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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.98 by root, Fri Mar 26 00:59:22 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 object *tmp, *tmp2; /* object on the map */
45 int weight_move; 45 int weight_move;
46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
47 47
48 if (!op->weight) 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
54 { 54 {
55 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
57 } 57 }
58 58
59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 { 60 {
61 int num_sections = 1; 61 int num_sections = 1;
62 62
63 /* don't move DM */ 63 /* don't move DM */
64 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
71 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
73 continue; 73 continue;
74 74
75 /* count the object's sections */ 75 /* count the object's sections */
76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++; 77 num_sections++;
78 78
79 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
80 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
81 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113void 113static void
114forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
115{ 115{
116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
117 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
118 maptile *m; 118 maptile *m;
149 new_bolt->duration++; 149 new_bolt->duration++;
150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
151 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
152 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
153 tmp->stats.dam++; 153 tmp->stats.dam++;
154
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
155 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
156} 157}
157 158
158/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
159 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
160 */ 161 */
161
162void 162void
163move_bolt (object *op) 163move_bolt (object *op)
164{ 164{
165 int mflags; 165 int mflags;
166 sint16 x, y; 166 sint16 x, y;
167 maptile *m; 167 maptile *m;
168 168
169 if (--op->duration < 0) 169 if (--op->duration < 0)
170 { 170 {
171 op->destroy (); 171 op->drop_and_destroy ();
172 return; 172 return;
173 } 173 }
174 174
175 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
176 176
249 tmp->duration++; 249 tmp->duration++;
250 250
251 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
252 * going off in other directions. 252 * going off in other directions.
253 */ 253 */
254 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
256 forklightning (op, tmp);
257 }
258 256
259 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
260 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
261 */ 259 */
262 op->range = 0; 260 op->range = 0;
279 int mflags; 277 int mflags;
280 278
281 if (!spob->other_arch) 279 if (!spob->other_arch)
282 return 0; 280 return 0;
283 281
284 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
285 if (tmp == NULL) 283 if (tmp == NULL)
286 return 0; 284 return 0;
287 285
288 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
289 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
290 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
291 if (spob->slaying) 290 if (spob->slaying)
292 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
293 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
296 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
297 297
308 308
309 maptile *newmap; 309 maptile *newmap;
310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
311 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
312 { 312 {
313 tmp->destroy (); 313 tmp->drop_and_destroy ();
314 return 0; 314 return 0;
315 } 315 }
316 316
317 tmp->map = newmap; 317 tmp->map = newmap;
318 318
319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 { 320 {
321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
322 { 322 {
323 tmp->destroy (); 323 tmp->drop_and_destroy ();
324 return 0; 324 return 0;
325 } 325 }
326 326
327 tmp->x = op->x; 327 tmp->x = op->x;
328 tmp->y = op->y; 328 tmp->y = op->y;
389 389
390/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
391 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
392 * explode. 392 * explode.
393 */ 393 */
394void 394static void
395explode_bullet (object *op) 395explode_bullet (object *op)
396{ 396{
397 object *tmp, *owner; 397 object *tmp, *owner;
398 398
399 if (op->other_arch == NULL) 399 if (!op->other_arch)
400 { 400 {
401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
402 op->destroy (); 402 op->destroy ();
403 return; 403 return;
404 } 404 }
433 } 433 }
434 434
435 if (op->attacktype) 435 if (op->attacktype)
436 { 436 {
437 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
449 450
450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
451 { 455 {
452 op->destroy (); 456 op->destroy ();
453 return; 457 return;
454 } 458 }
455 459
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 532 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 534 {
529 op->destroy (); 535 op->destroy ();
540 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
541 */ 547 */
542void 548void
543move_bullet (object *op) 549move_bullet (object *op)
544{ 550{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 551#if 0
550 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
551 553
552 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
568 op->destroy (); 570 op->destroy ();
569 571
570 return; 572 return;
571 } 573 }
572 574
573 new_x = op->x + DIRX (op); 575 mapxy pos (op);
574 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 577
578 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 return; 581 return;
582 } 582 }
583 583
584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
585 { 589 {
586 if (op->other_arch) 590 if (op->other_arch)
587 explode_bullet (op); 591 explode_bullet (op);
588 else 592 else
589 op->destroy (); 593 op->destroy ();
590 594
591 return; 595 return;
592 } 596 }
593 597
594 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
595 return; 599 return;
596 600
597 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
598 { 602 {
599 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
656 return 0; 660 return 0;
657 } 661 }
658 662
659 tmp->map = newmap; 663 tmp->map = newmap;
660 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 { 679 {
663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
664 { 681 {
665 tmp->destroy (); 682 tmp->destroy ();
683 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
684 * 701 *
685 *****************************************************************************/ 702 *****************************************************************************/
686 703
687/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
688void 705static void
689cone_drop (object *op) 706cone_drop (object *op)
690{ 707{
691 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
692 709
693 new_ob->level = op->level; 710 new_ob->level = op->level;
694 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
695 712
696 /* preserve skill ownership */ 713 /* preserve skill ownership */
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 721
705void 722void
706move_cone (object *op) 723move_cone (object *op)
707{ 724{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 726 if (!op->map)
712 { 727 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 729 op->set_speed (0);
734 } 749 }
735#endif 750#endif
736 751
737 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
738 753
754 if (!op->is_on_map ())
755 return;
756
739 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
741 * degree. 759 * degree.
742 */ 760 */
743 if (op->weight) 761 if (op->weight)
762 {
744 check_spell_knockback (op); 763 check_spell_knockback (op);
745 764
746 if (op->destroyed ()) 765 if (!op->is_on_map ())
747 return; 766 return;
767 }
748 768
749 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
750 { 770 {
751 op->destroy (); 771 op->destroy ();
752 return; 772 return;
753 } 773 }
754 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
759 { 779 {
760 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
761 return; 781 return;
762 } 782 }
763 783
764 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
765 { 785 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
767 787
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 789 {
820 */ 840 */
821 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
822 842
823 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
824 { 844 {
825 sint16 x, y, d; 845 sint16 x, y;
826 846
827 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
828 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
829 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 850 * to hit that person.
831 */ 851 */
832 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 853
838 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
839 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
858 874
859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
860 continue; 876 continue;
861 877
862 success = 1; 878 success = 1;
863 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
864 tmp->set_owner (op); 880 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
868 884
869 /* holy word stuff */ 885 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
943 959
944 object *env = op->outer_env (); 960 object *env = op->outer_env ();
945 961
946 if (op->env) 962 if (op->env)
947 { 963 {
948 if (env->map == NULL) 964 if (!env->map)
949 return; 965 return;
950 966
951 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
952 return; 968 return;
953 } 969 }
954 970
955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
956 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
957 // as bombs can be carried. 973 // as bombs can be carried.
958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
959 { 975 {
960 op->destroy (); 976 op->destroy ();
961 return; 977 return;
962 } 978 }
963 979
970 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
971 { 987 {
972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
973 continue; 989 continue;
974 990
975 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
976 tmp->direction = i; 992 tmp->direction = i;
977 tmp->range = op->range; 993 tmp->range = op->range;
978 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
979 tmp->duration = op->duration; 995 tmp->duration = op->duration;
980 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1000 int mflags; 1016 int mflags;
1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1002 maptile *m; 1018 maptile *m;
1003 1019
1004 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1006 { 1029 {
1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1008 return 0; 1031 return 0;
1032 }
1009 } 1033 }
1010 1034
1011 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1012 1036
1013 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1036 * dir is the direction to look in. 1060 * dir is the direction to look in.
1037 * range is how far out to look. 1061 * range is how far out to look.
1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1039 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1040 */ 1064 */
1041object * 1065static object *
1042get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1043{ 1067{
1044 object *target; 1068 object *target;
1045 sint16 x, y; 1069 sint16 x, y;
1046 int dist, mflags; 1070 int dist, mflags;
1099 * interesting spell. 1123 * interesting spell.
1100 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1101 * can't be friendly to your god. 1125 * can't be friendly to your god.
1102 */ 1126 */
1103 1127
1104 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1105 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1106 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1107 { 1133 {
1108 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1109 return 0; 1135 return 0;
1110 } 1136 }
1111 1137
1112 if (spell->other_arch) 1138 if (spell->other_arch)
1113 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1114 else 1140 else
1115 return 0; 1141 return 0;
1116 1142
1117 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1118 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1119 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 { 1147 {
1122 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1123 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1124 else 1150 else
1125 { 1151 {
1126 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1127 return 0; 1153 return 0;
1128 } 1154 }
1178 1204
1179/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1180void 1206void
1181move_missile (object *op) 1207move_missile (object *op)
1182{ 1208{
1183 int i, mflags;
1184 object *owner;
1185 sint16 new_x, new_y;
1186 maptile *m;
1187
1188 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1189 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1190 op->destroy (); 1220 op->destroy ();
1191 return; 1221 return;
1192 } 1222 }
1193 1223
1194 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1195#if 0
1196 /* It'd make things nastier if this wasn't here - spells cast by
1197 * monster that are then killed would continue to survive
1198 */
1199 if (owner == NULL)
1200 {
1201 op->destroy ();
1202 return;
1203 }
1204#endif
1205 1225
1206 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1207 new_y = op->y + DIRY (op);
1208
1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1210
1211 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1212 { 1227 {
1213 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1214 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1215 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1216 */ 1231 */
1217 if (!op->destroyed ())
1218 op->destroy ();
1219
1220 return;
1221 }
1222
1223 op->remove ();
1224
1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1226 {
1227 op->destroy (); 1232 op->destroy ();
1228 return; 1233 return;
1229 } 1234 }
1230 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1231 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1232 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1233 { 1244 {
1234 op->direction = i; 1245 op->direction = i;
1235 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1236 } 1247 }
1237 1248
1238 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1239} 1250}
1240 1251
1241/**************************************************************************** 1252/****************************************************************************
1242 * Destruction 1253 * Destruction
1243 ****************************************************************************/ 1254 ****************************************************************************/
1246 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1247 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1248 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1249 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1250 */ 1261 */
1251int 1262static int
1252make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1253{ 1264{
1254 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1255 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1256 return 0; 1267 return 0;
1257 1268
1258 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1259 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1260 tmp->stats.food = time; 1271 tmp->stats.food = time;
1261 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1262 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1264 tmp->glow_radius = MAX_LIGHT_RADII;
1265
1266 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1267 1275
1268 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1269 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1270 1278
1271 return 1; 1279 return 1;
1272} 1280}
1273 1281
1274int 1282int
1275cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1276{ 1284{
1277 int i, j, range, mflags, friendly = 0, dam, dur;
1278 sint16 sx, sy;
1279 maptile *m;
1280 object *tmp;
1281 const char *skill;
1282
1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1284 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1287 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1288 1290
1289 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1290 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1291 * We do some shortcuts here - since this is just temporary
1292 * and we'll reset the values back, we don't need to go through
1293 * the full share string/free_string route.
1294 */ 1293 */
1295 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1296 if (caster == op) 1296 if (caster == op)
1297 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1298 else if (caster->skill) 1298 else if (caster->skill)
1299 op->skill = caster->skill; 1299 op->skill = caster->skill;
1300 else 1300 else
1301 op->skill = NULL; 1301 op->skill = 0;
1302 1302
1303 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1304 1304
1305 for (i = -range; i < range; i++) 1305 dynbuf buf;
1306 unordered_mapwalk (buf, op, -range, -range, range, range)
1306 { 1307 {
1307 for (j = -range; j < range; j++) 1308 mapspace &ms = m->at (nx, ny);
1308 {
1309 m = op->map;
1310 sx = op->x + i;
1311 sy = op->y + j;
1312 1309
1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1317 if (mflags & P_IS_ALIVE) 1310 if (ms.flags () & P_IS_ALIVE)
1311 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1318 { 1312 {
1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1313 next = tmp->above;
1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1321 break;
1322 1314
1323 if (tmp) 1315 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1324 { 1316 {
1325 if (tmp->head)
1326 tmp = tmp->head; 1317 tmp = tmp->head_ ();
1327 1318
1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1319 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1320 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1330 { 1321 {
1331 if (spell_ob->subtype == SP_DESTRUCTION) 1322 if (spell_ob->subtype == SP_DESTRUCTION)
1332 { 1323 {
1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1324 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1325
1334 if (spell_ob->other_arch) 1326 if (spell_ob->other_arch)
1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1327 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1336 } 1328 }
1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1329 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1338 { 1330 {
1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1331 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1332 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1341 } 1333 }
1342 } 1334 }
1343 } 1335 }
1344 } 1336 }
1345 }
1346 } 1337 }
1347 1338
1348 op->skill = skill; 1339 op->skill = skill;
1349 return 1; 1340 return 1;
1350} 1341}
1352/*************************************************************************** 1343/***************************************************************************
1353 * 1344 *
1354 * CURSE 1345 * CURSE
1355 * 1346 *
1356 ***************************************************************************/ 1347 ***************************************************************************/
1357
1358int 1348int
1359cast_curse (object *op, object *caster, object *spell_ob, int dir) 1349cast_curse (object *op, object *caster, object *spell_ob, int dir)
1360{ 1350{
1361 object *god = find_god (determine_god (op)); 1351 object *god = find_god (determine_god (op));
1362 object *tmp, *force; 1352 object *tmp, *force;
1440 force->stats.wc = spell_ob->stats.wc; 1430 force->stats.wc = spell_ob->stats.wc;
1441 1431
1442 change_abil (tmp, force); /* Mostly to display any messages */ 1432 change_abil (tmp, force); /* Mostly to display any messages */
1443 insert_ob_in_ob (force, tmp); 1433 insert_ob_in_ob (force, tmp);
1444 tmp->update_stats (); 1434 tmp->update_stats ();
1435
1445 return 1; 1436 return 1;
1446
1447} 1437}
1448 1438
1449/********************************************************************** 1439/**********************************************************************
1450 * mood change 1440 * mood change
1451 * Arguably, this may or may not be an attack spell. But since it 1441 * Arguably, this may or may not be an attack spell. But since it
1457 */ 1447 */
1458int 1448int
1459mood_change (object *op, object *caster, object *spell) 1449mood_change (object *op, object *caster, object *spell)
1460{ 1450{
1461 object *tmp, *god, *head; 1451 object *tmp, *god, *head;
1462 int done_one, range, mflags, level, at, best_at; 1452 int done_one, range, level, at, best_at;
1463 sint16 x, y, nx, ny;
1464 maptile *m;
1465 const char *race; 1453 const char *race;
1466 1454
1467 /* We precompute some values here so that we don't have to keep 1455 /* We precompute some values here so that we don't have to keep
1468 * doing it over and over again. 1456 * doing it over and over again.
1469 */ 1457 */
1470 god = find_god (determine_god (op)); 1458 god = find_god (determine_god (op));
1471 level = caster_level (caster, spell); 1459 level = casting_level (caster, spell);
1472 range = spell->range + SP_level_range_adjust (caster, spell); 1460 range = spell->range + SP_level_range_adjust (caster, spell);
1473 1461
1474 /* On the bright side, no monster should ever have a race of GOD_... 1462 /* On the bright side, no monster should ever have a race of GOD_...
1475 * so even if the player doesn't worship a god, if race=GOD_.., it 1463 * so even if the player doesn't worship a god, if race=GOD_.., it
1476 * won't ever match anything. 1464 * won't ever match anything.
1477 */ 1465 */
1478 if (!spell->race) 1466 if (!spell->race)
1479 race = NULL; 1467 race = NULL;
1480 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1468 else if (god && spell->race == shstr_GOD_SLAYING)
1481 race = god->slaying; 1469 race = god->slaying;
1482 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1470 else if (god && spell->race == shstr_GOD_FRIEND)
1483 race = god->race; 1471 race = god->race;
1484 else 1472 else
1485 race = spell->race; 1473 race = spell->race;
1486 1474
1487 for (x = op->x - range; x <= op->x + range; x++) 1475 dynbuf buf;
1488 for (y = op->y - range; y <= op->y + range; y++) 1476 unordered_mapwalk (buf, op, -range, -range, range, range)
1489 { 1477 {
1490 done_one = 0; 1478 mapspace &ms = m->at (nx, ny);
1491 m = op->map;
1492 nx = x;
1493 ny = y;
1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1497 1479
1498 /* If there is nothing living on this space, no need to go further */ 1480 /* If there is nothing living on this space, no need to go further */
1499 if (!(mflags & P_IS_ALIVE)) 1481 if (!ms.flags () & P_IS_ALIVE)
1500 continue; 1482 continue;
1501 1483
1502 // players can only affect spaces that they can actually see 1484 // players can only affect spaces that they can actually see
1485 if (caster
1503 if (caster && caster->contr 1486 && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70) 1487 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1488 continue;
1506 1489
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1490 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1491 if (tmp->flag [FLAG_MONSTER])
1509 break; 1492 break;
1510 1493
1511 /* There can be living objects that are not monsters */ 1494 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1495 if (!tmp)
1513 continue; 1496 continue;
1514 1497
1515 /* Only the head has meaningful data, so resolve to that */ 1498 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1499 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1500
1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1501 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1522 if (race && head->race && !strstr (race, head->race)) 1502 if (race && head->race && !strstr (race, head->race))
1523 continue; 1503 continue;
1524 1504
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1505 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue; 1506 continue;
1527 1507
1528 /* Now do a bunch of stuff related to saving throws */ 1508 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1509 best_at = -1;
1530 if (spell->attacktype) 1510 if (spell->attacktype)
1531 { 1511 {
1532 for (at = 0; at < NROFATTACKS; at++) 1512 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1513 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1514 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1515 best_at = at;
1536 1516
1537 if (best_at == -1) 1517 if (best_at == -1)
1538 at = 0; 1518 at = 0;
1539 else 1519 else
1540 { 1520 {
1541 if (head->resist[best_at] == 100) 1521 if (head->resist[best_at] == 100)
1542 continue; 1522 continue;
1543 else 1523 else
1544 at = head->resist[best_at] / 5; 1524 at = head->resist[best_at] / 5;
1545 } 1525 }
1526
1546 at -= level / 5; 1527 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1528 if (did_make_save (head, head->level, at))
1548 continue; 1529 continue;
1549 } 1530 }
1550 else /* spell->attacktype */ 1531 else /* spell->attacktype */
1551 { 1532 {
1552 /* 1533 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving: 1534 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go 1535 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1536 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556 1537
1557 The chance will then be in the range [20-70] percent, not too bad. 1538 The chance will then be in the range [20-70] percent, not too bad.
1558 1539
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can 1540 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster... 1541 charm a level 125 monster...
1561 1542
1562 Ryo, august 14th 1543 Ryo, august 14th
1563 */ 1544 */
1564 if (head->level > level) 1545 if (head->level > level)
1565 continue; 1546 continue;
1566 1547
1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1548 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1568 /* Failed, no effect */ 1549 /* Failed, no effect */
1569 continue; 1550 continue;
1570 } 1551 }
1571 1552
1572 /* Done with saving throw. Now start affecting the monster */ 1553 /* Done with saving throw. Now start affecting the monster */
1554 done_one = 0;
1573 1555
1574 /* aggravation */ 1556 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1557 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 { 1558 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1559 CLEAR_FLAG (head, FLAG_SLEEP);
1578 remove_friendly_object (head); 1560 remove_friendly_object (head);
1579 done_one = 1; 1561 done_one = 1;
1580 head->enemy = op; 1562 head->enemy = op;
1581 } 1563 }
1582 1564
1583 /* calm monsters */ 1565 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1566 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 { 1567 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1568 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1569 head->enemy = NULL;
1588 done_one = 1; 1570 done_one = 1;
1589 } 1571 }
1590 1572
1591 /* berserk monsters */ 1573 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1574 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 { 1575 {
1594 SET_FLAG (head, FLAG_BERSERK); 1576 SET_FLAG (head, FLAG_BERSERK);
1595 done_one = 1; 1577 done_one = 1;
1596 } 1578 }
1597 1579
1598 /* charm */ 1580 /* charm */
1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1581 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1600 { 1582 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1583 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1584
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1585 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1586 Typical use case is charm, go somwhere, use aggravation to make hostile.
1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1587 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1588 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1589 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1590 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1591 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1592 head->attack_movement = PETMOVE;
1611 done_one = 1; 1593 done_one = 1;
1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1594 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1613 head->stats.exp = 0; 1595 head->stats.exp = 0;
1614 } 1596 }
1615 1597
1616 /* If a monster was effected, put an effect in */ 1598 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1599 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1600 m->insert (spell->other_arch->instance (), nx, ny, op);
1619 } /* for y */ 1601 }
1620 1602
1621 return 1; 1603 return 1;
1622} 1604}
1623
1624 1605
1625/* Move_ball_spell: This handles ball type spells that just sort of wander 1606/* Move_ball_spell: This handles ball type spells that just sort of wander
1626 * about. was called move_ball_lightning, but since more than the ball 1607 * about. was called move_ball_lightning, but since more than the ball
1627 * lightning spell used it, that seemed misnamed. 1608 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1609 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1610 * note that duration is handled by process_object() in time.c
1630 */ 1611 */
1631
1632void 1612void
1633move_ball_spell (object *op) 1613move_ball_spell (object *op)
1634{ 1614{
1635 int i, j, dam_save, dir, mflags; 1615 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1616 sint16 nx, ny, hx, hy;
1655 for (i = 1; i < 9; i++) 1635 for (i = 1; i < 9; i++)
1656 { 1636 {
1657 /* i bit 0: alters sign of offset 1637 /* i bit 0: alters sign of offset
1658 * other bits (i / 2): absolute value of offset 1638 * other bits (i / 2): absolute value of offset
1659 */ 1639 */
1660
1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1640 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1662 int tmpdir = absdir (op->direction + offset); 1641 int tmpdir = absdir (op->direction + offset);
1663 1642
1664 nx = op->x + freearr_x[tmpdir]; 1643 nx = op->x + freearr_x[tmpdir];
1665 ny = op->y + freearr_y[tmpdir]; 1644 ny = op->y + freearr_y[tmpdir];
1667 { 1646 {
1668 dir = tmpdir; 1647 dir = tmpdir;
1669 break; 1648 break;
1670 } 1649 }
1671 } 1650 }
1651
1672 if (dir == 0) 1652 if (dir == 0)
1673 { 1653 {
1674 nx = op->x; 1654 nx = op->x;
1675 ny = op->y; 1655 ny = op->y;
1676 m = op->map; 1656 m = op->map;
1702 1682
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1683 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1684 {
1705 if (j) 1685 if (j)
1706 op->stats.dam = dam_save / 2; 1686 op->stats.dam = dam_save / 2;
1687
1707 hit_map (op, j, op->attacktype, 1); 1688 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1689 }
1710 1690
1711 /* insert the other arch */ 1691 /* insert the other arch */
1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1692 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1693 m->insert (op->other_arch->instance (), hx, hy, op);
1714 } 1694 }
1715 1695
1716 /* restore to the center location and damage */ 1696 /* restore to the center location and damage */
1717 op->stats.dam = dam_save; 1697 op->stats.dam = dam_save;
1718 1698
1746 int adjustdir; 1726 int adjustdir;
1747 maptile *m; 1727 maptile *m;
1748#endif 1728#endif
1749 object *owner = op->env; 1729 object *owner = op->env;
1750 1730
1731 if (!owner) // MUST not happen, remove when true TODO
1732 {
1733 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1734 op->destroy ();
1735 return;
1736 }
1737
1751 if (!op->duration || !owner->is_on_map ()) 1738 if (!op->duration || !owner->is_on_map ())
1752 { 1739 {
1753 op->destroy (); 1740 op->drop_and_destroy ();
1754 return; 1741 return;
1755 } 1742 }
1756 1743
1757 op->duration--; 1744 op->duration--;
1758 1745
1759 int basedir = op->direction; 1746 int basedir = op->direction;
1760 if (!basedir) 1747 if (!basedir)
1748 {
1761 /* spray in all directions! 8) */ 1749 /* spray in all directions! 8) */
1762 basedir = (op->facing += op->state) % 8 + 1; 1750 op->facing = (op->facing + op->state) & 7;
1751 basedir = op->facing + 1;
1752 }
1763 1753
1764#if 0 1754#if 0
1765 // this is bogus: it causes wrong places to be checked below 1755 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and 1756 // (a wall 2 cells away will block the effect...) and
1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1757 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1849{ 1839{
1850 if (!spell->other_arch) 1840 if (!spell->other_arch)
1851 return 0; 1841 return 0;
1852 1842
1853 object *tmp = archetype::get (SWARM_SPELL); 1843 object *tmp = archetype::get (SWARM_SPELL);
1844
1854 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ 1846 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1856 tmp->spell = spell->other_arch->instance (); 1847 tmp->spell = spell->other_arch->instance ();
1857 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1858 1849
1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1860 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1862 1853
1863 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1864 for (int i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1866 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1867 tmp->direction = dir; 1860 tmp->direction = dir;
1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction 1861 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment 1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1871 1863
1872 op->insert (tmp); 1864 op->insert (tmp);
1873 1865
1885 int dam, mflags; 1877 int dam, mflags;
1886 maptile *m; 1878 maptile *m;
1887 1879
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1881
1890 if (!dir) 1882 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1883 {
1895
1896 x = op->x + freearr_x[dir]; 1884 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1885 y = op->y + freearr_y[dir];
1898 m = op->map; 1886 m = op->map;
1899 1887
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1888 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1889
1902 if (mflags & P_OUT_OF_MAP) 1890 if (mflags & P_OUT_OF_MAP)
1903 { 1891 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1892 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1893 return 0;
1906 } 1894 }
1907 1895
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1896 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1897 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1898 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1899 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1900 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1901 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1902 if (target->head)
1915 target = target->head; 1903 target = target->head;
1904
1916 (void) hit_player (target, dam, op, spell->attacktype, 1); 1905 hit_player (target, dam, op, spell->attacktype, 1);
1917 return 1; /* one success only! */ 1906 return 1; /* one success only! */
1907 }
1918 } 1908 }
1919 }
1920 1909
1921 /* no live target, perhaps a wall is in the way? */ 1910 /* no live target, perhaps a wall is in the way? */
1922 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1911 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1923 { 1912 {
1924 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1925 return 0; 1914 return 0;
1915 }
1926 } 1916 }
1927 1917
1928 /* ok, looks groovy to just insert a new light on the map */ 1918 /* ok, looks groovy to just insert a new light on the map */
1929 tmp = arch_to_object (spell->other_arch); 1919 tmp = spell->other_arch->instance ();
1930 if (!tmp) 1920 if (!tmp)
1931 { 1921 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1922 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1923 return 0;
1934 } 1924 }
1925
1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1926 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1927
1936 if (tmp->glow_radius) 1928 if (tmp->glow_radius)
1937 { 1929 tmp->set_glow_radius (
1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1930 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1939 if (tmp->glow_radius > MAX_LIGHT_RADII) 1931 );
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1941 }
1942 1932
1933 if (dir)
1943 m->insert (tmp, x, y, op); 1934 m->insert (tmp, x, y, op);
1935 else
1936 caster->outer_env_or_self ()->insert (tmp);
1937
1944 return 1; 1938 return 1;
1945} 1939}
1946 1940
1947/* cast_cause_disease: this spell looks along <dir> from the 1941/* cast_cause_disease: this spell looks along <dir> from the
1948 * player and infects someone. 1942 * player and infects someone.
1996 { 1990 {
1997 /* search this square for a victim */ 1991 /* search this square for a victim */
1998 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1992 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1993 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2000 { /* found a victim */ 1994 { /* found a victim */
2001 object *disease = arch_to_object (spell->other_arch); 1995 object *disease = spell->other_arch->instance ();
2002 1996
2003 disease->set_owner (op); 1997 disease->set_owner (op);
2004 set_spell_skill (op, caster, spell, disease); 1998 set_spell_skill (op, caster, spell, disease);
2005 disease->stats.exp = 0; 1999 disease->stats.exp = 0;
2006 disease->level = caster_level (caster, spell); 2000 disease->level = casting_level (caster, spell);
2007 2001
2008 /* do level adjustments */ 2002 /* do level adjustments */
2009 if (disease->stats.wc) 2003 if (disease->stats.wc)
2010 disease->stats.wc += dur_mod / 2; 2004 disease->stats.wc += dur_mod / 2;
2011 2005
2056 if (infect_object (walk, disease, 1)) 2050 if (infect_object (walk, disease, 1))
2057 { 2051 {
2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2052 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2059 2053
2060 disease->destroy (); /* don't need this one anymore */ 2054 disease->destroy (); /* don't need this one anymore */
2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2055 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2062 return 1; 2056 return 1;
2063 } 2057 }
2064 2058
2065 disease->destroy (); 2059 disease->destroy ();
2066 } 2060 }

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