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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.66 by root, Mon Sep 29 10:31:32 2008 UTC vs.
Revision 1.108 by root, Tue Jan 3 11:25:37 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 int weight_move; 45 int weight_move;
45 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 */
46 47
58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
59 { 60 {
60 int num_sections = 1; 61 int num_sections = 1;
61 62
62 /* don't move DM */ 63 /* don't move DM */
63 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
64 return; 65 return;
65 66
66 /* don't move parts of objects */ 67 /* don't move parts of objects */
67 if (tmp->head) 68 if (tmp->head)
68 continue; 69 continue;
69 70
70 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
71 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]))
72 continue; 73 continue;
73 74
74 /* count the object's sections */ 75 /* count the object's sections */
75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
76 num_sections++; 77 num_sections++;
92 * also be safe for objects. 93 * also be safe for objects.
93 * This does return if successful or not, but 94 * This does return if successful or not, but
94 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
95 * right now. 96 * right now.
96 */ 97 */
97 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
98 } 99 }
99 100
100 } 101 }
101} 102}
102 103
107 ***************************************************************************/ 108 ***************************************************************************/
108 109
109/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
110 * is the first piece of the fork. 111 * is the first piece of the fork.
111 */ 112 */
112void 113static void
113forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
114{ 115{
115 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 */
116 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
117 maptile *m; 118 maptile *m;
193 * 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
194 * will be useful. 195 * will be useful.
195 */ 196 */
196 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)))
197 { 198 {
198 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
199 return; 200 return;
200 201
201 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
202 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
203 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
276 int mflags; 277 int mflags;
277 278
278 if (!spob->other_arch) 279 if (!spob->other_arch)
279 return 0; 280 return 0;
280 281
281 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
282 if (tmp == NULL) 283 if (tmp == NULL)
283 return 0; 284 return 0;
284 285
285 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
286 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->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
294 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
295 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
296 297
297 tmp->direction = dir; 298 tmp->direction = dir;
298 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
299 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
300 301
301 tmp->set_owner (op); 302 tmp->set_owner (op);
302 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
303 304
315 316
316 tmp->map = newmap; 317 tmp->map = newmap;
317 318
318 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)))
319 { 320 {
320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
321 { 322 {
322 tmp->drop_and_destroy (); 323 tmp->drop_and_destroy ();
323 return 0; 324 return 0;
324 } 325 }
325 326
351 maptile *m = op->map; 352 maptile *m = op->map;
352 int i; 353 int i;
353 354
354 if (--op->duration < 0) 355 if (--op->duration < 0)
355 { 356 {
356 op->destroy (true); 357 op->destroy ();
357 return; 358 return;
358 } 359 }
359 360
360 hit_map (op, 0, op->attacktype, 0); 361 hit_map (op, 0, op->attacktype, 0);
361 362
388 389
389/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
390 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
391 * explode. 392 * explode.
392 */ 393 */
393void 394static void
394explode_bullet (object *op) 395explode_bullet (object *op)
395{ 396{
396 object *tmp, *owner; 397 object *tmp, *owner;
397 398
398 if (!op->other_arch) 399 if (!op->other_arch)
399 { 400 {
400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
401 op->destroy (true); 402 op->destroy ();
402 return; 403 return;
403 } 404 }
404 405
405 if (op->env) 406 if (op->env)
406 { 407 {
407 object *env = op->outer_env (); 408 object *env = op->outer_env ();
408 409
409 if (!env->map || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
410 { 411 {
411 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
412 op->destroy (true); 413 op->destroy ();
413 return; 414 return;
414 } 415 }
415 416
416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 417 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
417 } 418 }
418 else if (out_of_map (op->map, op->x, op->y)) 419 else if (out_of_map (op->map, op->x, op->y))
419 { 420 {
420 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 421 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
421 op->destroy (true); 422 op->destroy ();
422 return; 423 return;
423 } 424 }
424 425
425 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 426 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
426 // NOTE: If this breaks something important: remove this. I can't think of anything 427 // NOTE: If this breaks something important: remove this. I can't think of anything
427 // bad at the moment that might happen from this. 428 // bad at the moment that might happen from this.
428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 429 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
429 { 430 {
430 op->destroy (true); 431 op->destroy ();
431 return; 432 return;
432 } 433 }
433 434
434 if (op->attacktype) 435 if (op->attacktype)
435 { 436 {
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
450 if ((tmp->attacktype & AT_HOLYWORD 451 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER) 452 || tmp->attacktype & AT_GODPOWER)
452 && owner 453 && owner
453 && !tailor_god_spell (tmp, owner)) 454 && !tailor_god_spell (tmp, owner))
454 { 455 {
455 op->destroy (true); 456 op->destroy ();
456 return; 457 return;
457 } 458 }
458 459
459 /* special for bombs - it actually has sane values for these */ 460 /* special for bombs - it actually has sane values for these */
460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 461 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
488 489
489 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound); 491 tmp->play_sound (tmp->sound);
491 492
492 /* remove the firebullet */ 493 /* remove the firebullet */
493 op->destroy (true); 494 op->destroy ();
494} 495}
495 496
496/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
497 * (eg, explode, damage player, etc) 498 * (eg, explode, damage player, etc)
498 */ 499 */
520 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
521 return; 522 return;
522 523
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 525 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
526 { 527 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528 529
529 // TODO: can't understand the following if's 530 // TODO: can't understand the following if's
530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
531 { 532 {
532 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
533 { 534 {
534 op->destroy (true); 535 op->destroy ();
535 return; 536 return;
536 } 537 }
537 } 538 }
538 } 539 }
539 } 540 }
545 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
546 */ 547 */
547void 548void
548move_bullet (object *op) 549move_bullet (object *op)
549{ 550{
550 sint16 new_x, new_y;
551 int mflags;
552 maptile *m;
553
554#if 0 551#if 0
555 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
556 553
557 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
558 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
568 if (--op->range <= 0) 565 if (--op->range <= 0)
569 { 566 {
570 if (op->other_arch) 567 if (op->other_arch)
571 explode_bullet (op); 568 explode_bullet (op);
572 else 569 else
573 op->destroy (true); 570 op->destroy ();
574 571
575 return; 572 return;
576 }
577
578 new_x = op->x + DIRX (op);
579 new_y = op->y + DIRY (op);
580 m = op->map;
581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
582
583 if (mflags & P_OUT_OF_MAP)
584 { 573 }
574
575 mapxy pos (op);
576 pos.move (op->direction);
577
578 if (!pos.normalise ())
579 {
585 op->destroy (true); 580 op->destroy ();
586 return; 581 return;
587 } 582 }
588 583
589 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))
590 { 589 {
591 if (op->other_arch) 590 if (op->other_arch)
592 explode_bullet (op); 591 explode_bullet (op);
593 else 592 else
594 op->destroy (true); 593 op->destroy ();
595 594
596 return; 595 return;
597 } 596 }
598 597
599 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
600 return; 599 return;
601 600
602 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
603 { 602 {
604 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
641 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
642 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
643 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);
644 643
645 tmp->direction = dir; 644 tmp->direction = dir;
646 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
647 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
648 647
649 tmp->set_owner (op); 648 tmp->set_owner (op);
650 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
651 650
655 654
656 maptile *newmap; 655 maptile *newmap;
657 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);
658 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
659 { 658 {
660 tmp->destroy (true); 659 tmp->destroy ();
661 return 0; 660 return 0;
662 } 661 }
663 662
664 tmp->map = newmap; 663 tmp->map = newmap;
665 664
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
666 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)))
667 { 679 {
668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
669 { 681 {
670 tmp->destroy (true); 682 tmp->destroy ();
671 return 0; 683 return 0;
672 } 684 }
673 685
674 tmp->x = op->x; 686 tmp->x = op->x;
675 tmp->y = op->y; 687 tmp->y = op->y;
688 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
689 * 701 *
690 *****************************************************************************/ 702 *****************************************************************************/
691 703
692/* 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" */
693void 705static void
694cone_drop (object *op) 706cone_drop (object *op)
695{ 707{
696 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
697 709
698 new_ob->level = op->level; 710 new_ob->level = op->level;
699 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
700 712
701 /* preserve skill ownership */ 713 /* preserve skill ownership */
717 op->set_speed (0); 729 op->set_speed (0);
718 return; 730 return;
719 } 731 }
720 732
721 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
722 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
723 { 735 {
724 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
725 return; 737 return;
726 } 738 }
727 739
730 * when their cone dies when they die. 742 * when their cone dies when they die.
731 */ 743 */
732 /* If no owner left, the spell dies out. */ 744 /* If no owner left, the spell dies out. */
733 if (op->owner == NULL) 745 if (op->owner == NULL)
734 { 746 {
735 op->destroy (true); 747 op->destroy ();
736 return; 748 return;
737 } 749 }
738#endif 750#endif
739 751
740 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
753
754 if (!op->is_on_map ())
755 return;
741 756
742 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
743 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
744 * degree. 759 * degree.
745 */ 760 */
746 if (op->weight) 761 if (op->weight)
762 {
747 check_spell_knockback (op); 763 check_spell_knockback (op);
748 764
749 if (op->destroyed ()) 765 if (!op->is_on_map ())
750 return; 766 return;
767 }
751 768
752 if (op->duration-- < 0) 769 if (op->duration-- < 0)
753 { 770 {
754 op->destroy (true); 771 op->destroy ();
755 return; 772 return;
756 } 773 }
757 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
758 * any further. When the duration above expires, 775 * any further. When the duration above expires,
759 * then the object will get removed. 776 * then the object will get removed.
803 MoveType movetype; 820 MoveType movetype;
804 821
805 if (!spell->other_arch) 822 if (!spell->other_arch)
806 return 0; 823 return 0;
807 824
808 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)
809 { 826 {
810 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!");
811 return 0; 828 return 0;
812 } 829 }
813 830
814 if (!dir) 831 if (!dir)
815 { 832 {
823 */ 840 */
824 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
825 842
826 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
827 { 844 {
828 sint16 x, y, d; 845 sint16 x, y;
829 846
830 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
831 * 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
832 * 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
833 * to hit that person. 850 * to hit that person.
834 */ 851 */
835 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
836 while (d < 0)
837 d += 8;
838 while (d > 8)
839 d -= 8;
840 853
841 /* 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.
842 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
843 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
844 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
861 874
862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
863 continue; 876 continue;
864 877
865 success = 1; 878 success = 1;
866 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
867 tmp->set_owner (op); 880 tmp->set_owner (op);
868 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
869 tmp->level = casting_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
870 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
871 884
946 959
947 object *env = op->outer_env (); 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;
953 966
954 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
955 return; 968 return;
956 } 969 }
957 970
958 // 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
959 // 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
960 // as bombs can be carried. 973 // as bombs can be carried.
961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
962 { 975 {
963 op->destroy (true); 976 op->destroy ();
964 return; 977 return;
965 } 978 }
966 979
967 /* This copies a lot of the code from the fire bullet, 980 /* This copies a lot of the code from the fire bullet,
968 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
973 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
974 { 987 {
975 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]))
976 continue; 989 continue;
977 990
978 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
979 tmp->direction = i; 992 tmp->direction = i;
980 tmp->range = op->range; 993 tmp->range = op->range;
981 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
982 tmp->duration = op->duration; 995 tmp->duration = op->duration;
983 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
984 tmp->set_owner (op); 997 tmp->set_owner (op);
985 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
986 tmp->skill = op->skill; 999 tmp->skill = op->skill;
987 1000
988 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
989 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
990 1003
991 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);
992 move_bullet (tmp); 1005 move_bullet (tmp);
993 } 1006 }
1003 int mflags; 1016 int mflags;
1004 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];
1005 maptile *m; 1018 maptile *m;
1006 1019
1007 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 {
1008 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))
1009 { 1029 {
1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1011 return 0; 1031 return 0;
1032 }
1012 } 1033 }
1013 1034
1014 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1015 1036
1016 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1018 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);
1019 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1039 * dir is the direction to look in. 1060 * dir is the direction to look in.
1040 * range is how far out to look. 1061 * range is how far out to look.
1041 * 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.
1042 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1043 */ 1064 */
1044object * 1065static object *
1045get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1046{ 1067{
1047 object *target; 1068 object *target;
1048 sint16 x, y; 1069 sint16 x, y;
1049 int dist, mflags; 1070 int dist, mflags;
1068 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1069 return NULL; 1090 return NULL;
1070 1091
1071 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1072 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)
1073 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1074 return target; 1095 return target;
1075 } 1096 }
1076 1097
1077 return NULL; 1098 return NULL;
1078} 1099}
1102 * interesting spell. 1123 * interesting spell.
1103 * 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
1104 * can't be friendly to your god. 1125 * can't be friendly to your god.
1105 */ 1126 */
1106 1127
1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1108 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1109 || (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)))
1110 { 1133 {
1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 op->failmsg ("Your request is unheeded.");
1112 return 0; 1135 return 0;
1113 } 1136 }
1114 1137
1115 if (spell->other_arch) 1138 if (spell->other_arch)
1116 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1117 else 1140 else
1118 return 0; 1141 return 0;
1119 1142
1120 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1121 effect->level = casting_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1122 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 { 1147 {
1125 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1126 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));
1127 else 1150 else
1128 { 1151 {
1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 op->failmsg ("Your request is ignored.");
1130 return 0; 1153 return 0;
1131 } 1154 }
1132 } 1155 }
1133 1156
1134 /* size of the area of destruction */ 1157 /* size of the area of destruction */
1138 if (effect->attacktype & AT_DEATH) 1161 if (effect->attacktype & AT_DEATH)
1139 { 1162 {
1140 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1163 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1141 1164
1142 /* casting death spells at undead isn't a good thing */ 1165 /* casting death spells at undead isn't a good thing */
1143 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1166 if (target->flag [FLAG_UNDEAD])
1144 { 1167 {
1145 if (random_roll (0, 2, op, PREFER_LOW)) 1168 if (random_roll (0, 2, op, PREFER_LOW))
1146 { 1169 {
1147 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1170 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1148 effect->x = op->x; 1171 effect->x = op->x;
1150 } 1173 }
1151 else 1174 else
1152 { 1175 {
1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1154 target->stats.hp = target->stats.maxhp * 2; 1177 target->stats.hp = target->stats.maxhp * 2;
1155 effect->destroy (true); 1178 effect->destroy ();
1156 return 0; 1179 return 0;
1157 } 1180 }
1158 } 1181 }
1159 } 1182 }
1160 else 1183 else
1192 mapxy pos (op); 1215 mapxy pos (op);
1193 pos.move (op->direction); 1216 pos.move (op->direction);
1194 1217
1195 if (!pos.normalise ()) 1218 if (!pos.normalise ())
1196 { 1219 {
1197 op->destroy (true); 1220 op->destroy ();
1198 return; 1221 return;
1199 } 1222 }
1200 1223
1201 mapspace &ms = pos.ms (); 1224 mapspace &ms = pos.ms ();
1202 1225
1204 { 1227 {
1205 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1206 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1207 * 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.
1208 */ 1231 */
1209 op->destroy (true); 1232 op->destroy ();
1210 return; 1233 return;
1211 } 1234 }
1212 1235
1213 if (!op->direction) 1236 if (!op->direction)
1214 { 1237 {
1215 op->destroy (true); 1238 op->destroy ();
1216 return; 1239 return;
1217 } 1240 }
1218 1241
1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1220 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1234 * 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
1235 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1236 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1237 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1238 */ 1261 */
1239int 1262static int
1240make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1241{ 1264{
1242 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1243 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1244 return 0; 1267 return 0;
1245 1268
1246 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = archetype::get (FORCE_NAME);
1247 tmp->speed = 0.01; 1270 tmp->set_speed (0.01);
1248 tmp->stats.food = time; 1271 tmp->stats.food = time;
1249 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 tmp->set_flag (FLAG_IS_USED_UP);
1250 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1252 tmp->glow_radius = MAX_LIGHT_RADII;
1253
1254 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1255 1275
1256 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1257 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1258 1278
1259 return 1; 1279 return 1;
1260} 1280}
1261 1281
1262int 1282int
1263cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1264{ 1284{
1265 int i, j, range, mflags, friendly = 0, dam, dur;
1266 sint16 sx, sy;
1267 maptile *m;
1268 object *tmp;
1269 const char *skill;
1270
1271 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1272 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);
1273 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1274 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1275 friendly = 1;
1276 1288
1277 /* destruction doesn't use another spell object, so we need 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1278 * update op's skill pointer so that exp is properly awarded.
1279 * We do some shortcuts here - since this is just temporary
1280 * and we'll reset the values back, we don't need to go through
1281 * the full share string/free_string route.
1282 */
1283 skill = op->skill;
1284 if (caster == op)
1285 op->skill = spell_ob->skill;
1286 else if (caster->skill)
1287 op->skill = caster->skill;
1288 else
1289 op->skill = NULL;
1290 1290
1291 op->change_skill (find_skill_by_name (op, op->skill)); 1291 dynbuf buf;
1292 1292 unordered_mapwalk (buf, op, -range, -range, range, range)
1293 for (i = -range; i <= range; i++)
1294 { 1293 {
1295 for (j = -range; j <= range; j++) 1294 mapspace &ms = m->at (nx, ny);
1296 {
1297 m = op->map;
1298 sx = op->x + i;
1299 sy = op->y + j;
1300 1295
1301 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1302 if (mflags & P_OUT_OF_MAP)
1303 continue;
1304
1305 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1306 { 1298 {
1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 next = tmp->above;
1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1309 break;
1310 1300
1311 if (tmp) 1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1312 { 1302 {
1313 if (tmp->head)
1314 tmp = tmp->head; 1303 tmp = tmp->head_ ();
1315 1304
1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1318 { 1307 {
1319 if (spell_ob->subtype == SP_DESTRUCTION) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1320 { 1309 {
1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322 1311
1323 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1325 } 1314 }
1326 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)
1327 { 1316 {
1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1330 } 1319 }
1331 } 1320 }
1332 } 1321 }
1333 } 1322 }
1334 }
1335 } 1323 }
1336 1324
1337 op->skill = skill;
1338 return 1; 1325 return 1;
1339} 1326}
1340 1327
1341/*************************************************************************** 1328/***************************************************************************
1342 * 1329 *
1343 * CURSE 1330 * CURSE
1344 * 1331 *
1345 ***************************************************************************/ 1332 ***************************************************************************/
1346
1347int 1333int
1348cast_curse (object *op, object *caster, object *spell_ob, int dir) 1334cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{ 1335{
1350 object *god = find_god (determine_god (op)); 1336 object *god = find_god (determine_god (op));
1351 object *tmp, *force; 1337 object *tmp, *force;
1352 1338
1353 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);
1354 if (!tmp) 1340 if (!tmp)
1355 { 1341 {
1356 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.");
1357 return 0; 1343 return 0;
1358 } 1344 }
1359 1345
1360 tmp = tmp->head_ (); 1346 tmp = tmp->head_ ();
1361 1347
1376 } 1362 }
1377 } 1363 }
1378 1364
1379 if (!force) 1365 if (!force)
1380 { 1366 {
1381 force = get_archetype (FORCE_NAME); 1367 force = archetype::get (FORCE_NAME);
1382 force->subtype = FORCE_CHANGE_ABILITY; 1368 force->subtype = FORCE_CHANGE_ABILITY;
1383 1369
1384 if (spell_ob->race) 1370 if (spell_ob->race)
1385 force->name = spell_ob->race; 1371 force->name = spell_ob->race;
1386 else 1372 else
1404 1390
1405 return 1; 1391 return 1;
1406 } 1392 }
1407 1393
1408 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;
1409 force->speed = 1.f;
1410 force->speed_left = -1.f; 1395 force->speed_left = -1.f;
1411 SET_FLAG (force, FLAG_APPLIED); 1396 force->set_speed (1.f);
1397 force->set_flag (FLAG_APPLIED);
1412 1398
1413 if (god) 1399 if (god)
1414 { 1400 {
1415 if (spell_ob->last_grace) 1401 if (spell_ob->last_grace)
1416 force->path_repelled = god->path_repelled; 1402 force->path_repelled = god->path_repelled;
1429 force->stats.wc = spell_ob->stats.wc; 1415 force->stats.wc = spell_ob->stats.wc;
1430 1416
1431 change_abil (tmp, force); /* Mostly to display any messages */ 1417 change_abil (tmp, force); /* Mostly to display any messages */
1432 insert_ob_in_ob (force, tmp); 1418 insert_ob_in_ob (force, tmp);
1433 tmp->update_stats (); 1419 tmp->update_stats ();
1420
1434 return 1; 1421 return 1;
1435
1436} 1422}
1437 1423
1438/********************************************************************** 1424/**********************************************************************
1439 * mood change 1425 * mood change
1440 * 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
1446 */ 1432 */
1447int 1433int
1448mood_change (object *op, object *caster, object *spell) 1434mood_change (object *op, object *caster, object *spell)
1449{ 1435{
1450 object *tmp, *god, *head; 1436 object *tmp, *god, *head;
1451 int done_one, range, mflags, level, at, best_at; 1437 int done_one, range, level, at, best_at;
1452 sint16 x, y, nx, ny;
1453 maptile *m;
1454 const char *race; 1438 const char *race;
1455 1439
1456 /* 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
1457 * doing it over and over again. 1441 * doing it over and over again.
1458 */ 1442 */
1464 * 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
1465 * won't ever match anything. 1449 * won't ever match anything.
1466 */ 1450 */
1467 if (!spell->race) 1451 if (!spell->race)
1468 race = NULL; 1452 race = NULL;
1469 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1453 else if (god && spell->race == shstr_GOD_SLAYING)
1470 race = god->slaying; 1454 race = god->slaying;
1471 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1455 else if (god && spell->race == shstr_GOD_FRIEND)
1472 race = god->race; 1456 race = god->race;
1473 else 1457 else
1474 race = spell->race; 1458 race = spell->race;
1475 1459
1476 for (x = op->x - range; x <= op->x + range; x++) 1460 dynbuf buf;
1477 for (y = op->y - range; y <= op->y + range; y++) 1461 unordered_mapwalk (buf, op, -range, -range, range, range)
1478 { 1462 {
1479 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1480 m = op->map;
1481 nx = x;
1482 ny = y;
1483 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1484 if (mflags & P_OUT_OF_MAP)
1485 continue;
1486 1464
1487 /* 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 */
1488 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1489 continue; 1467 continue;
1490 1468
1491 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1492 if (caster && caster->contr 1471 && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1494 continue; 1473 continue;
1495 1474
1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1497 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1498 break; 1477 break;
1499 1478
1500 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1501 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1502 continue; 1481 continue;
1503 1482
1504 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1505 if (tmp->head)
1506 head = tmp->head; 1484 head = tmp->head_ ();
1507 else
1508 head = tmp;
1509 1485
1510 /* 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 */
1511 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1512 continue; 1488 continue;
1513 1489
1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1515 continue; 1491 continue;
1516 1492
1517 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1518 best_at = -1; 1494 best_at = -1;
1519 if (spell->attacktype) 1495 if (spell->attacktype)
1520 { 1496 {
1521 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1522 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1523 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1524 best_at = at; 1500 best_at = at;
1525 1501
1526 if (best_at == -1) 1502 if (best_at == -1)
1527 at = 0; 1503 at = 0;
1528 else 1504 else
1529 { 1505 {
1530 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1531 continue; 1507 continue;
1532 else 1508 else
1533 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1534 } 1510 }
1511
1535 at -= level / 5; 1512 at -= level / 5;
1536 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1537 continue; 1514 continue;
1538 } 1515 }
1539 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1540 { 1517 {
1541 /* 1518 /*
1542 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:
1543 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1544 * 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 ) )
1545 1522
1546 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.
1547 1524
1548 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
1549 charm a level 125 monster... 1526 charm a level 125 monster...
1550 1527
1551 Ryo, august 14th 1528 Ryo, august 14th
1552 */ 1529 */
1553 if (head->level > level) 1530 if (head->level > level)
1554 continue; 1531 continue;
1555 1532
1556 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))))
1557 /* Failed, no effect */ 1534 /* Failed, no effect */
1558 continue; 1535 continue;
1559 } 1536 }
1560 1537
1561 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1562 1540
1563 /* aggravation */ 1541 /* aggravation */
1564 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (spell->flag [FLAG_MONSTER])
1565 { 1543 {
1566 CLEAR_FLAG (head, FLAG_SLEEP); 1544 head->clr_flag (FLAG_SLEEP);
1567 remove_friendly_object (head); 1545 remove_friendly_object (head);
1568 done_one = 1; 1546 done_one = 1;
1569 head->enemy = op; 1547 head->enemy = op;
1570 } 1548 }
1571 1549
1572 /* calm monsters */ 1550 /* calm monsters */
1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1574 { 1552 {
1575 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 head->set_flag (FLAG_UNAGGRESSIVE);
1576 head->enemy = NULL; 1554 head->enemy = NULL;
1577 done_one = 1; 1555 done_one = 1;
1578 } 1556 }
1579 1557
1580 /* berserk monsters */ 1558 /* berserk monsters */
1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1582 { 1560 {
1583 SET_FLAG (head, FLAG_BERSERK); 1561 head->set_flag (FLAG_BERSERK);
1584 done_one = 1; 1562 done_one = 1;
1585 } 1563 }
1586 1564
1587 /* charm */ 1565 /* charm */
1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1589 { 1567 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591 1569
1592 /* Prevent uncontrolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1593 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.
1594 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. */
1595 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 head->clr_flag (FLAG_GENERATOR);
1596 head->set_owner (op); 1574 head->set_owner (op);
1597 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1598 add_friendly_object (head); 1576 add_friendly_object (head);
1599 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1600 done_one = 1; 1578 done_one = 1;
1601 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);
1602 head->stats.exp = 0; 1580 head->stats.exp = 0;
1603 } 1581 }
1604 1582
1605 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1606 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (spell->other_arch->instance (), nx, ny, op);
1608 } /* for y */ 1586 }
1609 1587
1610 return 1; 1588 return 1;
1611} 1589}
1612
1613 1590
1614/* 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
1615 * 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
1616 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1617 * op is the spell effect. 1594 * op is the spell effect.
1643 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1644 { 1621 {
1645 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1646 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1647 */ 1624 */
1648
1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1650 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1651 1627
1652 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1653 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1655 { 1631 {
1656 dir = tmpdir; 1632 dir = tmpdir;
1657 break; 1633 break;
1658 } 1634 }
1659 } 1635 }
1636
1660 if (dir == 0) 1637 if (dir == 0)
1661 { 1638 {
1662 nx = op->x; 1639 nx = op->x;
1663 ny = op->y; 1640 ny = op->y;
1664 m = op->map; 1641 m = op->map;
1696 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1697 } 1674 }
1698 1675
1699 /* insert the other arch */ 1676 /* insert the other arch */
1700 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))))
1701 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (op->other_arch->instance (), hx, hy, op);
1702 } 1679 }
1703 1680
1704 /* restore to the center location and damage */ 1681 /* restore to the center location and damage */
1705 op->stats.dam = dam_save; 1682 op->stats.dam = dam_save;
1706 1683
1737 object *owner = op->env; 1714 object *owner = op->env;
1738 1715
1739 if (!owner) // MUST not happen, remove when true TODO 1716 if (!owner) // MUST not happen, remove when true TODO
1740 { 1717 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ()); 1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1742 op->destroy (true); 1719 op->destroy ();
1743 return; 1720 return;
1744 } 1721 }
1745 1722
1746 if (!op->duration || !owner->is_on_map ()) 1723 if (!op->duration || !owner->is_on_map ())
1747 { 1724 {
1885 int dam, mflags; 1862 int dam, mflags;
1886 maptile *m; 1863 maptile *m;
1887 1864
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1866
1890 if (!dir) 1867 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1868 {
1895
1896 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1898 m = op->map; 1871 m = op->map;
1899 1872
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1874
1902 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1903 { 1876 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 op->failmsg ("Nothing is there.");
1905 return 0; 1878 return 0;
1906 } 1879 }
1907 1880
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1882 {
1910 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)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (target->flag [FLAG_MONSTER])
1912 { 1885 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1887 if (target->head)
1915 target = target->head; 1888 target = target->head;
1916 1889
1917 hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1918 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1919 } 1893 }
1920 }
1921 1894
1922 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1923 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)))
1924 { 1897 {
1925 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 op->failmsg ("Something is in the way.");
1926 return 0; 1899 return 0;
1900 }
1927 } 1901 }
1928 1902
1929 /* 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 */
1930 tmp = arch_to_object (spell->other_arch); 1904 tmp = spell->other_arch->instance ();
1931 if (!tmp) 1905 if (!tmp)
1932 { 1906 {
1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1934 return 0; 1908 return 0;
1935 } 1909 }
1910
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1937 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1938 { 1914 tmp->set_glow_radius (
1939 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)
1940 if (tmp->glow_radius > MAX_LIGHT_RADII) 1916 );
1941 tmp->glow_radius = MAX_LIGHT_RADII;
1942 }
1943 1917
1918 if (dir)
1944 m->insert (tmp, x, y, op); 1919 m->insert (tmp, x, y, op);
1920 else
1921 caster->outer_env_or_self ()->insert (tmp);
1922
1945 return 1; 1923 return 1;
1946} 1924}
1947 1925
1948/* cast_cause_disease: this spell looks along <dir> from the 1926/* cast_cause_disease: this spell looks along <dir> from the
1949 * player and infects someone. 1927 * player and infects someone.
1995 /* 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 */
1996 if (mflags & P_IS_ALIVE) 1974 if (mflags & P_IS_ALIVE)
1997 { 1975 {
1998 /* search this square for a victim */ 1976 /* search this square for a victim */
1999 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)
2000 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1978 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2001 { /* found a victim */ 1979 { /* found a victim */
2002 object *disease = arch_to_object (spell->other_arch); 1980 object *disease = spell->other_arch->instance ();
2003 1981
2004 disease->set_owner (op); 1982 disease->set_owner (op);
2005 set_spell_skill (op, caster, spell, disease); 1983 set_spell_skill (op, caster, spell, disease);
2006 disease->stats.exp = 0; 1984 disease->stats.exp = 0;
2007 disease->level = casting_level (caster, spell); 1985 disease->level = casting_level (caster, spell);
2008 1986
2009 /* do level adjustments */ 1987 /* do level adjustments */
2010 if (disease->stats.wc) 1988 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2011 disease->stats.wc += dur_mod / 2; 1989 if (disease->magic > 0) disease->magic += dur_mod / 8;
2012 1990 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2013 if (disease->magic > 0) 1991 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2014 disease->magic += dur_mod / 8;
2015
2016 if (disease->stats.maxhp > 0)
2017 disease->stats.maxhp += dur_mod;
2018
2019 if (disease->stats.maxgrace > 0)
2020 disease->stats.maxgrace += dur_mod;
2021
2022 if (disease->stats.dam)
2023 {
2024 if (disease->stats.dam > 0)
2025 disease->stats.dam += dam_mod;
2026 else
2027 disease->stats.dam -= dam_mod;
2028 }
2029 1992
2030 if (disease->last_sp) 1993 if (disease->last_sp)
2031 { 1994 {
2032 disease->last_sp -= 2 * dam_mod; 1995 disease->last_sp -= 2 * dam_mod;
1996
2033 if (disease->last_sp < 1) 1997 if (disease->last_sp < 1)
2034 disease->last_sp = 1; 1998 disease->last_sp = 1;
2035 } 1999 }
2036 2000
2037 if (disease->stats.maxsp) 2001 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2038 { 2002 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2039 if (disease->stats.maxsp > 0) 2003 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2040 disease->stats.maxsp += dam_mod; 2004 if (disease->last_eat ) disease->last_eat -= dam_mod;
2041 else 2005 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2042 disease->stats.maxsp -= dam_mod; 2006 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2043 }
2044
2045 if (disease->stats.ac)
2046 disease->stats.ac += dam_mod;
2047
2048 if (disease->last_eat)
2049 disease->last_eat -= dam_mod;
2050
2051 if (disease->stats.hp)
2052 disease->stats.hp -= dam_mod;
2053
2054 if (disease->stats.sp)
2055 disease->stats.sp -= dam_mod;
2056 2007
2057 if (infect_object (walk, disease, 1)) 2008 if (infect_object (walk, disease, 1))
2058 { 2009 {
2059 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));
2060 2011
2061 disease->destroy (true); /* don't need this one anymore */ 2012 disease->destroy (); /* don't need this one anymore */
2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2013 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2063 return 1; 2014 return 1;
2064 } 2015 }
2065 2016
2066 disease->destroy (true); 2017 disease->destroy ();
2067 } 2018 }
2068 } /* if living creature */ 2019 } /* if living creature */
2069 } /* for range of spaces */ 2020 } /* for range of spaces */
2070 2021
2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2022 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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