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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.35 by root, Thu May 17 20:27:02 2007 UTC vs.
Revision 1.100 by root, Fri Apr 9 02:45:17 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42 42static void
43void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 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 */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*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 */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*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); */
59 } 57 }
60 58
61 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)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
74 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)))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* 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
82 * 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
83 * 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.
95 * also be safe for objects. 93 * also be safe for objects.
96 * This does return if successful or not, but 94 * This does return if successful or not, but
97 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
98 * right now. 96 * right now.
99 */ 97 */
100 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
101 } 99 }
102 100
103 } 101 }
104} 102}
105 103
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115 113static void
116void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 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 */
120 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
121 maptile *m; 118 maptile *m;
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* 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
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
282 int mflags; 277 int mflags;
283 278
284 if (!spob->other_arch) 279 if (!spob->other_arch)
285 return 0; 280 return 0;
286 281
287 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
288 if (tmp == NULL) 283 if (tmp == NULL)
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
311 308
312 maptile *newmap; 309 maptile *newmap;
313 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);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
316 tmp->destroy (); 313 tmp->drop_and_destroy ();
317 return 0; 314 return 0;
318 } 315 }
319 316
320 tmp->map = newmap; 317 tmp->map = newmap;
321 318
322 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)))
323 { 320 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341
342
343 338
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394 389
395
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
400void 394static void
401explode_bullet (object *op) 395explode_bullet (object *op)
402{ 396{
403 object *tmp, *owner; 397 object *tmp, *owner;
404 398
405 if (op->other_arch == NULL) 399 if (!op->other_arch)
406 { 400 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 402 op->destroy ();
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
438 } 433 }
439 434
440 if (op->attacktype) 435 if (op->attacktype)
441 { 436 {
442 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
443 if (op->destroyed ()) 439 if (op->destroyed ())
444 return; 440 return;
445 } 441 }
446 442
447 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
448 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
449 445
450 tmp->set_owner (op); 446 tmp->set_owner (op);
451 tmp->skill = op->skill; 447 tmp->skill = op->skill;
452 448
453 owner = op->owner; 449 owner = op->owner;
454 450
455 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))
456 { 455 {
457 op->destroy (); 456 op->destroy ();
458 return; 457 return;
459 } 458 }
460 459
487 486
488 /* Prevent recursion */ 487 /* Prevent recursion */
489 op->move_on = 0; 488 op->move_on = 0;
490 489
491 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
492 /* remove the firebullet */ 493 /* remove the firebullet */
493 op->destroy (); 494 op->destroy ();
494} 495}
495 496
496/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 525 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 527 {
527 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
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 532 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 534 {
532 op->destroy (); 535 op->destroy ();
543 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
544 */ 547 */
545void 548void
546move_bullet (object *op) 549move_bullet (object *op)
547{ 550{
548 sint16 new_x, new_y;
549 int mflags;
550 maptile *m;
551
552#if 0 551#if 0
553 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
554 553
555 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
556 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
571 op->destroy (); 570 op->destroy ();
572 571
573 return; 572 return;
574 } 573 }
575 574
576 new_x = op->x + DIRX (op); 575 mapxy pos (op);
577 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
578 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 577
581 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
582 { 579 {
583 op->destroy (); 580 op->destroy ();
584 return; 581 return;
585 } 582 }
586 583
587 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))
588 { 589 {
589 if (op->other_arch) 590 if (op->other_arch)
590 explode_bullet (op); 591 explode_bullet (op);
591 else 592 else
592 op->destroy (); 593 op->destroy ();
593 594
594 return; 595 return;
595 } 596 }
596 597
597 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
598 return; 599 return;
599 600
600 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
601 { 602 {
602 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
612 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 614 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
615 * pointers. 616 * pointers.
616 */ 617 */
617
618int 618int
619fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 620{
621 object *tmp = NULL; 621 object *tmp = NULL;
622 int mflags; 622 int mflags;
623 623
624 if (!spob->other_arch) 624 if (!spob->other_arch)
625 return 0; 625 return 0;
626 626
627 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 628 if (!tmp)
629 return 0; 629 return 0;
630 630
631 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 634 if (spob->slaying)
635 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
636 636
646 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
647 647
648 tmp->set_owner (op); 648 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
650 650
651 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 653 tmp->map = op->map;
654 654
655 maptile *newmap; 655 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
659 tmp->destroy (); 659 tmp->destroy ();
660 return 0; 660 return 0;
661 } 661 }
662 662
663 tmp->map = newmap; 663 tmp->map = newmap;
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 }
664 677
665 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)))
666 { 679 {
667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
668 { 681 {
687 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
688 * 701 *
689 *****************************************************************************/ 702 *****************************************************************************/
690 703
691/* 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" */
692void 705static void
693cone_drop (object *op) 706cone_drop (object *op)
694{ 707{
695 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
696 709
697 new_ob->level = op->level; 710 new_ob->level = op->level;
698 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
699 712
700 /* preserve skill ownership */ 713 /* preserve skill ownership */
707/* 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 */
708 721
709void 722void
710move_cone (object *op) 723move_cone (object *op)
711{ 724{
712 int i;
713
714 /* 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 */
715 if (!op->map) 726 if (!op->map)
716 { 727 {
717 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");
718 op->set_speed (0); 729 op->set_speed (0);
738 } 749 }
739#endif 750#endif
740 751
741 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
742 753
754 if (!op->is_on_map ())
755 return;
756
743 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
745 * degree. 759 * degree.
746 */ 760 */
747 if (op->weight) 761 if (op->weight)
762 {
748 check_spell_knockback (op); 763 check_spell_knockback (op);
749 764
750 if (op->destroyed ()) 765 if (!op->is_on_map ())
751 return; 766 return;
767 }
752 768
753 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
754 { 770 {
755 op->destroy (); 771 op->destroy ();
756 return; 772 return;
757 } 773 }
758 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
763 { 779 {
764 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
765 return; 781 return;
766 } 782 }
767 783
768 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
769 { 785 {
770 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)];
771 787
772 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))
773 { 789 {
820 836
821 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 839 * insert it into is blocked.
824 */ 840 */
825 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
826 842
827 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
828 { 844 {
829 sint16 x, y, d; 845 sint16 x, y;
830 846
831 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
832 * 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
833 * 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
834 * to hit that person. 850 * to hit that person.
835 */ 851 */
836 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
837 while (d < 0)
838 d += 8;
839 while (d > 8)
840 d -= 8;
841 853
842 /* 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.
843 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
844 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
845 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
862 874
863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
864 continue; 876 continue;
865 877
866 success = 1; 878 success = 1;
867 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
868 tmp->set_owner (op); 880 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
872 884
873 /* holy word stuff */ 885 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
909 else 921 else
910 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
911 } 923 }
912 924
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 927
916 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 930
919 m->insert (tmp, sx, sy, op); 931 m->insert (tmp, sx, sy, op);
920 932
921 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 934 * a single space too many times.
934 * 946 *
935 * BOMB related code 947 * BOMB related code
936 * 948 *
937 ****************************************************************************/ 949 ****************************************************************************/
938 950
939
940/* This handles an exploding bomb. 951/* This handles an exploding bomb.
941 * op is the original bomb object. 952 * op is the original bomb object.
942 */ 953 */
943void 954void
944animate_bomb (object *op) 955animate_bomb (object *op)
945{ 956{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 958 return;
951 959
952 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
953 961
954 if (op->env) 962 if (op->env)
955 { 963 {
956 if (env->map == NULL) 964 if (!env->map)
957 return; 965 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 966
962 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
963 return; 968 return;
964 } 969 }
965 970
966 // 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
967 // 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
968 // as bombs can be carried. 973 // as bombs can be carried.
969 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
970 { 975 {
971 op->destroy (); 976 op->destroy ();
972 return; 977 return;
973 } 978 }
974 979
976 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 982 * so just set up the appropriate values.
978 */ 983 */
979 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
980 { 985 {
981 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
982 { 987 {
983 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]))
984 continue; 989 continue;
985 990
986 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
987 tmp->direction = i; 992 tmp->direction = i;
988 tmp->range = op->range; 993 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 995 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1005} 1010}
1006 1011
1007int 1012int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1014{
1010
1011 object *tmp; 1015 object *tmp;
1012 int mflags; 1016 int mflags;
1013 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];
1014 maptile *m; 1018 maptile *m;
1015 1019
1016 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 {
1017 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))
1018 { 1029 {
1019 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.");
1020 return 0; 1031 return 0;
1032 }
1021 } 1033 }
1022 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1023 1036
1024 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 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);
1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1047 * dir is the direction to look in. 1060 * dir is the direction to look in.
1048 * range is how far out to look. 1061 * range is how far out to look.
1049 * 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.
1050 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1051 */ 1064 */
1052 1065static object *
1053object *
1054get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1055{ 1067{
1056 object *target; 1068 object *target;
1057 sint16 x, y; 1069 sint16 x, y;
1058 int dist, mflags; 1070 int dist, mflags;
1076 return NULL; 1088 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1090 return NULL;
1079 1091
1080 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1095 return target;
1087 }
1088 }
1089 }
1090 } 1096 }
1097
1091 return NULL; 1098 return NULL;
1092} 1099}
1093
1094 1100
1095/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1097 * usual params - 1103 * usual params -
1098 * op = player 1104 * op = player
1099 * caster = object casting the spell. 1105 * caster = object casting the spell.
1100 * dir = direction being cast 1106 * dir = direction being cast
1101 * spell = spell object 1107 * spell = spell object
1102 */ 1108 */
1103
1104int 1109int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1111{
1107 object *effect, *target; 1112 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1118 * interesting spell. 1123 * interesting spell.
1119 * 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
1120 * can't be friendly to your god. 1125 * can't be friendly to your god.
1121 */ 1126 */
1122 1127
1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1124 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1125 || (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)))
1126 { 1133 {
1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1128 return 0; 1135 return 0;
1129 } 1136 }
1130 1137
1131 if (spell->other_arch) 1138 if (spell->other_arch)
1132 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1133 else 1140 else
1134 return 0; 1141 return 0;
1135 1142
1136 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1147 {
1141 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1142 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));
1143 else 1150 else
1144 { 1151 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1146 return 0; 1153 return 0;
1147 } 1154 }
1186 effect->insert_at (target, op); 1193 effect->insert_at (target, op);
1187 1194
1188 return 1; 1195 return 1;
1189} 1196}
1190 1197
1191
1192/**************************************************************************** 1198/****************************************************************************
1193 * 1199 *
1194 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1202 * code here is just to move the missile.
1198 1204
1199/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1200void 1206void
1201move_missile (object *op) 1207move_missile (object *op)
1202{ 1208{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1209 { 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 {
1210 op->destroy (); 1220 op->destroy ();
1211 return; 1221 return;
1212 } 1222 }
1213 1223
1214 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1225
1226 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1227 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1235 * 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.
1236 */ 1231 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1232 op->destroy ();
1248 return; 1233 return;
1249 } 1234 }
1250 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1251 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);
1252 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1253 { 1244 {
1254 op->direction = i; 1245 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1256 } 1247 }
1257 1248
1258 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1259} 1250}
1260 1251
1261/**************************************************************************** 1252/****************************************************************************
1262 * Destruction 1253 * Destruction
1263 ****************************************************************************/ 1254 ****************************************************************************/
1266 * 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
1267 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1270 */ 1261 */
1271 1262static int
1272int
1273make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1274{ 1264{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1267 return 0;
1280 1268
1281 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1271 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII;
1288
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1294 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1296 1278
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1279 return 1;
1303} 1280}
1304 1281
1305int 1282int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1307{ 1284{
1308 int i, j, range, mflags, friendly = 0, dam, dur;
1309 sint16 sx, sy;
1310 maptile *m;
1311 object *tmp;
1312 const char *skill;
1313
1314 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1315 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);
1316 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1317 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1318 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1319 1290
1320 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1321 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1322 * We do some shortcuts here - since this is just temporary
1323 * and we'll reset the values back, we don't need to go through
1324 * the full share string/free_string route.
1325 */ 1293 */
1326 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1327 if (caster == op) 1296 if (caster == op)
1328 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1329 else if (caster->skill) 1298 else if (caster->skill)
1330 op->skill = caster->skill; 1299 op->skill = caster->skill;
1331 else 1300 else
1332 op->skill = NULL; 1301 op->skill = 0;
1333 1302
1334 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1335 1304
1336 for (i = -range; i < range; i++) 1305 dynbuf buf;
1306 unordered_mapwalk (buf, op, -range, -range, range, range)
1337 { 1307 {
1338 for (j = -range; j < range; j++) 1308 mapspace &ms = m->at (nx, ny);
1339 {
1340 m = op->map;
1341 sx = op->x + i;
1342 sy = op->y + j;
1343 1309
1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1345 if (mflags & P_OUT_OF_MAP)
1346 continue;
1347
1348 if (mflags & P_IS_ALIVE) 1310 if (ms.flags () & P_IS_ALIVE)
1311 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1349 { 1312 {
1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1313 next = tmp->above;
1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1352 break;
1353 1314
1354 if (tmp) 1315 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1355 { 1316 {
1356 if (tmp->head)
1357 tmp = tmp->head; 1317 tmp = tmp->head_ ();
1358 1318
1359 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1319 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1320 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1361 { 1321 {
1362 if (spell_ob->subtype == SP_DESTRUCTION) 1322 if (spell_ob->subtype == SP_DESTRUCTION)
1363 { 1323 {
1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1324 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1325
1365 if (spell_ob->other_arch) 1326 if (spell_ob->other_arch)
1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1327 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1367 } 1328 }
1368 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)
1369 { 1330 {
1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1331 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1332 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1372 } 1333 }
1373 } 1334 }
1374 } 1335 }
1375 } 1336 }
1376 }
1377 } 1337 }
1378 1338
1379 op->skill = skill; 1339 op->skill = skill;
1380 return 1; 1340 return 1;
1381} 1341}
1383/*************************************************************************** 1343/***************************************************************************
1384 * 1344 *
1385 * CURSE 1345 * CURSE
1386 * 1346 *
1387 ***************************************************************************/ 1347 ***************************************************************************/
1388
1389int 1348int
1390cast_curse (object *op, object *caster, object *spell_ob, int dir) 1349cast_curse (object *op, object *caster, object *spell_ob, int dir)
1391{ 1350{
1392 object *god = find_god (determine_god (op)); 1351 object *god = find_god (determine_god (op));
1393 object *tmp, *force; 1352 object *tmp, *force;
1397 { 1356 {
1398 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1357 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1399 return 0; 1358 return 0;
1400 } 1359 }
1401 1360
1361 tmp = tmp->head_ ();
1362
1402 /* If we've already got a force of this type, don't add a new one. */ 1363 /* If we've already got a force of this type, don't add a new one. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1364 for (force = tmp->inv; force; force = force->below)
1404 { 1365 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1366 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1367 {
1407 if (force->name == spell_ob->name) 1368 if (force->name == spell_ob->name)
1408 { 1369 {
1414 return 0; 1375 return 0;
1415 } 1376 }
1416 } 1377 }
1417 } 1378 }
1418 1379
1419 if (force == NULL) 1380 if (!force)
1420 { 1381 {
1421 force = get_archetype (FORCE_NAME); 1382 force = get_archetype (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1383 force->subtype = FORCE_CHANGE_ABILITY;
1384
1423 if (spell_ob->race) 1385 if (spell_ob->race)
1424 force->name = spell_ob->race; 1386 force->name = spell_ob->race;
1425 else 1387 else
1426 force->name = spell_ob->name; 1388 force->name = spell_ob->name;
1427 1389
1437 { 1399 {
1438 force->duration = duration; 1400 force->duration = duration;
1439 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1440 } 1402 }
1441 else 1403 else
1442 {
1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1444 } 1405
1445 return 1; 1406 return 1;
1446 } 1407 }
1408
1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1409 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1448 force->speed = 1.f; 1410 force->speed = 1.f;
1449 force->speed_left = -1.f; 1411 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1412 SET_FLAG (force, FLAG_APPLIED);
1451 1413
1468 force->stats.wc = spell_ob->stats.wc; 1430 force->stats.wc = spell_ob->stats.wc;
1469 1431
1470 change_abil (tmp, force); /* Mostly to display any messages */ 1432 change_abil (tmp, force); /* Mostly to display any messages */
1471 insert_ob_in_ob (force, tmp); 1433 insert_ob_in_ob (force, tmp);
1472 tmp->update_stats (); 1434 tmp->update_stats ();
1435
1473 return 1; 1436 return 1;
1474
1475} 1437}
1476 1438
1477/********************************************************************** 1439/**********************************************************************
1478 * mood change 1440 * mood change
1479 * 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
1485 */ 1447 */
1486int 1448int
1487mood_change (object *op, object *caster, object *spell) 1449mood_change (object *op, object *caster, object *spell)
1488{ 1450{
1489 object *tmp, *god, *head; 1451 object *tmp, *god, *head;
1490 int done_one, range, mflags, level, at, best_at; 1452 int done_one, range, level, at, best_at;
1491 sint16 x, y, nx, ny;
1492 maptile *m;
1493 const char *race; 1453 const char *race;
1494 1454
1495 /* 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
1496 * doing it over and over again. 1456 * doing it over and over again.
1497 */ 1457 */
1498 god = find_god (determine_god (op)); 1458 god = find_god (determine_god (op));
1499 level = caster_level (caster, spell); 1459 level = casting_level (caster, spell);
1500 range = spell->range + SP_level_range_adjust (caster, spell); 1460 range = spell->range + SP_level_range_adjust (caster, spell);
1501 1461
1502 /* 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_...
1503 * 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
1504 * won't ever match anything. 1464 * won't ever match anything.
1505 */ 1465 */
1506 if (!spell->race) 1466 if (!spell->race)
1507 race = NULL; 1467 race = NULL;
1508 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1468 else if (god && spell->race == shstr_GOD_SLAYING)
1509 race = god->slaying; 1469 race = god->slaying;
1510 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1470 else if (god && spell->race == shstr_GOD_FRIEND)
1511 race = god->race; 1471 race = god->race;
1512 else 1472 else
1513 race = spell->race; 1473 race = spell->race;
1514 1474
1515 for (x = op->x - range; x <= op->x + range; x++) 1475 dynbuf buf;
1516 for (y = op->y - range; y <= op->y + range; y++) 1476 unordered_mapwalk (buf, op, -range, -range, range, range)
1517 { 1477 {
1518 done_one = 0; 1478 mapspace &ms = m->at (nx, ny);
1519 m = op->map;
1520 nx = x;
1521 ny = y;
1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1523 if (mflags & P_OUT_OF_MAP)
1524 continue;
1525 1479
1526 /* 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 */
1527 if (!(mflags & P_IS_ALIVE)) 1481 if (!ms.flags () & P_IS_ALIVE)
1528 continue; 1482 continue;
1529 1483
1530 // players can only affect spaces that they can actually see 1484 // players can only affect spaces that they can actually see
1485 if (caster
1531 if (caster && caster->contr 1486 && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70) 1487 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1533 continue; 1488 continue;
1534 1489
1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1490 for (tmp = ms.top; tmp; tmp = tmp->below)
1536 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1491 if (tmp->flag [FLAG_MONSTER])
1537 break; 1492 break;
1538 1493
1539 /* There can be living objects that are not monsters */ 1494 /* There can be living objects that are not monsters */
1540 if (!tmp || tmp->type == PLAYER) 1495 if (!tmp)
1541 continue; 1496 continue;
1542 1497
1543 /* Only the head has meaningful data, so resolve to that */ 1498 /* Only the head has meaningful data, so resolve to that */
1544 if (tmp->head)
1545 head = tmp->head; 1499 head = tmp->head_ ();
1546 else
1547 head = tmp;
1548 1500
1549 /* 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 */
1550 if (race && head->race && !strstr (race, head->race)) 1502 if (race && head->race && !strstr (race, head->race))
1551 continue; 1503 continue;
1552 1504
1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1505 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1554 continue; 1506 continue;
1555 1507
1556 /* Now do a bunch of stuff related to saving throws */ 1508 /* Now do a bunch of stuff related to saving throws */
1557 best_at = -1; 1509 best_at = -1;
1558 if (spell->attacktype) 1510 if (spell->attacktype)
1559 { 1511 {
1560 for (at = 0; at < NROFATTACKS; at++) 1512 for (at = 0; at < NROFATTACKS; at++)
1561 if (spell->attacktype & (1 << at)) 1513 if (spell->attacktype & (1 << at))
1562 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1514 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1563 best_at = at; 1515 best_at = at;
1564 1516
1565 if (best_at == -1) 1517 if (best_at == -1)
1566 at = 0; 1518 at = 0;
1567 else 1519 else
1568 { 1520 {
1569 if (head->resist[best_at] == 100) 1521 if (head->resist[best_at] == 100)
1570 continue; 1522 continue;
1571 else 1523 else
1572 at = head->resist[best_at] / 5; 1524 at = head->resist[best_at] / 5;
1573 } 1525 }
1526
1574 at -= level / 5; 1527 at -= level / 5;
1575 if (did_make_save (head, head->level, at)) 1528 if (did_make_save (head, head->level, at))
1576 continue; 1529 continue;
1577 } 1530 }
1578 else /* spell->attacktype */ 1531 else /* spell->attacktype */
1532 {
1579 /* 1533 /*
1580 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:
1581 * if spell level < monster level, no go 1535 * if spell level < monster level, no go
1582 * 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 ) )
1583 1537
1585 1539
1586 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
1587 charm a level 125 monster... 1541 charm a level 125 monster...
1588 1542
1589 Ryo, august 14th 1543 Ryo, august 14th
1590 */ 1544 */
1591 {
1592 if (head->level > level) 1545 if (head->level > level)
1593 continue; 1546 continue;
1547
1594 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))))
1595 /* Failed, no effect */ 1549 /* Failed, no effect */
1596 continue; 1550 continue;
1597 } 1551 }
1598 1552
1599 /* Done with saving throw. Now start affecting the monster */ 1553 /* Done with saving throw. Now start affecting the monster */
1554 done_one = 0;
1600 1555
1601 /* aggravation */ 1556 /* aggravation */
1602 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1557 if (QUERY_FLAG (spell, FLAG_MONSTER))
1603 { 1558 {
1604 CLEAR_FLAG (head, FLAG_SLEEP); 1559 CLEAR_FLAG (head, FLAG_SLEEP);
1605 remove_friendly_object (head); 1560 remove_friendly_object (head);
1606 done_one = 1; 1561 done_one = 1;
1607 head->enemy = op; 1562 head->enemy = op;
1608 } 1563 }
1609 1564
1610 /* calm monsters */ 1565 /* calm monsters */
1611 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1566 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1612 { 1567 {
1613 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1568 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1614 head->enemy = NULL; 1569 head->enemy = NULL;
1615 done_one = 1; 1570 done_one = 1;
1616 } 1571 }
1617 1572
1618 /* berserk monsters */ 1573 /* berserk monsters */
1619 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1574 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1620 { 1575 {
1621 SET_FLAG (head, FLAG_BERSERK); 1576 SET_FLAG (head, FLAG_BERSERK);
1622 done_one = 1; 1577 done_one = 1;
1623 } 1578 }
1624 1579
1625 /* charm */ 1580 /* charm */
1626 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))
1627 { 1582 {
1583 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1584
1628 /* Prevent uncontolled outbreaks of self replicating monsters. 1585 /* Prevent uncontrolled outbreaks of self replicating monsters.
1629 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.
1630 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. */
1631 CLEAR_FLAG (head, FLAG_GENERATOR); 1588 CLEAR_FLAG (head, FLAG_GENERATOR);
1632 head->set_owner (op); 1589 head->set_owner (op);
1633 set_spell_skill (op, caster, spell, head); 1590 set_spell_skill (op, caster, spell, head);
1634 add_friendly_object (head); 1591 add_friendly_object (head);
1635 head->attack_movement = PETMOVE; 1592 head->attack_movement = PETMOVE;
1636 done_one = 1; 1593 done_one = 1;
1637 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);
1638 head->stats.exp = 0; 1595 head->stats.exp = 0;
1639 } 1596 }
1640 1597
1641 /* If a monster was effected, put an effect in */ 1598 /* If a monster was effected, put an effect in */
1642 if (done_one && spell->other_arch) 1599 if (done_one && spell->other_arch)
1643 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1600 m->insert (spell->other_arch->instance (), nx, ny, op);
1644 } /* for y */ 1601 }
1645 1602
1646 return 1; 1603 return 1;
1647} 1604}
1648
1649 1605
1650/* 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
1651 * 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
1652 * lightning spell used it, that seemed misnamed. 1608 * lightning spell used it, that seemed misnamed.
1653 * op is the spell effect. 1609 * op is the spell effect.
1654 * note that duration is handled by process_object() in time.c 1610 * note that duration is handled by process_object() in time.c
1655 */ 1611 */
1656
1657void 1612void
1658move_ball_spell (object *op) 1613move_ball_spell (object *op)
1659{ 1614{
1660 int i, j, dam_save, dir, mflags; 1615 int i, j, dam_save, dir, mflags;
1661 sint16 nx, ny, hx, hy; 1616 sint16 nx, ny, hx, hy;
1680 for (i = 1; i < 9; i++) 1635 for (i = 1; i < 9; i++)
1681 { 1636 {
1682 /* i bit 0: alters sign of offset 1637 /* i bit 0: alters sign of offset
1683 * other bits (i / 2): absolute value of offset 1638 * other bits (i / 2): absolute value of offset
1684 */ 1639 */
1685
1686 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1640 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1687 int tmpdir = absdir (op->direction + offset); 1641 int tmpdir = absdir (op->direction + offset);
1688 1642
1689 nx = op->x + freearr_x[tmpdir]; 1643 nx = op->x + freearr_x[tmpdir];
1690 ny = op->y + freearr_y[tmpdir]; 1644 ny = op->y + freearr_y[tmpdir];
1692 { 1646 {
1693 dir = tmpdir; 1647 dir = tmpdir;
1694 break; 1648 break;
1695 } 1649 }
1696 } 1650 }
1651
1697 if (dir == 0) 1652 if (dir == 0)
1698 { 1653 {
1699 nx = op->x; 1654 nx = op->x;
1700 ny = op->y; 1655 ny = op->y;
1701 m = op->map; 1656 m = op->map;
1727 1682
1728 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)))
1729 { 1684 {
1730 if (j) 1685 if (j)
1731 op->stats.dam = dam_save / 2; 1686 op->stats.dam = dam_save / 2;
1687
1732 hit_map (op, j, op->attacktype, 1); 1688 hit_map (op, j, op->attacktype, 1);
1733
1734 } 1689 }
1735 1690
1736 /* insert the other arch */ 1691 /* insert the other arch */
1737 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))))
1738 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1693 m->insert (op->other_arch->instance (), hx, hy, op);
1739 } 1694 }
1740 1695
1741 /* restore to the center location and damage */ 1696 /* restore to the center location and damage */
1742 op->stats.dam = dam_save; 1697 op->stats.dam = dam_save;
1743 1698
1752 1707
1753 op->direction = i; 1708 op->direction = i;
1754 } 1709 }
1755} 1710}
1756 1711
1757
1758/* move_swarm_spell: peterm 1712/* move_swarm_spell: peterm
1759 * This is an implementation of the swarm spell. It was written for 1713 * This is an implementation of the swarm spell. It was written for
1760 * meteor swarm, but it could be used for any swarm. A swarm spell 1714 * meteor swarm, but it could be used for any swarm. A swarm spell
1761 * is a special type of object that casts swarms of other types 1715 * is a special type of object that casts swarms of other types
1762 * of spells. Which spell it casts is flexible. It fires the spells 1716 * of spells. Which spell it casts is flexible. It fires the spells
1763 * from a set of squares surrounding the caster, in a given direction. 1717 * from a set of squares surrounding the caster, in a given direction.
1764 */ 1718 */
1765
1766void 1719void
1767move_swarm_spell (object *op) 1720move_swarm_spell (object *op)
1768{ 1721{
1769#if 0 1722#if 0
1770 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1723 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1771 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1724 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1772 sint16 target_x, target_y, origin_x, origin_y; 1725 sint16 target_x, target_y, origin_x, origin_y;
1773 int adjustdir; 1726 int adjustdir;
1774 maptile *m; 1727 maptile *m;
1775#endif 1728#endif
1776 int basedir;
1777 object *owner; 1729 object *owner = op->env;
1778 1730
1779 owner = op->owner; 1731 if (!owner) // MUST not happen, remove when true TODO
1780 if (op->duration == 0 || owner == NULL)
1781 { 1732 {
1733 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1782 op->destroy (); 1734 op->destroy ();
1783 return; 1735 return;
1784 } 1736 }
1785 1737
1738 if (!op->duration || !owner->is_on_map ())
1739 {
1740 op->drop_and_destroy ();
1741 return;
1742 }
1743
1786 op->duration--; 1744 op->duration--;
1787 1745
1788 basedir = op->direction; 1746 int basedir = op->direction;
1789 if (basedir == 0) 1747 if (!basedir)
1790 { 1748 {
1791 /* spray in all directions! 8) */ 1749 /* spray in all directions! 8) */
1792 basedir = rndm (1, 8); 1750 op->facing = (op->facing + op->state) & 7;
1751 basedir = op->facing + 1;
1793 } 1752 }
1794 1753
1795#if 0 1754#if 0
1796 // this is bogus: it causes wrong places to be checked below 1755 // this is bogus: it causes wrong places to be checked below
1797 // (a wall 2 cells away will block the effect...) and 1756 // (a wall 2 cells away will block the effect...) and
1858 { 1817 {
1859 /* Bullet spells have a bunch more customization that needs to be done */ 1818 /* Bullet spells have a bunch more customization that needs to be done */
1860 if (op->spell->subtype == SP_BULLET) 1819 if (op->spell->subtype == SP_BULLET)
1861 fire_bullet (owner, op, basedir, op->spell); 1820 fire_bullet (owner, op, basedir, op->spell);
1862 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1821 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1863 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1822 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1864 } 1823 }
1865} 1824}
1866
1867
1868
1869 1825
1870/* fire_swarm: 1826/* fire_swarm:
1871 * The following routine creates a swarm of objects. It actually 1827 * The following routine creates a swarm of objects. It actually
1872 * sets up a specific swarm object, which then fires off all 1828 * sets up a specific swarm object, which then fires off all
1873 * the parts of the swarm. 1829 * the parts of the swarm.
1876 * caster: the caster (owner, wand, rod, scroll) 1832 * caster: the caster (owner, wand, rod, scroll)
1877 * dir: the direction everything will be fired in 1833 * dir: the direction everything will be fired in
1878 * spell - the spell that is this spell. 1834 * spell - the spell that is this spell.
1879 * n: the number to be fired. 1835 * n: the number to be fired.
1880 */ 1836 */
1881
1882int 1837int
1883fire_swarm (object *op, object *caster, object *spell, int dir) 1838fire_swarm (object *op, object *caster, object *spell, int dir)
1884{ 1839{
1885 object *tmp;
1886 int i;
1887
1888 if (!spell->other_arch) 1840 if (!spell->other_arch)
1889 return 0; 1841 return 0;
1890 1842
1891 tmp = get_archetype (SWARM_SPELL); 1843 object *tmp = archetype::get (SWARM_SPELL);
1892 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1844
1893 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1894
1895 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. */
1896 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1897
1898 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1899 1849
1900 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1901 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1902 return 1; 1852 return 1;
1903 1853
1904 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1905 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1906 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1907 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1908 tmp->direction = dir; 1860 tmp->direction = dir;
1909 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1910 1863
1911 tmp->insert_at (op, op); 1864 op->insert (tmp);
1865
1912 return 1; 1866 return 1;
1913} 1867}
1914
1915 1868
1916/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1917 * function. 1870 * function.
1918 */ 1871 */
1919int 1872int
1924 int dam, mflags; 1877 int dam, mflags;
1925 maptile *m; 1878 maptile *m;
1926 1879
1927 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1928 1881
1929 if (!dir) 1882 if (dir)
1930 {
1931 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1932 return 0;
1933 } 1883 {
1934
1935 x = op->x + freearr_x[dir]; 1884 x = op->x + freearr_x[dir];
1936 y = op->y + freearr_y[dir]; 1885 y = op->y + freearr_y[dir];
1937 m = op->map; 1886 m = op->map;
1938 1887
1939 mflags = get_map_flags (m, &m, x, y, &x, &y); 1888 mflags = get_map_flags (m, &m, x, y, &x, &y);
1940 1889
1941 if (mflags & P_OUT_OF_MAP) 1890 if (mflags & P_OUT_OF_MAP)
1942 { 1891 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1892 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1944 return 0; 1893 return 0;
1945 } 1894 }
1946 1895
1947 if (mflags & P_IS_ALIVE && spell->attacktype) 1896 if (mflags & P_IS_ALIVE && spell->attacktype)
1948 { 1897 {
1949 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)
1950 if (QUERY_FLAG (target, FLAG_MONSTER)) 1899 if (QUERY_FLAG (target, FLAG_MONSTER))
1951 { 1900 {
1952 /* oky doky. got a target monster. Lets make a blinding attack */ 1901 /* oky doky. got a target monster. Lets make a blinding attack */
1953 if (target->head) 1902 if (target->head)
1954 target = target->head; 1903 target = target->head;
1904
1955 (void) hit_player (target, dam, op, spell->attacktype, 1); 1905 hit_player (target, dam, op, spell->attacktype, 1);
1956 return 1; /* one success only! */ 1906 return 1; /* one success only! */
1907 }
1957 } 1908 }
1958 }
1959 1909
1960 /* no live target, perhaps a wall is in the way? */ 1910 /* no live target, perhaps a wall is in the way? */
1961 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)))
1962 { 1912 {
1963 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.");
1964 return 0; 1914 return 0;
1915 }
1965 } 1916 }
1966 1917
1967 /* 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 */
1968 tmp = arch_to_object (spell->other_arch); 1919 tmp = spell->other_arch->instance ();
1969 if (!tmp) 1920 if (!tmp)
1970 { 1921 {
1971 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1922 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1972 return 0; 1923 return 0;
1973 } 1924 }
1925
1974 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1926 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1927
1975 if (tmp->glow_radius) 1928 if (tmp->glow_radius)
1976 { 1929 tmp->set_glow_radius (
1977 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)
1978 if (tmp->glow_radius > MAX_LIGHT_RADII) 1931 );
1979 tmp->glow_radius = MAX_LIGHT_RADII;
1980 }
1981 1932
1933 if (dir)
1982 m->insert (tmp, x, y, op); 1934 m->insert (tmp, x, y, op);
1935 else
1936 caster->outer_env_or_self ()->insert (tmp);
1937
1983 return 1; 1938 return 1;
1984} 1939}
1985
1986
1987
1988 1940
1989/* cast_cause_disease: this spell looks along <dir> from the 1941/* cast_cause_disease: this spell looks along <dir> from the
1990 * player and infects someone. 1942 * player and infects someone.
1991 * op is the player/monster, caster is the object, dir is the direction 1943 * op is the player/monster, caster is the object, dir is the direction
1992 * to cast, disease_arch is the specific disease, and type is the spell number 1944 * to cast, disease_arch is the specific disease, and type is the spell number
1993 * perhaps this should actually be in disease.c? 1945 * perhaps this should actually be in disease.c?
1994 */ 1946 */
1995
1996int 1947int
1997cast_cause_disease (object *op, object *caster, object *spell, int dir) 1948cast_cause_disease (object *op, object *caster, object *spell, int dir)
1998{ 1949{
1999 sint16 x, y; 1950 sint16 x, y;
2000 int i, mflags, range, dam_mod, dur_mod; 1951 int i, mflags, range, dam_mod, dur_mod;
2007 /* If casting from a scroll, no direction will be available, so refer to the 1958 /* If casting from a scroll, no direction will be available, so refer to the
2008 * direction the player is pointing. 1959 * direction the player is pointing.
2009 */ 1960 */
2010 if (!dir) 1961 if (!dir)
2011 dir = op->facing; 1962 dir = op->facing;
1963
2012 if (!dir) 1964 if (!dir)
2013 return 0; /* won't find anything if casting on ourself, so just return */ 1965 return 0; /* won't find anything if casting on ourself, so just return */
2014 1966
2015 /* Calculate these once here */ 1967 /* Calculate these once here */
2016 range = spell->range + SP_level_range_adjust (caster, spell); 1968 range = spell->range + SP_level_range_adjust (caster, spell);
2038 { 1990 {
2039 /* search this square for a victim */ 1991 /* search this square for a victim */
2040 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)
2041 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1993 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2042 { /* found a victim */ 1994 { /* found a victim */
2043 object *disease = arch_to_object (spell->other_arch); 1995 object *disease = spell->other_arch->instance ();
2044 1996
2045 disease->set_owner (op); 1997 disease->set_owner (op);
2046 set_spell_skill (op, caster, spell, disease); 1998 set_spell_skill (op, caster, spell, disease);
2047 disease->stats.exp = 0; 1999 disease->stats.exp = 0;
2048 disease->level = caster_level (caster, spell); 2000 disease->level = casting_level (caster, spell);
2049 2001
2050 /* do level adjustments */ 2002 /* do level adjustments */
2051 if (disease->stats.wc) 2003 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2052 disease->stats.wc += dur_mod / 2; 2004 if (disease->magic > 0) disease->magic += dur_mod / 8;
2053 2005 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2054 if (disease->magic > 0) 2006 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2055 disease->magic += dur_mod / 4;
2056
2057 if (disease->stats.maxhp > 0)
2058 disease->stats.maxhp += dur_mod;
2059
2060 if (disease->stats.maxgrace > 0)
2061 disease->stats.maxgrace += dur_mod;
2062
2063 if (disease->stats.dam)
2064 {
2065 if (disease->stats.dam > 0)
2066 disease->stats.dam += dam_mod;
2067 else
2068 disease->stats.dam -= dam_mod;
2069 }
2070 2007
2071 if (disease->last_sp) 2008 if (disease->last_sp)
2072 { 2009 {
2073 disease->last_sp -= 2 * dam_mod; 2010 disease->last_sp -= 2 * dam_mod;
2011
2074 if (disease->last_sp < 1) 2012 if (disease->last_sp < 1)
2075 disease->last_sp = 1; 2013 disease->last_sp = 1;
2076 } 2014 }
2077 2015
2078 if (disease->stats.maxsp) 2016 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2079 { 2017 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2080 if (disease->stats.maxsp > 0) 2018 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2081 disease->stats.maxsp += dam_mod; 2019 if (disease->last_eat ) disease->last_eat -= dam_mod;
2082 else 2020 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2083 disease->stats.maxsp -= dam_mod; 2021 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2084 }
2085
2086 if (disease->stats.ac)
2087 disease->stats.ac += dam_mod;
2088
2089 if (disease->last_eat)
2090 disease->last_eat -= dam_mod;
2091
2092 if (disease->stats.hp)
2093 disease->stats.hp -= dam_mod;
2094
2095 if (disease->stats.sp)
2096 disease->stats.sp -= dam_mod;
2097 2022
2098 if (infect_object (walk, disease, 1)) 2023 if (infect_object (walk, disease, 1))
2099 { 2024 {
2100 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2025 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2101 2026
2102 disease->destroy (); /* don't need this one anymore */ 2027 disease->destroy (); /* don't need this one anymore */
2103 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2028 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2104 return 1; 2029 return 1;
2105 } 2030 }
2106 2031
2107 disease->destroy (); 2032 disease->destroy ();
2108 } 2033 }

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