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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 1.113 by root, Wed Nov 16 22:14:06 2016 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
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
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}
1079 1100
1080/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1081 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1082 * usual params - 1103 * usual params -
1083 * op = player 1104 * op = player
1084 * caster = object casting the spell. 1105 * caster = object casting the spell.
1085 * dir = direction being cast 1106 * dir = direction being cast
1088int 1109int
1089cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1090{ 1111{
1091 object *effect, *target; 1112 object *effect, *target;
1092 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1093 int range;
1094 1114
1095 range = spell->range + SP_level_range_adjust (caster, spell);
1096 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1115 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1097 1116
1098 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1099 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1100 * This makes this spell much more general purpose - it can be used 1119 * This makes this spell much more general purpose - it can be used
1102 * interesting spell. 1121 * interesting spell.
1103 * if it is a cleric spell, you need a god, and the creature 1122 * if it is a cleric spell, you need a god, and the creature
1104 * can't be friendly to your god. 1123 * can't be friendly to your god.
1105 */ 1124 */
1106 1125
1107 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1108 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1109 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1129 || (god && target->title == god->name)
1130 || (god && target->race.contains (god->race)))
1110 { 1131 {
1111 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1112 return 0; 1133 return 0;
1113 } 1134 }
1114 1135
1115 if (spell->other_arch) 1136 if (spell->other_arch)
1116 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1117 else 1138 else
1118 return 0; 1139 return 0;
1119 1140
1120 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1121 effect->level = casting_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1122 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1124 { 1145 {
1125 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1127 else 1148 else
1128 { 1149 {
1129 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1130 return 0; 1151 return 0;
1131 } 1152 }
1132 } 1153 }
1133 1154
1134 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1138 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1139 { 1160 {
1140 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1141 1162
1142 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1143 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1144 { 1165 {
1145 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1146 { 1167 {
1147 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1148 effect->x = op->x; 1169 effect->x = op->x;
1150 } 1171 }
1151 else 1172 else
1152 { 1173 {
1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1174 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1154 target->stats.hp = target->stats.maxhp * 2; 1175 target->stats.hp = target->stats.maxhp * 2;
1155 effect->destroy (true); 1176 effect->destroy ();
1156 return 0; 1177 return 0;
1157 } 1178 }
1158 } 1179 }
1159 } 1180 }
1160 else 1181 else
1192 mapxy pos (op); 1213 mapxy pos (op);
1193 pos.move (op->direction); 1214 pos.move (op->direction);
1194 1215
1195 if (!pos.normalise ()) 1216 if (!pos.normalise ())
1196 { 1217 {
1197 op->destroy (true); 1218 op->destroy ();
1198 return; 1219 return;
1199 } 1220 }
1200 1221
1201 mapspace &ms = pos.ms (); 1222 mapspace &ms = pos.ms ();
1202 1223
1204 { 1225 {
1205 hit_map (op, op->direction, AT_MAGIC, 1); 1226 hit_map (op, op->direction, AT_MAGIC, 1);
1206 /* Basically, missile only hits one thing then goes away. 1227 /* Basically, missile only hits one thing then goes away.
1207 * we need to remove it if someone hasn't already done so. 1228 * we need to remove it if someone hasn't already done so.
1208 */ 1229 */
1209 op->destroy (true); 1230 op->destroy ();
1210 return; 1231 return;
1211 } 1232 }
1212 1233
1213 if (!op->direction) 1234 if (!op->direction)
1214 { 1235 {
1215 op->destroy (true); 1236 op->destroy ();
1216 return; 1237 return;
1217 } 1238 }
1218 1239
1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner); 1240 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1220 if (i > 0 && i != op->direction) 1241 if (i > 0 && i != op->direction)
1234 * we do this by creating a force and inserting it in the 1255 * we do this by creating a force and inserting it in the
1235 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1236 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1237 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1238 */ 1259 */
1239int 1260static int
1240make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1241{ 1262{
1242 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1243 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1244 return 0; 1265 return 0;
1245 1266
1246 object *tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1247 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1248 tmp->stats.food = time; 1269 tmp->stats.food = time;
1249 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1250 tmp->glow_radius = radius; 1271 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); 1272 tmp = insert_ob_in_ob (tmp, op);
1255 1273
1256 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1257 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1258 1276
1259 return 1; 1277 return 1;
1260} 1278}
1261 1279
1262int 1280int
1263cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1264{ 1282{
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); 1283 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); 1284 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); 1285 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 1286
1277 /* destruction doesn't use another spell object, so we need 1287 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 1288
1291 op->change_skill (find_skill_by_name (op, op->skill)); 1289 dynbuf buf;
1292 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1293 for (i = -range; i <= range; i++)
1294 { 1291 {
1295 for (j = -range; j <= range; j++) 1292 mapspace &ms = m->at (nx, ny);
1296 {
1297 m = op->map;
1298 sx = op->x + i;
1299 sy = op->y + j;
1300 1293
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) 1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1306 { 1296 {
1307 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1297 next = tmp->above;
1308 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1309 break;
1310 1298
1311 if (tmp) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1312 { 1300 {
1313 if (tmp->head)
1314 tmp = tmp->head; 1301 tmp = tmp->head_ ();
1315 1302
1316 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1318 { 1305 {
1319 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1320 { 1307 {
1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322 1309
1323 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1325 } 1312 }
1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1327 { 1314 {
1328 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1330 } 1317 }
1331 } 1318 }
1332 } 1319 }
1333 } 1320 }
1334 }
1335 } 1321 }
1336 1322
1337 op->skill = skill;
1338 return 1; 1323 return 1;
1339} 1324}
1340 1325
1341/*************************************************************************** 1326/***************************************************************************
1342 * 1327 *
1343 * CURSE 1328 * CURSE
1344 * 1329 *
1345 ***************************************************************************/ 1330 ***************************************************************************/
1346
1347int 1331int
1348cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1349{ 1333{
1350 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1351 object *tmp, *force; 1335 object *tmp, *force;
1352 1336
1353 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1354 if (!tmp) 1338 if (!tmp)
1355 { 1339 {
1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 op->failmsg ("There is no one in that direction to curse.");
1357 return 0; 1341 return 0;
1358 } 1342 }
1359 1343
1360 tmp = tmp->head_ (); 1344 tmp = tmp->head_ ();
1361 1345
1376 } 1360 }
1377 } 1361 }
1378 1362
1379 if (!force) 1363 if (!force)
1380 { 1364 {
1381 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1382 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1383 1367
1384 if (spell_ob->race) 1368 if (spell_ob->race)
1385 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1386 else 1370 else
1404 1388
1405 return 1; 1389 return 1;
1406 } 1390 }
1407 1391
1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1409 force->speed = 1.f;
1410 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1411 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1412 1396
1413 if (god) 1397 if (god)
1414 { 1398 {
1415 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1416 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1429 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1430 1414
1431 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1432 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1433 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1434 return 1; 1419 return 1;
1435
1436} 1420}
1437 1421
1438/********************************************************************** 1422/**********************************************************************
1439 * mood change 1423 * mood change
1440 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1446 */ 1430 */
1447int 1431int
1448mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1449{ 1433{
1450 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1451 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1452 sint16 x, y, nx, ny;
1453 maptile *m;
1454 const char *race; 1436 const char *race;
1455 1437
1456 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1457 * doing it over and over again. 1439 * doing it over and over again.
1458 */ 1440 */
1464 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1465 * won't ever match anything. 1447 * won't ever match anything.
1466 */ 1448 */
1467 if (!spell->race) 1449 if (!spell->race)
1468 race = NULL; 1450 race = NULL;
1469 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1470 race = god->slaying; 1452 race = god->slaying;
1471 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1472 race = god->race; 1454 race = god->race;
1473 else 1455 else
1474 race = spell->race; 1456 race = spell->race;
1475 1457
1476 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1477 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1478 { 1460 {
1479 done_one = 0; 1461 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 1462
1487 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1488 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1489 continue; 1465 continue;
1490 1466
1491 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1492 if (caster && caster->contr 1469 && caster->contr
1493 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1494 continue; 1471 continue;
1495 1472
1496 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1497 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1498 break; 1475 break;
1499 1476
1500 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1501 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1502 continue; 1479 continue;
1503 1480
1504 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1505 if (tmp->head)
1506 head = tmp->head; 1482 head = tmp->head_ ();
1507 else
1508 head = tmp;
1509 1483
1510 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1511 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1512 continue; 1486 continue;
1513 1487
1514 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1515 continue; 1489 continue;
1516 1490
1517 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1518 best_at = -1; 1492 best_at = -1;
1519 if (spell->attacktype) 1493 if (spell->attacktype)
1520 { 1494 {
1521 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1522 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1523 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1524 best_at = at; 1498 best_at = at;
1525 1499
1526 if (best_at == -1) 1500 if (best_at == -1)
1527 at = 0; 1501 at = 0;
1528 else 1502 else
1529 { 1503 {
1530 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1531 continue; 1505 continue;
1532 else 1506 else
1533 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1534 } 1508 }
1509
1535 at -= level / 5; 1510 at -= level / 5;
1536 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1537 continue; 1512 continue;
1538 } 1513 }
1539 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1540 { 1515 {
1541 /* 1516 /*
1542 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1543 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1544 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1545 1520
1546 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1547 1522
1548 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1549 charm a level 125 monster... 1524 charm a level 125 monster...
1550 1525
1551 Ryo, august 14th 1526 Ryo, august 14th
1552 */ 1527 */
1553 if (head->level > level) 1528 if (head->level > level)
1554 continue; 1529 continue;
1555 1530
1556 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1557 /* Failed, no effect */ 1532 /* Failed, no effect */
1558 continue; 1533 continue;
1559 } 1534 }
1560 1535
1561 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1562 1538
1563 /* aggravation */ 1539 /* aggravation */
1564 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1565 { 1541 {
1566 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1567 remove_friendly_object (head); 1543 remove_friendly_object (head);
1568 done_one = 1; 1544 done_one = 1;
1569 head->enemy = op; 1545 head->enemy = op;
1570 } 1546 }
1571 1547
1572 /* calm monsters */ 1548 /* calm monsters */
1573 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1574 { 1550 {
1575 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1576 head->enemy = NULL; 1552 head->enemy = NULL;
1577 done_one = 1; 1553 done_one = 1;
1578 } 1554 }
1579 1555
1580 /* berserk monsters */ 1556 /* berserk monsters */
1581 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1582 { 1558 {
1583 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1584 done_one = 1; 1560 done_one = 1;
1585 } 1561 }
1586 1562
1587 /* charm */ 1563 /* charm */
1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1589 { 1565 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591 1567
1592 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1593 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 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. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1595 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1596 head->set_owner (op); 1572 head->set_owner (op);
1597 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1598 add_friendly_object (head); 1574 add_friendly_object (head);
1599 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1600 done_one = 1; 1576 done_one = 1;
1601 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1602 head->stats.exp = 0; 1578 head->stats.exp = 0;
1603 } 1579 }
1604 1580
1605 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1606 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1607 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1608 } /* for y */ 1584 }
1609 1585
1610 return 1; 1586 return 1;
1611} 1587}
1612
1613 1588
1614/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* 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 1590 * about. was called move_ball_lightning, but since more than the ball
1616 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1617 * op is the spell effect. 1592 * op is the spell effect.
1643 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1644 { 1619 {
1645 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1646 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1647 */ 1622 */
1648
1649 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1650 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1651 1625
1652 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1653 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1655 { 1629 {
1656 dir = tmpdir; 1630 dir = tmpdir;
1657 break; 1631 break;
1658 } 1632 }
1659 } 1633 }
1634
1660 if (dir == 0) 1635 if (dir == 0)
1661 { 1636 {
1662 nx = op->x; 1637 nx = op->x;
1663 ny = op->y; 1638 ny = op->y;
1664 m = op->map; 1639 m = op->map;
1696 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1697 } 1672 }
1698 1673
1699 /* insert the other arch */ 1674 /* insert the other arch */
1700 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 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); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1702 } 1677 }
1703 1678
1704 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1705 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1706 1681
1737 object *owner = op->env; 1712 object *owner = op->env;
1738 1713
1739 if (!owner) // MUST not happen, remove when true TODO 1714 if (!owner) // MUST not happen, remove when true TODO
1740 { 1715 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ()); 1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1742 op->destroy (true); 1717 op->destroy ();
1743 return; 1718 return;
1744 } 1719 }
1745 1720
1746 if (!op->duration || !owner->is_on_map ()) 1721 if (!op->duration || !owner->is_on_map ())
1747 { 1722 {
1885 int dam, mflags; 1860 int dam, mflags;
1886 maptile *m; 1861 maptile *m;
1887 1862
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1864
1890 if (!dir) 1865 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1866 {
1895
1896 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1898 m = op->map; 1869 m = op->map;
1899 1870
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1872
1902 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1903 { 1874 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1905 return 0; 1876 return 0;
1906 } 1877 }
1907 1878
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1880 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1912 { 1883 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1885 if (target->head)
1915 target = target->head; 1886 target = target->head;
1916 1887
1917 hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1918 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1919 } 1891 }
1920 }
1921 1892
1922 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1923 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1924 { 1895 {
1925 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1926 return 0; 1897 return 0;
1898 }
1927 } 1899 }
1928 1900
1929 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1930 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1931 if (!tmp) 1903 if (!tmp)
1932 { 1904 {
1933 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1934 return 0; 1906 return 0;
1935 } 1907 }
1908
1936 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1937 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1938 { 1912 tmp->set_glow_radius (
1939 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1940 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1941 tmp->glow_radius = MAX_LIGHT_RADII;
1942 }
1943 1915
1916 if (dir)
1944 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1945 return 1; 1921 return 1;
1946} 1922}
1947 1923
1948/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1949 * player and infects someone. 1925 * player and infects someone.
1995 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
1996 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
1997 { 1973 {
1998 /* search this square for a victim */ 1974 /* search this square for a victim */
1999 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2000 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2001 { /* found a victim */ 1977 { /* found a victim */
2002 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
2003 1979
2004 disease->set_owner (op); 1980 disease->set_owner (op);
2005 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2006 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2007 disease->level = casting_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2008 1984
2009 /* do level adjustments */ 1985 /* do level adjustments */
2010 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2011 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
2012 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2013 if (disease->magic > 0) 1989 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 1990
2030 if (disease->last_sp) 1991 if (disease->last_sp)
2031 { 1992 {
2032 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2033 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2034 disease->last_sp = 1; 1996 disease->last_sp = 1;
2035 } 1997 }
2036 1998
2037 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2038 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2039 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2040 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2041 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2042 disease->stats.maxsp -= dam_mod; 2004 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 2005
2057 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2058 { 2007 {
2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2008 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2060 2009
2061 disease->destroy (true); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2063 return 1; 2012 return 1;
2064 } 2013 }
2065 2014
2066 disease->destroy (true); 2015 disease->destroy ();
2067 } 2016 }
2068 } /* if living creature */ 2017 } /* if living creature */
2069 } /* for range of spaces */ 2018 } /* for range of spaces */
2070 2019
2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2020 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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