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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.26 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.108 by root, Tue Jan 3 11:25:37 2012 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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
28 */ 28 */
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 (tmp->flag [FLAG_WIZ])
67 return; 65 return;
68 66
69 /* don't move parts of objects */ 67 /* don't move parts of objects */
70 if (tmp->head) 68 if (tmp->head)
71 continue; 69 continue;
72 70
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 (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [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;
145 142
146 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
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 object *tmp;
169 int mflags; 165 int mflags;
170 sint16 x, y; 166 sint16 x, y;
171 maptile *m; 167 maptile *m;
172 168
173 if (--op->duration < 0) 169 if (--op->duration < 0)
174 { 170 {
175 op->destroy (); 171 op->drop_and_destroy ();
176 return; 172 return;
177 } 173 }
178 174
179 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
180 176
198 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
199 * will be useful. 195 * will be useful.
200 */ 196 */
201 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
202 { 198 {
203 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
204 return; 200 return;
205 201
206 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
207 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
208 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
246 else 242 else
247 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 244 object *tmp = op->clone ();
249 245
250 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 249 tmp->duration++;
254 250
255 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 252 * going off in other directions.
257 */ 253 */
258 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 256
263 /* 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
264 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
265 */ 259 */
266 op->range = 0; 260 op->range = 0;
283 int mflags; 277 int mflags;
284 278
285 if (!spob->other_arch) 279 if (!spob->other_arch)
286 return 0; 280 return 0;
287 281
288 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
289 if (tmp == NULL) 283 if (tmp == NULL)
290 return 0; 284 return 0;
291 285
292 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
293 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);
294 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
295 if (spob->slaying) 290 if (spob->slaying)
296 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
301 297
302 tmp->direction = dir; 298 tmp->direction = dir;
303 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
304 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
305 301
306 tmp->set_owner (op); 302 tmp->set_owner (op);
307 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
308 304
312 308
313 maptile *newmap; 309 maptile *newmap;
314 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);
315 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
316 { 312 {
317 tmp->destroy (); 313 tmp->drop_and_destroy ();
318 return 0; 314 return 0;
319 } 315 }
320 316
321 tmp->map = newmap; 317 tmp->map = newmap;
322 318
323 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)))
324 { 320 {
325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
326 { 322 {
327 tmp->destroy (); 323 tmp->drop_and_destroy ();
328 return 0; 324 return 0;
329 } 325 }
330 326
331 tmp->x = op->x; 327 tmp->x = op->x;
332 tmp->y = op->y; 328 tmp->y = op->y;
337 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 334 move_bolt (tmp);
339 335
340 return 1; 336 return 1;
341} 337}
342
343
344 338
345/*************************************************************************** 339/***************************************************************************
346 * 340 *
347 * BULLET/BALL CODE 341 * BULLET/BALL CODE
348 * 342 *
349 ***************************************************************************/ 343 ***************************************************************************/
350 344
351/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 347 * At least that is what I think this does.
354 */ 348 */
355void 349void
356explosion (object *op) 350explosion (object *op)
357{ 351{
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 376 {
383 object *tmp = op->clone (); 377 object *tmp = op->clone ();
384 378
385 tmp->state = 0; 379 tmp->state = 0;
386 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
387 tmp->range--; 381 tmp->range--;
388 tmp->value = 0; 382 tmp->value = 0;
389 383
390 m->insert (tmp, dx, dy, op); 384 m->insert (tmp, dx, dy, op);
391 } 385 }
392 } 386 }
393 } 387 }
394} 388}
395
396 389
397/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
399 * explode. 392 * explode.
400 */ 393 */
401void 394static void
402explode_bullet (object *op) 395explode_bullet (object *op)
403{ 396{
404 object *tmp, *owner; 397 object *tmp, *owner;
405 398
406 if (op->other_arch == NULL) 399 if (!op->other_arch)
407 { 400 {
408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 op->destroy (); 402 op->destroy ();
410 return; 403 return;
411 } 404 }
412 405
413 if (op->env) 406 if (op->env)
414 { 407 {
415 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
416 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))
417 { 411 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 413 op->destroy ();
420 return; 414 return;
421 } 415 }
439 } 433 }
440 434
441 if (op->attacktype) 435 if (op->attacktype)
442 { 436 {
443 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
444 if (op->destroyed ()) 439 if (op->destroyed ())
445 return; 440 return;
446 } 441 }
447 442
448 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
449 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
450 445
451 tmp->set_owner (op); 446 tmp->set_owner (op);
452 tmp->skill = op->skill; 447 tmp->skill = op->skill;
453 448
454 owner = op->owner; 449 owner = op->owner;
455 450
456 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))
457 { 455 {
458 op->destroy (); 456 op->destroy ();
459 return; 457 return;
460 } 458 }
461 459
488 486
489 /* Prevent recursion */ 487 /* Prevent recursion */
490 op->move_on = 0; 488 op->move_on = 0;
491 489
492 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
493 /* remove the firebullet */ 493 /* remove the firebullet */
494 op->destroy (); 494 op->destroy ();
495} 495}
496 496
497/* 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
519 519
520 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
522 return; 522 return;
523 523
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 525 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
527 { 527 {
528 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
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 532 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
532 { 534 {
533 op->destroy (); 535 op->destroy ();
534 return; 536 return;
535 } 537 }
536 } 538 }
544 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
545 */ 547 */
546void 548void
547move_bullet (object *op) 549move_bullet (object *op)
548{ 550{
549 sint16 new_x, new_y;
550 int mflags;
551 maptile *m;
552
553#if 0 551#if 0
554 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
555 553
556 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
557 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
572 op->destroy (); 570 op->destroy ();
573 571
574 return; 572 return;
575 } 573 }
576 574
577 new_x = op->x + DIRX (op); 575 mapxy pos (op);
578 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
579 m = op->map;
580 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
581 577
582 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
583 { 579 {
584 op->destroy (); 580 op->destroy ();
585 return; 581 return;
586 } 582 }
587 583
588 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))
589 { 589 {
590 if (op->other_arch) 590 if (op->other_arch)
591 explode_bullet (op); 591 explode_bullet (op);
592 else 592 else
593 op->destroy (); 593 op->destroy ();
594 594
595 return; 595 return;
596 } 596 }
597 597
598 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
599 return; 599 return;
600 600
601 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
602 { 602 {
603 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
604 update_turn_face (op); 604 update_turn_face (op);
605 } 605 }
606 else 606 else
607 check_bullet (op); 607 check_bullet (op);
608} 608}
609
610
611
612 609
613/* fire_bullet 610/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 614 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
619 * pointers. 616 * pointers.
620 */ 617 */
621
622int 618int
623fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 620{
625 object *tmp = NULL; 621 object *tmp = NULL;
626 int mflags; 622 int mflags;
627 623
628 if (!spob->other_arch) 624 if (!spob->other_arch)
629 return 0; 625 return 0;
630 626
631 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 628 if (!tmp)
633 return 0; 629 return 0;
634 630
635 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
636 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);
637 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 634 if (spob->slaying)
639 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
640 636
644 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
645 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
646 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
647 643
648 tmp->direction = dir; 644 tmp->direction = dir;
649 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
650 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
651 647
652 tmp->set_owner (op); 648 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
654 650
655 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 653 tmp->map = op->map;
658 654
659 maptile *newmap; 655 maptile *newmap;
660 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);
661 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
664 return 0; 660 return 0;
665 } 661 }
666 662
667 tmp->map = newmap; 663 tmp->map = newmap;
668 664
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
669 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)))
670 { 679 {
671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
672 { 681 {
673 tmp->destroy (); 682 tmp->destroy ();
674 return 0; 683 return 0;
675 } 684 }
676 685
683 if ((tmp = tmp->insert_at (tmp, op))) 692 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 693 check_bullet (tmp);
685 694
686 return 1; 695 return 1;
687} 696}
688
689
690
691 697
692/***************************************************************************** 698/*****************************************************************************
693 * 699 *
694 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
695 * 701 *
696 *****************************************************************************/ 702 *****************************************************************************/
697 703
698
699/* 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" */
700void 705static void
701cone_drop (object *op) 706cone_drop (object *op)
702{ 707{
703 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
704 709
705 new_ob->level = op->level; 710 new_ob->level = op->level;
706 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
707 712
708 /* preserve skill ownership */ 713 /* preserve skill ownership */
715/* 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 */
716 721
717void 722void
718move_cone (object *op) 723move_cone (object *op)
719{ 724{
720 int i;
721
722 /* 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 */
723 if (!op->map) 726 if (!op->map)
724 { 727 {
725 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");
726 op->set_speed (0); 729 op->set_speed (0);
727 return; 730 return;
728 } 731 }
729 732
730 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
731 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
732 { 735 {
733 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
734 return; 737 return;
735 } 738 }
736 739
746 } 749 }
747#endif 750#endif
748 751
749 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
750 753
754 if (!op->is_on_map ())
755 return;
756
751 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
752 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
753 * degree. 759 * degree.
754 */ 760 */
755 if (op->weight) 761 if (op->weight)
762 {
756 check_spell_knockback (op); 763 check_spell_knockback (op);
757 764
758 if (op->destroyed ()) 765 if (!op->is_on_map ())
759 return; 766 return;
767 }
760 768
761 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
762 { 770 {
763 op->destroy (); 771 op->destroy ();
764 return; 772 return;
765 } 773 }
766 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
771 { 779 {
772 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
773 return; 781 return;
774 } 782 }
775 783
776 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
777 { 785 {
778 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)];
779 787
780 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))
781 { 789 {
812 MoveType movetype; 820 MoveType movetype;
813 821
814 if (!spell->other_arch) 822 if (!spell->other_arch)
815 return 0; 823 return 0;
816 824
817 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
818 { 826 {
819 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
820 return 0; 828 return 0;
821 } 829 }
822 830
823 if (!dir) 831 if (!dir)
824 { 832 {
828 836
829 /* 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
830 * 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
831 * insert it into is blocked. 839 * insert it into is blocked.
832 */ 840 */
833 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
834 842
835 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
836 { 844 {
837 sint16 x, y, d; 845 sint16 x, y;
838 846
839 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
840 * 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
841 * 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
842 * to hit that person. 850 * to hit that person.
843 */ 851 */
844 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
845 while (d < 0)
846 d += 8;
847 while (d > 8)
848 d -= 8;
849 853
850 /* 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.
851 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
852 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
853 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
870 874
871 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
872 continue; 876 continue;
873 877
874 success = 1; 878 success = 1;
875 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
876 tmp->set_owner (op); 880 tmp->set_owner (op);
877 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
878 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
879 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
880 884
881 /* holy word stuff */ 885 /* holy word stuff */
882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
917 else 921 else
918 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
919 } 923 }
920 924
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
922 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);
923 927
924 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
925 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);
926 930
927 m->insert (tmp, sx, sy, op); 931 m->insert (tmp, sx, sy, op);
928 932
929 /* 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
930 * a single space too many times. 934 * a single space too many times.
942 * 946 *
943 * BOMB related code 947 * BOMB related code
944 * 948 *
945 ****************************************************************************/ 949 ****************************************************************************/
946 950
947
948/* This handles an exploding bomb. 951/* This handles an exploding bomb.
949 * op is the original bomb object. 952 * op is the original bomb object.
950 */ 953 */
951void 954void
952animate_bomb (object *op) 955animate_bomb (object *op)
953{ 956{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 958 return;
959 959
960 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
961 961
962 if (op->env) 962 if (op->env)
963 { 963 {
964 if (env->map == NULL) 964 if (!env->map)
965 return; 965 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 966
970 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
971 return; 968 return;
972 } 969 }
973 970
974 // 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
975 // 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
976 // as bombs can be carried. 973 // as bombs can be carried.
977 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
978 { 975 {
979 op->destroy (); 976 op->destroy ();
980 return; 977 return;
981 } 978 }
982 979
984 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 982 * so just set up the appropriate values.
986 */ 983 */
987 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
988 { 985 {
989 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
990 { 987 {
991 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]))
992 continue; 989 continue;
993 990
994 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
995 tmp->direction = i; 992 tmp->direction = i;
996 tmp->range = op->range; 993 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 995 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1000 tmp->set_owner (op); 997 tmp->set_owner (op);
1001 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
1002 tmp->skill = op->skill; 999 tmp->skill = op->skill;
1003 1000
1004 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
1005 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
1006 1003
1007 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1008 move_bullet (tmp); 1005 move_bullet (tmp);
1009 } 1006 }
1013} 1010}
1014 1011
1015int 1012int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1014{
1018
1019 object *tmp; 1015 object *tmp;
1020 int mflags; 1016 int mflags;
1021 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];
1022 maptile *m; 1018 maptile *m;
1023 1019
1024 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 {
1025 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))
1026 { 1029 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1028 return 0; 1031 return 0;
1032 }
1029 } 1033 }
1030 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1031 1036
1032 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 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);
1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1055 * dir is the direction to look in. 1060 * dir is the direction to look in.
1056 * range is how far out to look. 1061 * range is how far out to look.
1057 * 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.
1058 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1059 */ 1064 */
1060 1065static object *
1061object *
1062get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1063{ 1067{
1064 object *target; 1068 object *target;
1065 sint16 x, y; 1069 sint16 x, y;
1066 int dist, mflags; 1070 int dist, mflags;
1084 return NULL; 1088 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1090 return NULL;
1087 1091
1088 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1089 {
1090 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)
1091 { 1094 if (target->flag [FLAG_MONSTER])
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1095 return target;
1095 }
1096 }
1097 }
1098 } 1096 }
1097
1099 return NULL; 1098 return NULL;
1100} 1099}
1101
1102 1100
1103/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1105 * usual params - 1103 * usual params -
1106 * op = player 1104 * op = player
1107 * caster = object casting the spell. 1105 * caster = object casting the spell.
1108 * dir = direction being cast 1106 * dir = direction being cast
1109 * spell = spell object 1107 * spell = spell object
1110 */ 1108 */
1111
1112int 1109int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1111{
1115 object *effect, *target; 1112 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1126 * interesting spell. 1123 * interesting spell.
1127 * 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
1128 * can't be friendly to your god. 1125 * can't be friendly to your god.
1129 */ 1126 */
1130 1127
1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1132 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1133 || (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)))
1134 { 1133 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 op->failmsg ("Your request is unheeded.");
1136 return 0; 1135 return 0;
1137 } 1136 }
1138 1137
1139 if (spell->other_arch) 1138 if (spell->other_arch)
1140 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1141 else 1140 else
1142 return 0; 1141 return 0;
1143 1142
1144 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1145 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1146 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 { 1147 {
1149 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1150 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));
1151 else 1150 else
1152 { 1151 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 op->failmsg ("Your request is ignored.");
1154 return 0; 1153 return 0;
1155 } 1154 }
1156 } 1155 }
1157 1156
1158 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1162 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1163 { 1162 {
1164 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1165 1164
1166 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1167 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1166 if (target->flag [FLAG_UNDEAD])
1168 { 1167 {
1169 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1170 { 1169 {
1171 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1172 effect->x = op->x; 1171 effect->x = op->x;
1194 effect->insert_at (target, op); 1193 effect->insert_at (target, op);
1195 1194
1196 return 1; 1195 return 1;
1197} 1196}
1198 1197
1199
1200/**************************************************************************** 1198/****************************************************************************
1201 * 1199 *
1202 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1203 * 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
1204 * code here is just to move the missile. 1202 * code here is just to move the missile.
1206 1204
1207/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1208void 1206void
1209move_missile (object *op) 1207move_missile (object *op)
1210{ 1208{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1217 { 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 {
1218 op->destroy (); 1220 op->destroy ();
1219 return; 1221 return;
1220 } 1222 }
1221 1223
1222 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1223#if 0
1224 /* It'd make things nastier if this wasn't here - spells cast by
1225 * monster that are then killed would continue to survive
1226 */
1227 if (owner == NULL)
1228 {
1229 op->destroy ();
1230 return;
1231 }
1232#endif
1233 1225
1234 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1235 new_y = op->y + DIRY (op);
1236
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1227 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1243 * 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.
1244 */ 1231 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1232 op->destroy ();
1256 return; 1233 return;
1257 } 1234 }
1258 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1259 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);
1260 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1261 { 1244 {
1262 op->direction = i; 1245 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1264 } 1247 }
1265 1248
1266 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1267} 1250}
1268 1251
1269/**************************************************************************** 1252/****************************************************************************
1270 * Destruction 1253 * Destruction
1271 ****************************************************************************/ 1254 ****************************************************************************/
1274 * 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
1275 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1278 */ 1261 */
1279 1262static int
1280int
1281make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1282{ 1264{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1267 return 0;
1288 1268
1289 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = archetype::get (FORCE_NAME);
1290 tmp->speed = 0.01; 1270 tmp->set_speed (0.01);
1291 tmp->stats.food = time; 1271 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 tmp->set_flag (FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII;
1296
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1302 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1304 1278
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1279 return 1;
1311} 1280}
1312
1313
1314
1315 1281
1316int 1282int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1284{
1319 int i, j, range, mflags, friendly = 0, dam, dur;
1320 sint16 sx, sy;
1321 maptile *m;
1322 object *tmp;
1323 const char *skill;
1324
1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1326 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);
1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1329 friendly = 1;
1330 1288
1331 /* destruction doesn't use another spell object, so we need 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1332 * update op's skill pointer so that exp is properly awarded.
1333 * We do some shortcuts here - since this is just temporary
1334 * and we'll reset the values back, we don't need to go through
1335 * the full share string/free_string route.
1336 */
1337 skill = op->skill;
1338 if (caster == op)
1339 op->skill = spell_ob->skill;
1340 else if (caster->skill)
1341 op->skill = caster->skill;
1342 else
1343 op->skill = NULL;
1344 1290
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 dynbuf buf;
1346 1292 unordered_mapwalk (buf, op, -range, -range, range, range)
1347 for (i = -range; i < range; i++)
1348 { 1293 {
1349 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1350 {
1351 m = op->map;
1352 sx = op->x + i;
1353 sy = op->y + j;
1354 1295
1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1359 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1360 { 1298 {
1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 next = tmp->above;
1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1363 break;
1364 1300
1365 if (tmp) 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1366 { 1302 {
1367 if (tmp->head)
1368 tmp = tmp->head; 1303 tmp = tmp->head_ ();
1369 1304
1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1372 { 1307 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1309 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1376 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1378 } 1314 }
1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1380 { 1316 {
1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1383 } 1319 }
1384 } 1320 }
1385 } 1321 }
1386 } 1322 }
1387 }
1388 } 1323 }
1389 1324
1390 op->skill = skill;
1391 return 1; 1325 return 1;
1392} 1326}
1393 1327
1394/*************************************************************************** 1328/***************************************************************************
1395 * 1329 *
1396 * CURSE 1330 * CURSE
1397 * 1331 *
1398 ***************************************************************************/ 1332 ***************************************************************************/
1399
1400int 1333int
1401cast_curse (object *op, object *caster, object *spell_ob, int dir) 1334cast_curse (object *op, object *caster, object *spell_ob, int dir)
1402{ 1335{
1403 object *god = find_god (determine_god (op)); 1336 object *god = find_god (determine_god (op));
1404 object *tmp, *force; 1337 object *tmp, *force;
1405 1338
1406 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1339 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1407 if (!tmp) 1340 if (!tmp)
1408 { 1341 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1342 op->failmsg ("There is no one in that direction to curse.");
1410 return 0; 1343 return 0;
1411 } 1344 }
1412 1345
1346 tmp = tmp->head_ ();
1347
1413 /* If we've already got a force of this type, don't add a new one. */ 1348 /* If we've already got a force of this type, don't add a new one. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1349 for (force = tmp->inv; force; force = force->below)
1415 { 1350 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1351 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1352 {
1418 if (force->name == spell_ob->name) 1353 if (force->name == spell_ob->name)
1419 { 1354 {
1425 return 0; 1360 return 0;
1426 } 1361 }
1427 } 1362 }
1428 } 1363 }
1429 1364
1430 if (force == NULL) 1365 if (!force)
1431 { 1366 {
1432 force = get_archetype (FORCE_NAME); 1367 force = archetype::get (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1368 force->subtype = FORCE_CHANGE_ABILITY;
1369
1434 if (spell_ob->race) 1370 if (spell_ob->race)
1435 force->name = spell_ob->race; 1371 force->name = spell_ob->race;
1436 else 1372 else
1437 force->name = spell_ob->name; 1373 force->name = spell_ob->name;
1438 1374
1448 { 1384 {
1449 force->duration = duration; 1385 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1387 }
1452 else 1388 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1389 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1390
1456 return 1; 1391 return 1;
1457 } 1392 }
1393
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1394 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0;
1460 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1396 force->set_speed (1.f);
1397 force->set_flag (FLAG_APPLIED);
1462 1398
1463 if (god) 1399 if (god)
1464 { 1400 {
1465 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1466 force->path_repelled = god->path_repelled; 1402 force->path_repelled = god->path_repelled;
1479 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1480 1416
1481 change_abil (tmp, force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1482 insert_ob_in_ob (force, tmp); 1418 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1419 tmp->update_stats ();
1420
1484 return 1; 1421 return 1;
1485
1486} 1422}
1487
1488 1423
1489/********************************************************************** 1424/**********************************************************************
1490 * mood change 1425 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1426 * Arguably, this may or may not be an attack spell. But since it
1492 * effects monsters, it seems best to put it into this file 1427 * effects monsters, it seems best to put it into this file
1497 */ 1432 */
1498int 1433int
1499mood_change (object *op, object *caster, object *spell) 1434mood_change (object *op, object *caster, object *spell)
1500{ 1435{
1501 object *tmp, *god, *head; 1436 object *tmp, *god, *head;
1502 int done_one, range, mflags, level, at, best_at; 1437 int done_one, range, level, at, best_at;
1503 sint16 x, y, nx, ny;
1504 maptile *m;
1505 const char *race; 1438 const char *race;
1506 1439
1507 /* We precompute some values here so that we don't have to keep 1440 /* We precompute some values here so that we don't have to keep
1508 * doing it over and over again. 1441 * doing it over and over again.
1509 */ 1442 */
1510 god = find_god (determine_god (op)); 1443 god = find_god (determine_god (op));
1511 level = caster_level (caster, spell); 1444 level = casting_level (caster, spell);
1512 range = spell->range + SP_level_range_adjust (caster, spell); 1445 range = spell->range + SP_level_range_adjust (caster, spell);
1513 1446
1514 /* On the bright side, no monster should ever have a race of GOD_... 1447 /* On the bright side, no monster should ever have a race of GOD_...
1515 * so even if the player doesn't worship a god, if race=GOD_.., it 1448 * so even if the player doesn't worship a god, if race=GOD_.., it
1516 * won't ever match anything. 1449 * won't ever match anything.
1517 */ 1450 */
1518 if (!spell->race) 1451 if (!spell->race)
1519 race = NULL; 1452 race = NULL;
1520 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1453 else if (god && spell->race == shstr_GOD_SLAYING)
1521 race = god->slaying; 1454 race = god->slaying;
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1455 else if (god && spell->race == shstr_GOD_FRIEND)
1523 race = god->race; 1456 race = god->race;
1524 else 1457 else
1525 race = spell->race; 1458 race = spell->race;
1526 1459
1527 1460 dynbuf buf;
1528 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (buf, op, -range, -range, range, range)
1529 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1462 {
1463 mapspace &ms = m->at (nx, ny);
1531 1464
1532 done_one = 0;
1533 m = op->map;
1534 nx = x;
1535 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1537 if (mflags & P_OUT_OF_MAP)
1538 continue;
1539
1540 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1542 continue; 1467 continue;
1543 1468
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1469 // players can only affect spaces that they can actually see
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1470 if (caster
1471 && caster->contr
1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1473 continue;
1474
1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1476 if (tmp->flag [FLAG_MONSTER])
1546 break; 1477 break;
1547 1478
1548 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1550 continue; 1481 continue;
1551 1482
1552 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1553 if (tmp->head)
1554 head = tmp->head; 1484 head = tmp->head_ ();
1555 else
1556 head = tmp;
1557 1485
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1560 continue; 1488 continue;
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1489
1490 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1562 continue; 1491 continue;
1563 1492
1564 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1494 best_at = -1;
1566 if (spell->attacktype) 1495 if (spell->attacktype)
1567 { 1496 {
1568 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1569 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1570 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1571 best_at = at; 1500 best_at = at;
1572 1501
1573 if (best_at == -1) 1502 if (best_at == -1)
1574 at = 0; 1503 at = 0;
1575 else 1504 else
1576 { 1505 {
1577 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1578 continue; 1507 continue;
1579 else 1508 else
1580 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1581 } 1510 }
1511
1582 at -= level / 5; 1512 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1584 continue; 1514 continue;
1585 } 1515 }
1586 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1517 {
1587 /* 1518 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591 1522
1593 1524
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster... 1526 charm a level 125 monster...
1596 1527
1597 Ryo, august 14th 1528 Ryo, august 14th
1598 */ 1529 */
1599 {
1600 if (head->level > level) 1530 if (head->level > level)
1601 continue; 1531 continue;
1532
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1534 /* Failed, no effect */
1604 continue; 1535 continue;
1605 } 1536 }
1606 1537
1607 /* Done with saving throw. Now start effecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1608 1540
1609 /* aggravation */ 1541 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (spell->flag [FLAG_MONSTER])
1611 { 1543 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1544 head->clr_flag (FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1545 remove_friendly_object (head);
1615
1616 done_one = 1; 1546 done_one = 1;
1617 head->enemy = op; 1547 head->enemy = op;
1618 } 1548 }
1619 1549
1620 /* calm monsters */ 1550 /* calm monsters */
1621 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1622 { 1552 {
1623 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 head->set_flag (FLAG_UNAGGRESSIVE);
1624 head->enemy = NULL; 1554 head->enemy = NULL;
1625 done_one = 1; 1555 done_one = 1;
1626 } 1556 }
1627 1557
1628 /* berserk monsters */ 1558 /* berserk monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1630 { 1560 {
1631 SET_FLAG (head, FLAG_BERSERK); 1561 head->set_flag (FLAG_BERSERK);
1632 done_one = 1; 1562 done_one = 1;
1633 } 1563 }
1564
1634 /* charm */ 1565 /* charm */
1635 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1636 { 1567 {
1637 SET_FLAG (head, FLAG_FRIENDLY); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 head->clr_flag (FLAG_GENERATOR);
1642 head->set_owner (op); 1574 head->set_owner (op);
1643 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1644 add_friendly_object (head); 1576 add_friendly_object (head);
1645 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1646 done_one = 1; 1578 done_one = 1;
1647 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1648 head->stats.exp = 0; 1580 head->stats.exp = 0;
1649 } 1581 }
1650 1582
1651 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1652 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1653 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1654 } /* for y */ 1586 }
1655 1587
1656 return 1; 1588 return 1;
1657} 1589}
1658
1659 1590
1660/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1661 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1662 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1663 * op is the spell effect. 1594 * op is the spell effect.
1664 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1665 */ 1596 */
1666
1667void 1597void
1668move_ball_spell (object *op) 1598move_ball_spell (object *op)
1669{ 1599{
1670 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1671 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1690 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1691 { 1621 {
1692 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1693 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1694 */ 1624 */
1695
1696 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1697 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1698 1627
1699 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1700 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1702 { 1631 {
1703 dir = tmpdir; 1632 dir = tmpdir;
1704 break; 1633 break;
1705 } 1634 }
1706 } 1635 }
1636
1707 if (dir == 0) 1637 if (dir == 0)
1708 { 1638 {
1709 nx = op->x; 1639 nx = op->x;
1710 ny = op->y; 1640 ny = op->y;
1711 m = op->map; 1641 m = op->map;
1720 * if this has an other_arch field, we insert that in 1650 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1651 * the surround spaces.
1722 */ 1652 */
1723 for (j = 0; j < 9; j++) 1653 for (j = 0; j < 9; j++)
1724 { 1654 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1655 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1656 hy = ny + freearr_y[j];
1729 1657
1730 m = op->map; 1658 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1659 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1739 1667
1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 { 1669 {
1742 if (j) 1670 if (j)
1743 op->stats.dam = dam_save / 2; 1671 op->stats.dam = dam_save / 2;
1672
1744 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1674 }
1747 1675
1748 /* insert the other arch */ 1676 /* insert the other arch */
1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1751 } 1679 }
1752 1680
1753 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1754 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1755 1683
1764 1692
1765 op->direction = i; 1693 op->direction = i;
1766 } 1694 }
1767} 1695}
1768 1696
1769
1770/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1771 * This is an implementation of the swarm spell. It was written for 1698 * This is an implementation of the swarm spell. It was written for
1772 * meteor swarm, but it could be used for any swarm. A swarm spell 1699 * meteor swarm, but it could be used for any swarm. A swarm spell
1773 * is a special type of object that casts swarms of other types 1700 * is a special type of object that casts swarms of other types
1774 * of spells. Which spell it casts is flexible. It fires the spells 1701 * of spells. Which spell it casts is flexible. It fires the spells
1775 * from a set of squares surrounding the caster, in a given direction. 1702 * from a set of squares surrounding the caster, in a given direction.
1776 */ 1703 */
1777
1778void 1704void
1779move_swarm_spell (object *op) 1705move_swarm_spell (object *op)
1780{ 1706{
1781#if 0 1707#if 0
1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1708 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1709 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1710 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1711 int adjustdir;
1786 maptile *m; 1712 maptile *m;
1787#endif 1713#endif
1788 int basedir;
1789 object *owner; 1714 object *owner = op->env;
1790 1715
1791 owner = op->owner; 1716 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1719 op->destroy ();
1795 return; 1720 return;
1796 } 1721 }
1797 1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1798 op->duration--; 1729 op->duration--;
1799 1730
1800 basedir = op->direction; 1731 int basedir = op->direction;
1801 if (basedir == 0) 1732 if (!basedir)
1802 { 1733 {
1803 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1805 } 1737 }
1806 1738
1807#if 0 1739#if 0
1808 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1742 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1743 // space.
1812 // should be fixed later, but correctness before featurs... 1744 // should be fixed later, but correctness before features...
1813 // (schmorp) 1745 // (schmorp)
1814 1746
1815 /* new offset calculation to make swarm element distribution 1747 /* new offset calculation to make swarm element distribution
1816 * more uniform 1748 * more uniform
1817 */ 1749 */
1870 { 1802 {
1871 /* Bullet spells have a bunch more customization that needs to be done */ 1803 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1807 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1876 } 1808 }
1877} 1809}
1878
1879
1880
1881 1810
1882/* fire_swarm: 1811/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1814 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1820 * n: the number to be fired.
1892 */ 1821 */
1893
1894int 1822int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1824{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1825 if (!spell->other_arch)
1901 return 0; 1826 return 0;
1902 1827
1903 tmp = get_archetype (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1829
1905 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1906
1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1911 1834
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1914 return 1; 1837 return 1;
1915 1838
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1845 tmp->direction = dir;
1921 tmp->invisible = 1; 1846 tmp->facing = rndm (1, 8); // initial firing direction
1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1848
1923 tmp->insert_at (op, op); 1849 op->insert (tmp);
1850
1924 return 1; 1851 return 1;
1925} 1852}
1926
1927 1853
1928/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1929 * function. 1855 * function.
1930 */ 1856 */
1931int 1857int
1936 int dam, mflags; 1862 int dam, mflags;
1937 maptile *m; 1863 maptile *m;
1938 1864
1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1940 1866
1941 if (!dir) 1867 if (dir)
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1944 return 0;
1945 } 1868 {
1946
1947 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1948 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1949 m = op->map; 1871 m = op->map;
1950 1872
1951 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1952 1874
1953 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1954 { 1876 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 op->failmsg ("Nothing is there.");
1956 return 0; 1878 return 0;
1957 } 1879 }
1958 1880
1959 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 { 1882 {
1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (target->flag [FLAG_MONSTER])
1963 { 1885 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1887 if (target->head)
1966 target = target->head; 1888 target = target->head;
1889
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1969 } 1893 }
1970 }
1971 1894
1972 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1973 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1974 { 1897 {
1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 op->failmsg ("Something is in the way.");
1976 return 0; 1899 return 0;
1900 }
1977 } 1901 }
1978 1902
1979 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1980 tmp = arch_to_object (spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1981 if (!tmp) 1905 if (!tmp)
1982 { 1906 {
1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1984 return 0; 1908 return 0;
1985 } 1909 }
1910
1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1987 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1988 { 1914 tmp->set_glow_radius (
1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1915 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1990 if (tmp->glow_radius > MAX_LIGHT_RADII) 1916 );
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1992 }
1993 1917
1918 if (dir)
1994 m->insert (tmp, x, y, op); 1919 m->insert (tmp, x, y, op);
1920 else
1921 caster->outer_env_or_self ()->insert (tmp);
1922
1995 return 1; 1923 return 1;
1996} 1924}
1997
1998
1999
2000 1925
2001/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1927 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1928 * op is the player/monster, caster is the object, dir is the direction
2004 * to cast, disease_arch is the specific disease, and type is the spell number 1929 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1930 * perhaps this should actually be in disease.c?
2006 */ 1931 */
2007
2008int 1932int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1933cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1934{
2011 sint16 x, y; 1935 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1936 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1943 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1944 * direction the player is pointing.
2021 */ 1945 */
2022 if (!dir) 1946 if (!dir)
2023 dir = op->facing; 1947 dir = op->facing;
1948
2024 if (!dir) 1949 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1950 return 0; /* won't find anything if casting on ourself, so just return */
2026 1951
2027 /* Calculate these once here */ 1952 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1953 range = spell->range + SP_level_range_adjust (caster, spell);
2048 /* Only bother looking on this space if there is something living here */ 1973 /* Only bother looking on this space if there is something living here */
2049 if (mflags & P_IS_ALIVE) 1974 if (mflags & P_IS_ALIVE)
2050 { 1975 {
2051 /* search this square for a victim */ 1976 /* search this square for a victim */
2052 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1977 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2053 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1978 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2054 { /* found a victim */ 1979 { /* found a victim */
2055 object *disease = arch_to_object (spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
2056 1981
2057 disease->set_owner (op); 1982 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 1985 disease->level = casting_level (caster, spell);
2061 1986
2062 /* do level adjustments */ 1987 /* do level adjustments */
2063 if (disease->stats.wc) 1988 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2064 disease->stats.wc += dur_mod / 2; 1989 if (disease->magic > 0) disease->magic += dur_mod / 8;
2065 1990 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2066 if (disease->magic > 0) 1991 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2067 disease->magic += dur_mod / 4;
2068
2069 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod;
2071
2072 if (disease->stats.maxgrace > 0)
2073 disease->stats.maxgrace += dur_mod;
2074
2075 if (disease->stats.dam)
2076 {
2077 if (disease->stats.dam > 0)
2078 disease->stats.dam += dam_mod;
2079 else
2080 disease->stats.dam -= dam_mod;
2081 }
2082 1992
2083 if (disease->last_sp) 1993 if (disease->last_sp)
2084 { 1994 {
2085 disease->last_sp -= 2 * dam_mod; 1995 disease->last_sp -= 2 * dam_mod;
1996
2086 if (disease->last_sp < 1) 1997 if (disease->last_sp < 1)
2087 disease->last_sp = 1; 1998 disease->last_sp = 1;
2088 } 1999 }
2089 2000
2090 if (disease->stats.maxsp) 2001 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2091 { 2002 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2092 if (disease->stats.maxsp > 0) 2003 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2093 disease->stats.maxsp += dam_mod; 2004 if (disease->last_eat ) disease->last_eat -= dam_mod;
2094 else 2005 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2095 disease->stats.maxsp -= dam_mod; 2006 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2096 }
2097
2098 if (disease->stats.ac)
2099 disease->stats.ac += dam_mod;
2100
2101 if (disease->last_eat)
2102 disease->last_eat -= dam_mod;
2103
2104 if (disease->stats.hp)
2105 disease->stats.hp -= dam_mod;
2106
2107 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod;
2109 2007
2110 if (infect_object (walk, disease, 1)) 2008 if (infect_object (walk, disease, 1))
2111 { 2009 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2010 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2115 2011
2116 disease->destroy (); /* don't need this one anymore */ 2012 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2013 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2118 return 1; 2014 return 1;
2119 } 2015 }
2120 2016
2121 disease->destroy (); 2017 disease->destroy ();
2122 } 2018 }

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