile (object *op) 1193move_missile (object *op)
1190{ 1194{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1197 { 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1205 {
1198 op->destroy (); 1206 op->destroy ();
1199 return; 1207 return;
1200 } 1208 }
1201 1209
1202 owner = op->owner; 1210 mapspace &ms = pos.ms ();
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 {
1209 op->destroy ();
1210 return;
1211 }
1212#endif
1213 1211
1214 new_x = op->x + DIRX (op); 1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 new_y = op->y + DIRY (op);
1216
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1213 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1223 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1224 */ 1217 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1218 op->destroy ();
1236 return; 1219 return;
1237 } 1220 }
1238 1221
1222 if (!op->direction)
1223 {
1224 op->destroy ();
1225 return;
1226 }
1227
1239 i = spell_find_dir (m, new_x, new_y, op->owner); 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1240 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1241 { 1230 {
1242 op->direction = i; 1231 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1244 } 1233 }
1245 1234
1246 m->insert (op, new_x, new_y, op); 1235 pos.insert (op, op);
1247} 1236}
1248 1237
1249/**************************************************************************** 1238/****************************************************************************
1250 * Destruction 1239 * Destruction
1251 ****************************************************************************/ 1240 ****************************************************************************/
1265 1254
1266 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1267 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1268 tmp->stats.food = time; 1257 tmp->stats.food = time;
1269 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1270 tmp->glow_radius = radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1271 if (tmp->glow_radius > MAX_LIGHT_RADII)
1272 tmp->glow_radius = MAX_LIGHT_RADII;
1273
1274 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1275 1261
1276 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1277 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1278 1264
1279 return 1; 1265 return 1;
1280} 1266}
1281 1267
1282int 1268int
1283cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1284{ 1270{
1285 int i, j, range, mflags, friendly = 0, dam, dur;
1286 sint16 sx, sy;
1287 maptile *m;
1288 object *tmp;
1289 const char *skill;
1290
1291 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1292 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1293 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1294 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1295 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1296 1276
1297 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1298 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1299 * We do some shortcuts here - since this is just temporary
1300 * and we'll reset the values back, we don't need to go through
1301 * the full share string/free_string route.
1302 */ 1279 */
1303 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1304 if (caster == op) 1282 if (caster == op)
1305 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1306 else if (caster->skill) 1284 else if (caster->skill)
1307 op->skill = caster->skill; 1285 op->skill = caster->skill;
1308 else 1286 else
1309 op->skill = NULL; 1287 op->skill = 0;
1310 1288
1311 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1312 1290
1313 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1314 { 1292 {
1315 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1316 {
1317 m = op->map;
1318 sx = op->x + i;
1319 sy = op->y + j;
1320 1294
1321 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1322 if (mflags & P_OUT_OF_MAP)
1323 continue;
1324
1325 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1326 { 1298 {
1327 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1328 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1329 break;
1330 1300
1331 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1332 { 1303 {
1333 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1334 tmp = tmp->head;
1335
1336 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1337 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1338 { 1305 {
1339 if (spell_ob->subtype == SP_DESTRUCTION)
1340 {
1341 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1342 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1343 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1344 } 1310 }
1345 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1346 { 1312 {
1347 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1348 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1349 }
1350 } 1315 }
1351 } 1316 }
1352 } 1317 }
1353 }
1354 } 1318 }
1355 1319
1356 op->skill = skill; 1320 op->skill = skill;
1357 return 1; 1321 return 1;
1358} 1322}
1374 { 1338 {
1375 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1376 return 0; 1340 return 0;
1377 } 1341 }
1378 1342
1343 tmp = tmp->head_ ();
1344
1379 /* If we've already got a force of this type, don't add a new one. */ 1345 /* If we've already got a force of this type, don't add a new one. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1346 for (force = tmp->inv; force; force = force->below)
1381 { 1347 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1349 {
1384 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1385 { 1351 {
1391 return 0; 1357 return 0;
1392 } 1358 }
1393 } 1359 }
1394 } 1360 }
1395 1361
1396 if (force == NULL) 1362 if (!force)
1397 { 1363 {
1398 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1400 if (spell_ob->race) 1367 if (spell_ob->race)
1401 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1402 else 1369 else
1403 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1404 1371
1414 { 1381 {
1415 force->duration = duration; 1382 force->duration = duration;
1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1417 } 1384 }
1418 else 1385 else
1419 {
1420 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1421 } 1387
1422 return 1; 1388 return 1;
1423 } 1389 }
1390
1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1425 force->speed = 1.f; 1392 force->speed = 1.f;
1426 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1428 1395
1462 */ 1429 */
1463int 1430int
1464mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1465{ 1432{
1466 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1467 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1468 sint16 x, y, nx, ny;
1469 maptile *m;
1470 const char *race; 1435 const char *race;
1471 1436
1472 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1473 * doing it over and over again. 1438 * doing it over and over again.
1474 */ 1439 */
1475 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1443
1479 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1480 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1481 * won't ever match anything. 1446 * won't ever match anything.
1482 */ 1447 */
1483 if (!spell->race) 1448 if (!spell->race)
1484 race = NULL; 1449 race = NULL;
1485 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1486 race = god->slaying; 1451 race = god->slaying;
1487 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1488 race = god->race; 1453 race = god->race;
1489 else 1454 else
1490 race = spell->race; 1455 race = spell->race;
1491 1456
1492 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1493 for (y = op->y - range; y <= op->y + range; y++)
1494 { 1458 {
1495 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1496 m = op->map;
1497 nx = x;
1498 ny = y;
1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1502 1460
1503 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1504 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1505 continue; 1463 continue;
1506 1464
1507 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1508 if (caster && caster->contr 1467 && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1510 continue; 1469 continue;
1511 1470
1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1513 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1514 break; 1473 break;
1515 1474
1516 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1517 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1518 continue; 1477 continue;
1519 1478
1520 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1521 if (tmp->head)
1522 head = tmp->head; 1480 head = tmp->head_ ();
1523 else
1524 head = tmp;
1525 1481
1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1527 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1528 continue; 1484 continue;
1529 1485
1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531 continue; 1487 continue;
1532 1488
1533 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1534 best_at = -1; 1490 best_at = -1;
1535 if (spell->attacktype) 1491 if (spell->attacktype)
1536 { 1492 {
1537 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1538 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1539 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at; 1496 best_at = at;
1541 1497
1542 if (best_at == -1) 1498 if (best_at == -1)
1543 at = 0; 1499 at = 0;
1544 else 1500 else
1545 { 1501 {
1546 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1547 continue; 1503 continue;
1548 else 1504 else
1549 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1550 } 1506 }
1507
1551 at -= level / 5; 1508 at -= level / 5;
1552 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1553 continue; 1510 continue;
1554 } 1511 }
1555 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1556 { 1513 {
1557 /* 1514 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561 1518
1562 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1563 1520
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster... 1522 charm a level 125 monster...
1566 1523
1567 Ryo, august 14th 1524 Ryo, august 14th
1568 */ 1525 */
1569 if (head->level > level) 1526 if (head->level > level)
1570 continue; 1527 continue;
1571 1528
1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1573 /* Failed, no effect */ 1530 /* Failed, no effect */
1574 continue; 1531 continue;
1575 } 1532 }
1576 1533
1577 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1578 1536
1579 /* aggravation */ 1537 /* aggravation */
1580 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1581 { 1539 {
1582 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1583 remove_friendly_object (head); 1541 remove_friendly_object (head);
1584 done_one = 1; 1542 done_one = 1;
1585 head->enemy = op; 1543 head->enemy = op;
1586 } 1544 }
1587 1545
1588 /* calm monsters */ 1546 /* calm monsters */
1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590 { 1548 {
1591 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1592 head->enemy = NULL; 1550 head->enemy = NULL;
1593 done_one = 1; 1551 done_one = 1;
1594 } 1552 }
1595 1553
1596 /* berserk monsters */ 1554 /* berserk monsters */
1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598 { 1556 {
1599 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1600 done_one = 1; 1558 done_one = 1;
1601 } 1559 }
1602 1560
1603 /* charm */ 1561 /* charm */
1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1605 { 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1570 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1612 add_friendly_object (head); 1572 add_friendly_object (head);
1613 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1614 done_one = 1; 1574 done_one = 1;
1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1616 head->stats.exp = 0; 1576 head->stats.exp = 0;
1617 } 1577 }
1618 1578
1619 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1620 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1622 } /* for y */ 1582 }
1623 1583
1624 return 1; 1584 return 1;
1625} 1585}
1626
1627 1586
1628/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1629 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1630 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1590 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1633 */ 1592 */
1634
1635void 1593void
1636move_ball_spell (object *op) 1594move_ball_spell (object *op)
1637{ 1595{
1638 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1658 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1659 { 1617 {
1660 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1661 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1662 */ 1620 */
1663
1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1666 1623
1667 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1668 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1670 { 1627 {
1671 dir = tmpdir; 1628 dir = tmpdir;
1672 break; 1629 break;
1673 } 1630 }
1674 } 1631 }
1632
1675 if (dir == 0) 1633 if (dir == 0)
1676 { 1634 {
1677 nx = op->x; 1635 nx = op->x;
1678 ny = op->y; 1636 ny = op->y;
1679 m = op->map; 1637 m = op->map;
1705 1663
1706 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1707 { 1665 {
1708 if (j) 1666 if (j)
1709 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1710 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1670 }
1713 1671
1714 /* insert the other arch */ 1672 /* insert the other arch */
1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1688
1731 op->direction = i; 1689 op->direction = i;
1732 } 1690 }
1733} 1691}
1734 1692
1735
1736/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1737 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1738 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1739 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1740 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1741 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1742 */ 1699 */
1743
1744void 1700void
1745move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1746{ 1702{
1747#if 0 1703#if 0
1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1749 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1707 int adjustdir;
1752 maptile *m; 1708 maptile *m;
1753#endif 1709#endif
1754 int basedir;
1755 object *owner; 1710 object *owner = op->env;
1756 1711
1757 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1715 op->destroy ();
1761 return; 1716 return;
1762 } 1717 }
1763 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1764 op->duration--; 1725 op->duration--;
1765 1726
1766 basedir = op->direction; 1727 int basedir = op->direction;
1767 if (basedir == 0) 1728 if (!basedir)
1768 { 1729 {
1769 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1771 } 1733 }
1772 1734
1773#if 0 1735#if 0
1774 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1836 { 1798 {
1837 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1838 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1842 } 1804 }
1843} 1805}
1844
1845
1846
1847 1806
1848/* fire_swarm: 1807/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1810 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1816 * n: the number to be fired.
1858 */ 1817 */
1859
1860int 1818int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1820{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1821 if (!spell->other_arch)
1867 return 0; 1822 return 0;
1868 1823
1869 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1825
1871 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1872
1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1877 1830
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1880 return 1; 1833 return 1;
1881 1834
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1841 tmp->direction = dir;
1887 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1844
1889 tmp->insert_at (op, op); 1845 op->insert (tmp);
1846
1890 return 1; 1847 return 1;
1891} 1848}
1892
1893 1849
1894/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1895 * function. 1851 * function.
1896 */ 1852 */
1897int 1853int
1902 int dam, mflags; 1858 int dam, mflags;
1903 maptile *m; 1859 maptile *m;
1904 1860
1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 1862
1907 if (!dir) 1863 if (dir)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910 return 0;
1911 } 1864 {
1912
1913 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1914 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1915 m = op->map; 1867 m = op->map;
1916 1868
1917 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 1870
1919 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1920 { 1872 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1922 return 0; 1874 return 0;
1923 } 1875 }
1924 1876
1925 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 { 1878 {
1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1881 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1883 if (target->head)
1932 target = target->head; 1884 target = target->head;
1885
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1935 } 1889 }
1936 }
1937 1890
1938 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1939 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1940 { 1893 {
1941 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1942 return 0; 1895 return 0;
1896 }
1943 } 1897 }
1944 1898
1945 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1946 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1947 if (!tmp) 1901 if (!tmp)
1948 { 1902 {
1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950 return 0; 1904 return 0;
1951 } 1905 }
1906
1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1953 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1954 { 1910 tmp->set_glow_radius (
1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1956 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1958 }
1959 1913
1914 if (dir)
1960 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1961 return 1; 1919 return 1;
1962} 1920}
1963
1964
1965
1966 1921
1967/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1923 * player and infects someone.
1969 * op is the player/monster, caster is the object, dir is the direction 1924 * op is the player/monster, caster is the object, dir is the direction
1970 * to cast, disease_arch is the specific disease, and type is the spell number 1925 * to cast, disease_arch is the specific disease, and type is the spell number
1971 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
1972 */ 1927 */
1973
1974int 1928int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1930{
1977 sint16 x, y; 1931 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
1985 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
1986 * direction the player is pointing. 1940 * direction the player is pointing.
1987 */ 1941 */
1988 if (!dir) 1942 if (!dir)
1989 dir = op->facing; 1943 dir = op->facing;
1944
1990 if (!dir) 1945 if (!dir)
1991 return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
1992 1947
1993 /* Calculate these once here */ 1948 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
2021 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
2022 1977
2023 disease->set_owner (op); 1978 disease->set_owner (op);
2024 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2025 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2026 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2027 1982
2028 /* do level adjustments */ 1983 /* do level adjustments */
2029 if (disease->stats.wc) 1984 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2031 1986
2032 if (disease->magic > 0) 1987 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 1988 disease->magic += dur_mod / 8;
2034 1989
2035 if (disease->stats.maxhp > 0) 1990 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
2037 1992
2038 if (disease->stats.maxgrace > 0) 1993 if (disease->stats.maxgrace > 0)

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