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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.108 by root, Tue Jan 3 11:25:37 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <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 (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;
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
197 * 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
198 * will be useful. 195 * will be useful.
199 */ 196 */
200 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)))
201 { 198 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
203 return; 200 return;
204 201
205 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
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
301 tmp->direction = dir; 298 tmp->direction = dir;
302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
303 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
304 301
305 tmp->set_owner (op); 302 tmp->set_owner (op);
306 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
307 304
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 (!tmp->flag [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;
344 * BULLET/BALL CODE 341 * BULLET/BALL CODE
345 * 342 *
346 ***************************************************************************/ 343 ***************************************************************************/
347 344
348/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 347 * At least that is what I think this does.
351 */ 348 */
352void 349void
353explosion (object *op) 350explosion (object *op)
354{ 351{
392 389
393/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
394 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
395 * explode. 392 * explode.
396 */ 393 */
397void 394static void
398explode_bullet (object *op) 395explode_bullet (object *op)
399{ 396{
400 object *tmp, *owner; 397 object *tmp, *owner;
401 398
402 if (op->other_arch == NULL) 399 if (!op->other_arch)
403 { 400 {
404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
405 op->destroy (); 402 op->destroy ();
406 return; 403 return;
407 } 404 }
408 405
409 if (op->env) 406 if (op->env)
410 { 407 {
411 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
412 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))
413 { 411 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 413 op->destroy ();
416 return; 414 return;
417 } 415 }
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
439 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
440 if (op->destroyed ()) 439 if (op->destroyed ())
441 return; 440 return;
442 } 441 }
443 442
444 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
445 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
446 445
447 tmp->set_owner (op); 446 tmp->set_owner (op);
448 tmp->skill = op->skill; 447 tmp->skill = op->skill;
449 448
450 owner = op->owner; 449 owner = op->owner;
451 450
452 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))
453 { 455 {
454 op->destroy (); 456 op->destroy ();
455 return; 457 return;
456 } 458 }
457 459
484 486
485 /* Prevent recursion */ 487 /* Prevent recursion */
486 op->move_on = 0; 488 op->move_on = 0;
487 489
488 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
489 /* remove the firebullet */ 493 /* remove the firebullet */
490 op->destroy (); 494 op->destroy ();
491} 495}
492 496
493/* 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
517 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
518 return; 522 return;
519 523
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 532 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
528 { 534 {
529 op->destroy (); 535 op->destroy ();
530 return; 536 return;
531 } 537 }
532 } 538 }
540 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
541 */ 547 */
542void 548void
543move_bullet (object *op) 549move_bullet (object *op)
544{ 550{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 551#if 0
550 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
551 553
552 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
568 op->destroy (); 570 op->destroy ();
569 571
570 return; 572 return;
571 } 573 }
572 574
573 new_x = op->x + DIRX (op); 575 mapxy pos (op);
574 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 577
578 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 return; 581 return;
582 } 582 }
583 583
584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
585 { 589 {
586 if (op->other_arch) 590 if (op->other_arch)
587 explode_bullet (op); 591 explode_bullet (op);
588 else 592 else
589 op->destroy (); 593 op->destroy ();
590 594
591 return; 595 return;
592 } 596 }
593 597
594 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
595 return; 599 return;
596 600
597 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
598 { 602 {
599 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
618 int mflags; 622 int mflags;
619 623
620 if (!spob->other_arch) 624 if (!spob->other_arch)
621 return 0; 625 return 0;
622 626
623 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 628 if (!tmp)
625 return 0; 629 return 0;
626 630
627 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
628 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);
629 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 634 if (spob->slaying)
631 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
632 636
636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
638 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);
639 643
640 tmp->direction = dir; 644 tmp->direction = dir;
641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
642 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
643 647
644 tmp->set_owner (op); 648 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
646 650
647 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
648 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
649 tmp->map = op->map; 653 tmp->map = op->map;
650 654
651 maptile *newmap; 655 maptile *newmap;
652 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);
653 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
656 return 0; 660 return 0;
657 } 661 }
658 662
659 tmp->map = newmap; 663 tmp->map = newmap;
660 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 { 679 {
663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
664 { 681 {
665 tmp->destroy (); 682 tmp->destroy ();
666 return 0; 683 return 0;
667 } 684 }
668 685
683 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
684 * 701 *
685 *****************************************************************************/ 702 *****************************************************************************/
686 703
687/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
688void 705static void
689cone_drop (object *op) 706cone_drop (object *op)
690{ 707{
691 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
692 709
693 new_ob->level = op->level; 710 new_ob->level = op->level;
694 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
695 712
696 /* preserve skill ownership */ 713 /* preserve skill ownership */
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 721
705void 722void
706move_cone (object *op) 723move_cone (object *op)
707{ 724{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 726 if (!op->map)
712 { 727 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 729 op->set_speed (0);
715 return; 730 return;
716 } 731 }
717 732
718 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
719 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
720 { 735 {
721 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
722 return; 737 return;
723 } 738 }
724 739
734 } 749 }
735#endif 750#endif
736 751
737 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
738 753
754 if (!op->is_on_map ())
755 return;
756
739 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
741 * degree. 759 * degree.
742 */ 760 */
743 if (op->weight) 761 if (op->weight)
762 {
744 check_spell_knockback (op); 763 check_spell_knockback (op);
745 764
746 if (op->destroyed ()) 765 if (!op->is_on_map ())
747 return; 766 return;
767 }
748 768
749 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
750 { 770 {
751 op->destroy (); 771 op->destroy ();
752 return; 772 return;
753 } 773 }
754 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
759 { 779 {
760 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
761 return; 781 return;
762 } 782 }
763 783
764 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
765 { 785 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
767 787
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 789 {
800 MoveType movetype; 820 MoveType movetype;
801 821
802 if (!spell->other_arch) 822 if (!spell->other_arch)
803 return 0; 823 return 0;
804 824
805 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)
806 { 826 {
807 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!");
808 return 0; 828 return 0;
809 } 829 }
810 830
811 if (!dir) 831 if (!dir)
812 { 832 {
820 */ 840 */
821 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
822 842
823 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
824 { 844 {
825 sint16 x, y, d; 845 sint16 x, y;
826 846
827 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
828 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
829 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 850 * to hit that person.
831 */ 851 */
832 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 853
838 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
839 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
858 874
859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
860 continue; 876 continue;
861 877
862 success = 1; 878 success = 1;
863 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
864 tmp->set_owner (op); 880 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
868 884
869 /* holy word stuff */ 885 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
936 * op is the original bomb object. 952 * op is the original bomb object.
937 */ 953 */
938void 954void
939animate_bomb (object *op) 955animate_bomb (object *op)
940{ 956{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 958 return;
946 959
947 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
948 961
949 if (op->env) 962 if (op->env)
950 { 963 {
951 if (env->map == NULL) 964 if (!env->map)
952 return; 965 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 966
957 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
958 return; 968 return;
959 } 969 }
960 970
961 // 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
962 // 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
963 // as bombs can be carried. 973 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
965 { 975 {
966 op->destroy (); 976 op->destroy ();
967 return; 977 return;
968 } 978 }
969 979
971 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 982 * so just set up the appropriate values.
973 */ 983 */
974 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
975 { 985 {
976 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
977 { 987 {
978 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]))
979 continue; 989 continue;
980 990
981 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
982 tmp->direction = i; 992 tmp->direction = i;
983 tmp->range = op->range; 993 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 995 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
987 tmp->set_owner (op); 997 tmp->set_owner (op);
988 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
989 tmp->skill = op->skill; 999 tmp->skill = op->skill;
990 1000
991 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
992 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
993 1003
994 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);
995 move_bullet (tmp); 1005 move_bullet (tmp);
996 } 1006 }
1000} 1010}
1001 1011
1002int 1012int
1003create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 1014{
1005
1006 object *tmp; 1015 object *tmp;
1007 int mflags; 1016 int mflags;
1008 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];
1009 maptile *m; 1018 maptile *m;
1010 1019
1011 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 {
1012 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))
1013 { 1029 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1015 return 0; 1031 return 0;
1032 }
1016 } 1033 }
1017 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1018 1036
1019 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 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);
1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1042 * dir is the direction to look in. 1060 * dir is the direction to look in.
1043 * range is how far out to look. 1061 * range is how far out to look.
1044 * 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.
1045 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1046 */ 1064 */
1047object * 1065static object *
1048get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1049{ 1067{
1050 object *target; 1068 object *target;
1051 sint16 x, y; 1069 sint16 x, y;
1052 int dist, mflags; 1070 int dist, mflags;
1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1072 return NULL; 1090 return NULL;
1073 1091
1074 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1075 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)
1076 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1077 return target; 1095 return target;
1078 } 1096 }
1079 1097
1080 return NULL; 1098 return NULL;
1081} 1099}
1086 * op = player 1104 * op = player
1087 * caster = object casting the spell. 1105 * caster = object casting the spell.
1088 * dir = direction being cast 1106 * dir = direction being cast
1089 * spell = spell object 1107 * spell = spell object
1090 */ 1108 */
1091
1092int 1109int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1111{
1095 object *effect, *target; 1112 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1106 * interesting spell. 1123 * interesting spell.
1107 * 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
1108 * can't be friendly to your god. 1125 * can't be friendly to your god.
1109 */ 1126 */
1110 1127
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1113 || (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)))
1114 { 1133 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 op->failmsg ("Your request is unheeded.");
1116 return 0; 1135 return 0;
1117 } 1136 }
1118 1137
1119 if (spell->other_arch) 1138 if (spell->other_arch)
1120 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1121 else 1140 else
1122 return 0; 1141 return 0;
1123 1142
1124 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1147 {
1129 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1130 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));
1131 else 1150 else
1132 { 1151 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 op->failmsg ("Your request is ignored.");
1134 return 0; 1153 return 0;
1135 } 1154 }
1136 } 1155 }
1137 1156
1138 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1142 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1143 { 1162 {
1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1145 1164
1146 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1147 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1166 if (target->flag [FLAG_UNDEAD])
1148 { 1167 {
1149 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1150 { 1169 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1152 effect->x = op->x; 1171 effect->x = op->x;
1174 effect->insert_at (target, op); 1193 effect->insert_at (target, op);
1175 1194
1176 return 1; 1195 return 1;
1177} 1196}
1178 1197
1179
1180/**************************************************************************** 1198/****************************************************************************
1181 * 1199 *
1182 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1183 * 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
1184 * code here is just to move the missile. 1202 * code here is just to move the missile.
1186 1204
1187/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1188void 1206void
1189move_missile (object *op) 1207move_missile (object *op)
1190{ 1208{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1197 { 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 {
1198 op->destroy (); 1220 op->destroy ();
1199 return; 1221 return;
1200 } 1222 }
1201 1223
1202 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 {
1209 op->destroy ();
1210 return;
1211 }
1212#endif
1213 1225
1214 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 new_y = op->y + DIRY (op);
1216
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1227 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1223 * 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.
1224 */ 1231 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1232 op->destroy ();
1236 return; 1233 return;
1237 } 1234 }
1238 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1239 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);
1240 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1241 { 1244 {
1242 op->direction = i; 1245 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1244 } 1247 }
1245 1248
1246 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1247} 1250}
1248 1251
1249/**************************************************************************** 1252/****************************************************************************
1250 * Destruction 1253 * Destruction
1251 ****************************************************************************/ 1254 ****************************************************************************/
1254 * 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
1255 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1258 */ 1261 */
1259 1262static int
1260int
1261make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1262{ 1264{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1267 return 0;
1268 1268
1269 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = archetype::get (FORCE_NAME);
1270 tmp->speed = 0.01; 1270 tmp->set_speed (0.01);
1271 tmp->stats.food = time; 1271 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 tmp->set_flag (FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII;
1276
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1282 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1284 1278
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1279 return 1;
1291} 1280}
1292 1281
1293int 1282int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1295{ 1284{
1296 int i, j, range, mflags, friendly = 0, dam, dur;
1297 sint16 sx, sy;
1298 maptile *m;
1299 object *tmp;
1300 const char *skill;
1301
1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1303 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);
1304 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1305 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1306 friendly = 1;
1307 1288
1308 /* destruction doesn't use another spell object, so we need 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1309 * update op's skill pointer so that exp is properly awarded.
1310 * We do some shortcuts here - since this is just temporary
1311 * and we'll reset the values back, we don't need to go through
1312 * the full share string/free_string route.
1313 */
1314 skill = op->skill;
1315 if (caster == op)
1316 op->skill = spell_ob->skill;
1317 else if (caster->skill)
1318 op->skill = caster->skill;
1319 else
1320 op->skill = NULL;
1321 1290
1322 op->change_skill (find_skill_by_name (op, op->skill)); 1291 dynbuf buf;
1323 1292 unordered_mapwalk (buf, op, -range, -range, range, range)
1324 for (i = -range; i < range; i++)
1325 { 1293 {
1326 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1327 {
1328 m = op->map;
1329 sx = op->x + i;
1330 sy = op->y + j;
1331 1295
1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1333 if (mflags & P_OUT_OF_MAP)
1334 continue;
1335
1336 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1337 { 1298 {
1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 next = tmp->above;
1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1340 break;
1341 1300
1342 if (tmp) 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1343 { 1302 {
1344 if (tmp->head)
1345 tmp = tmp->head; 1303 tmp = tmp->head_ ();
1346 1304
1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1349 { 1307 {
1350 if (spell_ob->subtype == SP_DESTRUCTION) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1351 { 1309 {
1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1353 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1355 } 1314 }
1356 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)
1357 { 1316 {
1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1360 } 1319 }
1361 } 1320 }
1362 } 1321 }
1363 } 1322 }
1364 }
1365 } 1323 }
1366 1324
1367 op->skill = skill;
1368 return 1; 1325 return 1;
1369} 1326}
1370 1327
1371/*************************************************************************** 1328/***************************************************************************
1372 * 1329 *
1373 * CURSE 1330 * CURSE
1374 * 1331 *
1375 ***************************************************************************/ 1332 ***************************************************************************/
1376
1377int 1333int
1378cast_curse (object *op, object *caster, object *spell_ob, int dir) 1334cast_curse (object *op, object *caster, object *spell_ob, int dir)
1379{ 1335{
1380 object *god = find_god (determine_god (op)); 1336 object *god = find_god (determine_god (op));
1381 object *tmp, *force; 1337 object *tmp, *force;
1382 1338
1383 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);
1384 if (!tmp) 1340 if (!tmp)
1385 { 1341 {
1386 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.");
1387 return 0; 1343 return 0;
1388 } 1344 }
1389 1345
1346 tmp = tmp->head_ ();
1347
1390 /* 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. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1349 for (force = tmp->inv; force; force = force->below)
1392 { 1350 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1351 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1352 {
1395 if (force->name == spell_ob->name) 1353 if (force->name == spell_ob->name)
1396 { 1354 {
1402 return 0; 1360 return 0;
1403 } 1361 }
1404 } 1362 }
1405 } 1363 }
1406 1364
1407 if (force == NULL) 1365 if (!force)
1408 { 1366 {
1409 force = get_archetype (FORCE_NAME); 1367 force = archetype::get (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1368 force->subtype = FORCE_CHANGE_ABILITY;
1369
1411 if (spell_ob->race) 1370 if (spell_ob->race)
1412 force->name = spell_ob->race; 1371 force->name = spell_ob->race;
1413 else 1372 else
1414 force->name = spell_ob->name; 1373 force->name = spell_ob->name;
1415 1374
1425 { 1384 {
1426 force->duration = duration; 1385 force->duration = duration;
1427 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.");
1428 } 1387 }
1429 else 1388 else
1430 {
1431 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.");
1432 } 1390
1433 return 1; 1391 return 1;
1434 } 1392 }
1393
1435 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;
1436 force->speed = 1.f;
1437 force->speed_left = -1.f; 1395 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1396 force->set_speed (1.f);
1397 force->set_flag (FLAG_APPLIED);
1439 1398
1440 if (god) 1399 if (god)
1441 { 1400 {
1442 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1443 force->path_repelled = god->path_repelled; 1402 force->path_repelled = god->path_repelled;
1456 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1457 1416
1458 change_abil (tmp, force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1459 insert_ob_in_ob (force, tmp); 1418 insert_ob_in_ob (force, tmp);
1460 tmp->update_stats (); 1419 tmp->update_stats ();
1420
1461 return 1; 1421 return 1;
1462
1463} 1422}
1464 1423
1465/********************************************************************** 1424/**********************************************************************
1466 * mood change 1425 * mood change
1467 * 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
1473 */ 1432 */
1474int 1433int
1475mood_change (object *op, object *caster, object *spell) 1434mood_change (object *op, object *caster, object *spell)
1476{ 1435{
1477 object *tmp, *god, *head; 1436 object *tmp, *god, *head;
1478 int done_one, range, mflags, level, at, best_at; 1437 int done_one, range, level, at, best_at;
1479 sint16 x, y, nx, ny;
1480 maptile *m;
1481 const char *race; 1438 const char *race;
1482 1439
1483 /* 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
1484 * doing it over and over again. 1441 * doing it over and over again.
1485 */ 1442 */
1486 god = find_god (determine_god (op)); 1443 god = find_god (determine_god (op));
1487 level = caster_level (caster, spell); 1444 level = casting_level (caster, spell);
1488 range = spell->range + SP_level_range_adjust (caster, spell); 1445 range = spell->range + SP_level_range_adjust (caster, spell);
1489 1446
1490 /* 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_...
1491 * 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
1492 * won't ever match anything. 1449 * won't ever match anything.
1493 */ 1450 */
1494 if (!spell->race) 1451 if (!spell->race)
1495 race = NULL; 1452 race = NULL;
1496 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1453 else if (god && spell->race == shstr_GOD_SLAYING)
1497 race = god->slaying; 1454 race = god->slaying;
1498 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1455 else if (god && spell->race == shstr_GOD_FRIEND)
1499 race = god->race; 1456 race = god->race;
1500 else 1457 else
1501 race = spell->race; 1458 race = spell->race;
1502 1459
1503 for (x = op->x - range; x <= op->x + range; x++) 1460 dynbuf buf;
1504 for (y = op->y - range; y <= op->y + range; y++) 1461 unordered_mapwalk (buf, op, -range, -range, range, range)
1505 { 1462 {
1506 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1507 m = op->map;
1508 nx = x;
1509 ny = y;
1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1511 if (mflags & P_OUT_OF_MAP)
1512 continue;
1513 1464
1514 /* 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 */
1515 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1516 continue; 1467 continue;
1517 1468
1518 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1519 if (caster && caster->contr 1471 && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1521 continue; 1473 continue;
1522 1474
1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1524 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1525 break; 1477 break;
1526 1478
1527 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1528 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1529 continue; 1481 continue;
1530 1482
1531 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1532 if (tmp->head)
1533 head = tmp->head; 1484 head = tmp->head_ ();
1534 else
1535 head = tmp;
1536 1485
1537 /* 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 */
1538 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1539 continue; 1488 continue;
1540 1489
1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1542 continue; 1491 continue;
1543 1492
1544 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1545 best_at = -1; 1494 best_at = -1;
1546 if (spell->attacktype) 1495 if (spell->attacktype)
1547 { 1496 {
1548 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1549 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1550 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1551 best_at = at; 1500 best_at = at;
1552 1501
1553 if (best_at == -1) 1502 if (best_at == -1)
1554 at = 0; 1503 at = 0;
1555 else 1504 else
1556 { 1505 {
1557 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1558 continue; 1507 continue;
1559 else 1508 else
1560 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1561 } 1510 }
1511
1562 at -= level / 5; 1512 at -= level / 5;
1563 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1564 continue; 1514 continue;
1565 } 1515 }
1566 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1567 { 1517 {
1568 /* 1518 /*
1569 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:
1570 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1571 * 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 ) )
1572 1522
1573 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1574 1524
1575 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
1576 charm a level 125 monster... 1526 charm a level 125 monster...
1577 1527
1578 Ryo, august 14th 1528 Ryo, august 14th
1579 */ 1529 */
1580 if (head->level > level) 1530 if (head->level > level)
1581 continue; 1531 continue;
1582 1532
1583 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))))
1584 /* Failed, no effect */ 1534 /* Failed, no effect */
1585 continue; 1535 continue;
1586 } 1536 }
1587 1537
1588 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1589 1540
1590 /* aggravation */ 1541 /* aggravation */
1591 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (spell->flag [FLAG_MONSTER])
1592 { 1543 {
1593 CLEAR_FLAG (head, FLAG_SLEEP); 1544 head->clr_flag (FLAG_SLEEP);
1594 remove_friendly_object (head); 1545 remove_friendly_object (head);
1595 done_one = 1; 1546 done_one = 1;
1596 head->enemy = op; 1547 head->enemy = op;
1597 } 1548 }
1598 1549
1599 /* calm monsters */ 1550 /* calm monsters */
1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1601 { 1552 {
1602 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 head->set_flag (FLAG_UNAGGRESSIVE);
1603 head->enemy = NULL; 1554 head->enemy = NULL;
1604 done_one = 1; 1555 done_one = 1;
1605 } 1556 }
1606 1557
1607 /* berserk monsters */ 1558 /* berserk monsters */
1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1609 { 1560 {
1610 SET_FLAG (head, FLAG_BERSERK); 1561 head->set_flag (FLAG_BERSERK);
1611 done_one = 1; 1562 done_one = 1;
1612 } 1563 }
1613 1564
1614 /* charm */ 1565 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1616 { 1567 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 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.
1619 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. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 head->clr_flag (FLAG_GENERATOR);
1621 head->set_owner (op); 1574 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1623 add_friendly_object (head); 1576 add_friendly_object (head);
1624 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1625 done_one = 1; 1578 done_one = 1;
1626 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);
1627 head->stats.exp = 0; 1580 head->stats.exp = 0;
1628 } 1581 }
1629 1582
1630 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1631 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1633 } /* for y */ 1586 }
1634 1587
1635 return 1; 1588 return 1;
1636} 1589}
1637
1638 1590
1639/* 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
1640 * 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
1641 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1642 * op is the spell effect. 1594 * op is the spell effect.
1643 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1644 */ 1596 */
1645
1646void 1597void
1647move_ball_spell (object *op) 1598move_ball_spell (object *op)
1648{ 1599{
1649 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1650 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1669 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1670 { 1621 {
1671 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1672 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1673 */ 1624 */
1674
1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1676 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1677 1627
1678 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1679 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1681 { 1631 {
1682 dir = tmpdir; 1632 dir = tmpdir;
1683 break; 1633 break;
1684 } 1634 }
1685 } 1635 }
1636
1686 if (dir == 0) 1637 if (dir == 0)
1687 { 1638 {
1688 nx = op->x; 1639 nx = op->x;
1689 ny = op->y; 1640 ny = op->y;
1690 m = op->map; 1641 m = op->map;
1716 1667
1717 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)))
1718 { 1669 {
1719 if (j) 1670 if (j)
1720 op->stats.dam = dam_save / 2; 1671 op->stats.dam = dam_save / 2;
1672
1721 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1722
1723 } 1674 }
1724 1675
1725 /* insert the other arch */ 1676 /* insert the other arch */
1726 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))))
1727 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1728 } 1679 }
1729 1680
1730 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1731 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1732 1683
1741 1692
1742 op->direction = i; 1693 op->direction = i;
1743 } 1694 }
1744} 1695}
1745 1696
1746
1747/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1748 * 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
1749 * 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
1750 * 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
1751 * 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
1752 * 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.
1753 */ 1703 */
1754
1755void 1704void
1756move_swarm_spell (object *op) 1705move_swarm_spell (object *op)
1757{ 1706{
1758#if 0 1707#if 0
1759 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 };
1760 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 };
1761 sint16 target_x, target_y, origin_x, origin_y; 1710 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1711 int adjustdir;
1763 maptile *m; 1712 maptile *m;
1764#endif 1713#endif
1765 int basedir;
1766 object *owner; 1714 object *owner = op->env;
1767 1715
1768 owner = op->owner; 1716 if (!owner) // MUST not happen, remove when true TODO
1769 if (op->duration == 0 || owner == NULL)
1770 { 1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1771 op->destroy (); 1719 op->destroy ();
1772 return; 1720 return;
1773 } 1721 }
1774 1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1775 op->duration--; 1729 op->duration--;
1776 1730
1777 basedir = op->direction; 1731 int basedir = op->direction;
1778 if (basedir == 0) 1732 if (!basedir)
1779 { 1733 {
1780 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1782 } 1737 }
1783 1738
1784#if 0 1739#if 0
1785 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1847 { 1802 {
1848 /* 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 */
1849 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 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);
1853 } 1808 }
1854} 1809}
1855
1856
1857
1858 1810
1859/* fire_swarm: 1811/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1814 * the parts of the swarm.
1865 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1820 * n: the number to be fired.
1869 */ 1821 */
1870
1871int 1822int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1824{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1825 if (!spell->other_arch)
1878 return 0; 1826 return 0;
1879 1827
1880 tmp = get_archetype (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1829
1882 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1883
1884 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. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1888 1834
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1891 return 1; 1837 return 1;
1892 1838
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1897 tmp->direction = dir; 1845 tmp->direction = dir;
1898 tmp->invisible = 1; 1846 tmp->facing = rndm (1, 8); // initial firing direction
1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1848
1900 tmp->insert_at (op, op); 1849 op->insert (tmp);
1850
1901 return 1; 1851 return 1;
1902} 1852}
1903
1904 1853
1905/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1906 * function. 1855 * function.
1907 */ 1856 */
1908int 1857int
1913 int dam, mflags; 1862 int dam, mflags;
1914 maptile *m; 1863 maptile *m;
1915 1864
1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1917 1866
1918 if (!dir) 1867 if (dir)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1921 return 0;
1922 } 1868 {
1923
1924 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1925 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1926 m = op->map; 1871 m = op->map;
1927 1872
1928 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1929 1874
1930 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1931 { 1876 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 op->failmsg ("Nothing is there.");
1933 return 0; 1878 return 0;
1934 } 1879 }
1935 1880
1936 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1937 { 1882 {
1938 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)
1939 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (target->flag [FLAG_MONSTER])
1940 { 1885 {
1941 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head) 1887 if (target->head)
1943 target = target->head; 1888 target = target->head;
1889
1944 (void) hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1945 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1946 } 1893 }
1947 }
1948 1894
1949 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1950 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)))
1951 { 1897 {
1952 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 op->failmsg ("Something is in the way.");
1953 return 0; 1899 return 0;
1900 }
1954 } 1901 }
1955 1902
1956 /* 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 */
1957 tmp = arch_to_object (spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1958 if (!tmp) 1905 if (!tmp)
1959 { 1906 {
1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1961 return 0; 1908 return 0;
1962 } 1909 }
1910
1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1964 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1965 { 1914 tmp->set_glow_radius (
1966 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)
1967 if (tmp->glow_radius > MAX_LIGHT_RADII) 1916 );
1968 tmp->glow_radius = MAX_LIGHT_RADII;
1969 }
1970 1917
1918 if (dir)
1971 m->insert (tmp, x, y, op); 1919 m->insert (tmp, x, y, op);
1920 else
1921 caster->outer_env_or_self ()->insert (tmp);
1922
1972 return 1; 1923 return 1;
1973} 1924}
1974
1975
1976
1977 1925
1978/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1927 * player and infects someone.
1980 * 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
1981 * 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
1982 * perhaps this should actually be in disease.c? 1930 * perhaps this should actually be in disease.c?
1983 */ 1931 */
1984
1985int 1932int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1933cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1934{
1988 sint16 x, y; 1935 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1936 int i, mflags, range, dam_mod, dur_mod;
1996 /* 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
1997 * direction the player is pointing. 1944 * direction the player is pointing.
1998 */ 1945 */
1999 if (!dir) 1946 if (!dir)
2000 dir = op->facing; 1947 dir = op->facing;
1948
2001 if (!dir) 1949 if (!dir)
2002 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 */
2003 1951
2004 /* Calculate these once here */ 1952 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1953 range = spell->range + SP_level_range_adjust (caster, spell);
2025 /* 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 */
2026 if (mflags & P_IS_ALIVE) 1974 if (mflags & P_IS_ALIVE)
2027 { 1975 {
2028 /* search this square for a victim */ 1976 /* search this square for a victim */
2029 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)
2030 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1978 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2031 { /* found a victim */ 1979 { /* found a victim */
2032 object *disease = arch_to_object (spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
2033 1981
2034 disease->set_owner (op); 1982 disease->set_owner (op);
2035 set_spell_skill (op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
2036 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
2037 disease->level = caster_level (caster, spell); 1985 disease->level = casting_level (caster, spell);
2038 1986
2039 /* do level adjustments */ 1987 /* do level adjustments */
2040 if (disease->stats.wc) 1988 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2041 disease->stats.wc += dur_mod / 2; 1989 if (disease->magic > 0) disease->magic += dur_mod / 8;
2042 1990 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2043 if (disease->magic > 0) 1991 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2044 disease->magic += dur_mod / 4;
2045
2046 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod;
2048
2049 if (disease->stats.maxgrace > 0)
2050 disease->stats.maxgrace += dur_mod;
2051
2052 if (disease->stats.dam)
2053 {
2054 if (disease->stats.dam > 0)
2055 disease->stats.dam += dam_mod;
2056 else
2057 disease->stats.dam -= dam_mod;
2058 }
2059 1992
2060 if (disease->last_sp) 1993 if (disease->last_sp)
2061 { 1994 {
2062 disease->last_sp -= 2 * dam_mod; 1995 disease->last_sp -= 2 * dam_mod;
1996
2063 if (disease->last_sp < 1) 1997 if (disease->last_sp < 1)
2064 disease->last_sp = 1; 1998 disease->last_sp = 1;
2065 } 1999 }
2066 2000
2067 if (disease->stats.maxsp) 2001 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2068 { 2002 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2069 if (disease->stats.maxsp > 0) 2003 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2070 disease->stats.maxsp += dam_mod; 2004 if (disease->last_eat ) disease->last_eat -= dam_mod;
2071 else 2005 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2072 disease->stats.maxsp -= dam_mod; 2006 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2073 }
2074
2075 if (disease->stats.ac)
2076 disease->stats.ac += dam_mod;
2077
2078 if (disease->last_eat)
2079 disease->last_eat -= dam_mod;
2080
2081 if (disease->stats.hp)
2082 disease->stats.hp -= dam_mod;
2083
2084 if (disease->stats.sp)
2085 disease->stats.sp -= dam_mod;
2086 2007
2087 if (infect_object (walk, disease, 1)) 2008 if (infect_object (walk, disease, 1))
2088 { 2009 {
2089 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));
2090 2011
2091 disease->destroy (); /* don't need this one anymore */ 2012 disease->destroy (); /* don't need this one anymore */
2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2013 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2093 return 1; 2014 return 1;
2094 } 2015 }
2095 2016
2096 disease->destroy (); 2017 disease->destroy ();
2097 } 2018 }

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