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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.32 by root, Tue Apr 24 12:32:16 2007 UTC vs.
Revision 1.114 by root, Wed Nov 16 23:42:03 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
37/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42 42static void
43void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 57 }
60 58
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
67 return; 65 return;
68 66
69 /* don't move parts of objects */ 67 /* don't move parts of objects */
70 if (tmp->head) 68 if (tmp->head)
71 continue; 69 continue;
72 70
73 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
95 * also be safe for objects. 93 * also be safe for objects.
96 * This does return if successful or not, but 94 * This does return if successful or not, but
97 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
98 * right now. 96 * right now.
99 */ 97 */
100 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
101 } 99 }
102 100
103 } 101 }
104} 102}
105 103
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115 113static void
116void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
121 maptile *m; 118 maptile *m;
145 142
146 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
197 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
198 * will be useful. 195 * will be useful.
199 */ 196 */
200 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
201 { 198 {
202 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
203 return; 200 return;
204 201
205 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
206 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
207 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
245 else 242 else
246 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 244 object *tmp = op->clone ();
248 245
249 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
282 int mflags; 277 int mflags;
283 278
284 if (!spob->other_arch) 279 if (!spob->other_arch)
285 return 0; 280 return 0;
286 281
287 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
288 if (tmp == NULL) 283 if (tmp == NULL)
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
301 tmp->direction = dir; 298 tmp->direction = dir;
302 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
303 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
304 301
305 tmp->set_owner (op); 302 tmp->set_owner (op);
306 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
307 304
311 308
312 maptile *newmap; 309 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
316 tmp->destroy (); 313 tmp->drop_and_destroy ();
317 return 0; 314 return 0;
318 } 315 }
319 316
320 tmp->map = newmap; 317 tmp->map = newmap;
321 318
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 320 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341
342
343 338
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 376 {
382 object *tmp = op->clone (); 377 object *tmp = op->clone ();
383 378
384 tmp->state = 0; 379 tmp->state = 0;
385 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
386 tmp->range--; 381 tmp->range--;
387 tmp->value = 0; 382 tmp->value = 0;
388 383
389 m->insert (tmp, dx, dy, op); 384 m->insert (tmp, dx, dy, op);
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394
395 389
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
400void 394static void
401explode_bullet (object *op) 395explode_bullet (object *op)
402{ 396{
403 object *tmp, *owner; 397 object *tmp, *owner;
404 398
405 if (op->other_arch == NULL) 399 if (!op->other_arch)
406 { 400 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 402 op->destroy ();
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
438 } 433 }
439 434
440 if (op->attacktype) 435 if (op->attacktype)
441 { 436 {
442 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
443 if (op->destroyed ()) 439 if (op->destroyed ())
444 return; 440 return;
445 } 441 }
446 442
447 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
448 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
449 445
450 tmp->set_owner (op); 446 tmp->set_owner (op);
451 tmp->skill = op->skill; 447 tmp->skill = op->skill;
452 448
453 owner = op->owner; 449 owner = op->owner;
454 450
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
456 { 455 {
457 op->destroy (); 456 op->destroy ();
458 return; 457 return;
459 } 458 }
460 459
487 486
488 /* Prevent recursion */ 487 /* Prevent recursion */
489 op->move_on = 0; 488 op->move_on = 0;
490 489
491 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
492 /* remove the firebullet */ 493 /* remove the firebullet */
493 op->destroy (); 494 op->destroy ();
494} 495}
495 496
496/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
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);
529
530 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 532 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
531 { 534 {
532 op->destroy (); 535 op->destroy ();
533 return; 536 return;
534 } 537 }
535 } 538 }
543 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
544 */ 547 */
545void 548void
546move_bullet (object *op) 549move_bullet (object *op)
547{ 550{
548 sint16 new_x, new_y;
549 int mflags;
550 maptile *m;
551
552#if 0 551#if 0
553 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
554 553
555 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
556 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
571 op->destroy (); 570 op->destroy ();
572 571
573 return; 572 return;
574 } 573 }
575 574
576 new_x = op->x + DIRX (op); 575 mapxy pos (op);
577 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
578 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 577
581 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
582 { 579 {
583 op->destroy (); 580 op->destroy ();
584 return; 581 return;
585 } 582 }
586 583
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
588 { 589 {
589 if (op->other_arch) 590 if (op->other_arch)
590 explode_bullet (op); 591 explode_bullet (op);
591 else 592 else
592 op->destroy (); 593 op->destroy ();
593 594
594 return; 595 return;
595 } 596 }
596 597
597 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
598 return; 599 return;
599 600
600 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
601 { 602 {
602 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
612 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 614 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
615 * pointers. 616 * pointers.
616 */ 617 */
617
618int 618int
619fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 620{
621 object *tmp = NULL; 621 object *tmp = NULL;
622 int mflags; 622 int mflags;
623 623
624 if (!spob->other_arch) 624 if (!spob->other_arch)
625 return 0; 625 return 0;
626 626
627 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 628 if (!tmp)
629 return 0; 629 return 0;
630 630
631 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 634 if (spob->slaying)
635 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
636 636
640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
642 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);
643 643
644 tmp->direction = dir; 644 tmp->direction = dir;
645 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
646 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
647 647
648 tmp->set_owner (op); 648 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
650 650
651 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 653 tmp->map = op->map;
654 654
655 maptile *newmap; 655 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
660 return 0; 660 return 0;
661 } 661 }
662 662
663 tmp->map = newmap; 663 tmp->map = newmap;
664 664
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
665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 { 679 {
667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
668 { 681 {
669 tmp->destroy (); 682 tmp->destroy ();
670 return 0; 683 return 0;
671 } 684 }
672 685
687 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
688 * 701 *
689 *****************************************************************************/ 702 *****************************************************************************/
690 703
691/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
692void 705static void
693cone_drop (object *op) 706cone_drop (object *op)
694{ 707{
695 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
696 709
697 new_ob->level = op->level; 710 new_ob->level = op->level;
698 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
699 712
700 /* preserve skill ownership */ 713 /* preserve skill ownership */
707/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
708 721
709void 722void
710move_cone (object *op) 723move_cone (object *op)
711{ 724{
712 int i;
713
714 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
715 if (!op->map) 726 if (!op->map)
716 { 727 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0); 729 op->set_speed (0);
719 return; 730 return;
720 } 731 }
721 732
722 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
723 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
724 { 735 {
725 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
726 return; 737 return;
727 } 738 }
728 739
738 } 749 }
739#endif 750#endif
740 751
741 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
742 753
754 if (!op->is_on_map ())
755 return;
756
743 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
745 * degree. 759 * degree.
746 */ 760 */
747 if (op->weight) 761 if (op->weight)
762 {
748 check_spell_knockback (op); 763 check_spell_knockback (op);
749 764
750 if (op->destroyed ()) 765 if (!op->is_on_map ())
751 return; 766 return;
767 }
752 768
753 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
754 { 770 {
755 op->destroy (); 771 op->destroy ();
756 return; 772 return;
757 } 773 }
758 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
763 { 779 {
764 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
765 return; 781 return;
766 } 782 }
767 783
768 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
769 { 785 {
770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
771 787
772 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
773 { 789 {
804 MoveType movetype; 820 MoveType movetype;
805 821
806 if (!spell->other_arch) 822 if (!spell->other_arch)
807 return 0; 823 return 0;
808 824
809 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)
810 { 826 {
811 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!");
812 return 0; 828 return 0;
813 } 829 }
814 830
815 if (!dir) 831 if (!dir)
816 { 832 {
820 836
821 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 839 * insert it into is blocked.
824 */ 840 */
825 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
826 842
827 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
828 { 844 {
829 sint16 x, y, d; 845 sint16 x, y;
830 846
831 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
832 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
833 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
834 * to hit that person. 850 * to hit that person.
835 */ 851 */
836 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
837 while (d < 0)
838 d += 8;
839 while (d > 8)
840 d -= 8;
841 853
842 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
843 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
844 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
845 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
862 874
863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
864 continue; 876 continue;
865 877
866 success = 1; 878 success = 1;
867 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
868 tmp->set_owner (op); 880 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
872 884
873 /* holy word stuff */ 885 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
909 else 921 else
910 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
911 } 923 }
912 924
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 927
916 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 930
919 m->insert (tmp, sx, sy, op); 931 m->insert (tmp, sx, sy, op);
920 932
921 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 934 * a single space too many times.
934 * 946 *
935 * BOMB related code 947 * BOMB related code
936 * 948 *
937 ****************************************************************************/ 949 ****************************************************************************/
938 950
939
940/* This handles an exploding bomb. 951/* This handles an exploding bomb.
941 * op is the original bomb object. 952 * op is the original bomb object.
942 */ 953 */
943void 954void
944animate_bomb (object *op) 955animate_bomb (object *op)
945{ 956{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 958 return;
951 959
952 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
953 961
954 if (op->env) 962 if (op->env)
955 { 963 {
956 if (env->map == NULL) 964 if (!env->map)
957 return; 965 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 966
962 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
963 return; 968 return;
964 } 969 }
965 970
966 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
967 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
968 // as bombs can be carried. 973 // as bombs can be carried.
969 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
970 { 975 {
971 op->destroy (); 976 op->destroy ();
972 return; 977 return;
973 } 978 }
974 979
976 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 982 * so just set up the appropriate values.
978 */ 983 */
979 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
980 { 985 {
981 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
982 { 987 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 989 continue;
985 990
986 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
987 tmp->direction = i; 992 tmp->direction = i;
988 tmp->range = op->range; 993 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 995 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
992 tmp->set_owner (op); 997 tmp->set_owner (op);
993 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
994 tmp->skill = op->skill; 999 tmp->skill = op->skill;
995 1000
996 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
997 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
998 1003
999 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);
1000 move_bullet (tmp); 1005 move_bullet (tmp);
1001 } 1006 }
1005} 1010}
1006 1011
1007int 1012int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1014{
1010
1011 object *tmp; 1015 object *tmp;
1012 int mflags; 1016 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1018 maptile *m;
1015 1019
1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1029 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1020 return 0; 1031 return 0;
1032 }
1021 } 1033 }
1022 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1023 1036
1024 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1047 * dir is the direction to look in. 1060 * dir is the direction to look in.
1048 * range is how far out to look. 1061 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1051 */ 1064 */
1052 1065static object *
1053object *
1054get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1055{ 1067{
1056 object *target; 1068 object *target;
1057 sint16 x, y; 1069 sint16 x, y;
1058 int dist, mflags; 1070 int dist, mflags;
1076 return NULL; 1088 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1090 return NULL;
1079 1091
1080 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1094 if (target->flag [FLAG_MONSTER])
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1095 return target;
1087 }
1088 }
1089 }
1090 } 1096 }
1097
1091 return NULL; 1098 return NULL;
1092} 1099}
1093 1100
1094
1095/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1097 * usual params - 1103 * usual params -
1098 * op = player 1104 * op = player
1099 * caster = object casting the spell. 1105 * caster = object casting the spell.
1100 * dir = direction being cast 1106 * dir = direction being cast
1101 * spell = spell object 1107 * spell = spell object
1102 */ 1108 */
1103
1104int 1109int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1111{
1107 object *effect, *target; 1112 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1109 int range;
1110 1114
1111 range = spell->range + SP_level_range_adjust (caster, spell);
1112 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);
1113 1116
1114 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1115 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1116 * 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
1118 * interesting spell. 1121 * interesting spell.
1119 * 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
1120 * can't be friendly to your god. 1123 * can't be friendly to your god.
1121 */ 1124 */
1122 1125
1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1124 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1125 || (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)))
1126 { 1131 {
1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1128 return 0; 1133 return 0;
1129 } 1134 }
1130 1135
1131 if (spell->other_arch) 1136 if (spell->other_arch)
1132 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1133 else 1138 else
1134 return 0; 1139 return 0;
1135 1140
1136 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1145 {
1141 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1142 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));
1143 else 1148 else
1144 { 1149 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1146 return 0; 1151 return 0;
1147 } 1152 }
1148 } 1153 }
1149 1154
1150 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1154 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1155 { 1160 {
1156 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1157 1162
1158 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1159 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1160 { 1165 {
1161 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1162 { 1167 {
1163 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1164 effect->x = op->x; 1169 effect->x = op->x;
1186 effect->insert_at (target, op); 1191 effect->insert_at (target, op);
1187 1192
1188 return 1; 1193 return 1;
1189} 1194}
1190 1195
1191
1192/**************************************************************************** 1196/****************************************************************************
1193 * 1197 *
1194 * MAGIC MISSILE code. 1198 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1199 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1200 * code here is just to move the missile.
1198 1202
1199/* op is a missile that needs to be moved */ 1203/* op is a missile that needs to be moved */
1200void 1204void
1201move_missile (object *op) 1205move_missile (object *op)
1202{ 1206{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1207 if (op->range-- <= 0)
1209 { 1208 {
1209 op->drop_and_destroy ();
1210 return;
1211 }
1212
1213 mapxy pos (op);
1214 pos.move (op->direction);
1215
1216 if (!pos.normalise ())
1217 {
1210 op->destroy (); 1218 op->destroy ();
1211 return; 1219 return;
1212 } 1220 }
1213 1221
1214 owner = op->owner; 1222 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1223
1226 new_x = op->x + DIRX (op); 1224 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1225 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1226 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1227 /* Basically, missile only hits one thing then goes away.
1235 * 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.
1236 */ 1229 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1230 op->destroy ();
1248 return; 1231 return;
1249 } 1232 }
1250 1233
1234 if (!op->direction)
1235 {
1236 op->destroy ();
1237 return;
1238 }
1239
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1240 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1241 if (i > 0 && i != op->direction)
1253 { 1242 {
1254 op->direction = i; 1243 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1244 SET_ANIMATION (op, op->direction);
1256 } 1245 }
1257 1246
1258 m->insert (op, new_x, new_y, op); 1247 pos.insert (op, op);
1259} 1248}
1260 1249
1261/**************************************************************************** 1250/****************************************************************************
1262 * Destruction 1251 * Destruction
1263 ****************************************************************************/ 1252 ****************************************************************************/
1266 * 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
1267 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1270 */ 1259 */
1271 1260static int
1272int
1273make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1274{ 1262{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1265 return 0;
1280 1266
1281 tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1282 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1283 tmp->stats.food = time; 1269 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII;
1288
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1273
1294 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1296 1276
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1277 return 1;
1303} 1278}
1304
1305
1306
1307 1279
1308int 1280int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1282{
1311 int i, j, range, mflags, friendly = 0, dam, dur;
1312 sint16 sx, sy;
1313 maptile *m;
1314 object *tmp;
1315 const char *skill;
1316
1317 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1283 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1318 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);
1319 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1285 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1320 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1321 friendly = 1;
1322 1286
1323 /* destruction doesn't use another spell object, so we need 1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1324 * update op's skill pointer so that exp is properly awarded.
1325 * We do some shortcuts here - since this is just temporary
1326 * and we'll reset the values back, we don't need to go through
1327 * the full share string/free_string route.
1328 */
1329 skill = op->skill;
1330 if (caster == op)
1331 op->skill = spell_ob->skill;
1332 else if (caster->skill)
1333 op->skill = caster->skill;
1334 else
1335 op->skill = NULL;
1336 1288
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1289 dynbuf buf;
1338 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1339 for (i = -range; i < range; i++)
1340 { 1291 {
1341 for (j = -range; j < range; j++) 1292 mapspace &ms = m->at (nx, ny);
1342 {
1343 m = op->map;
1344 sx = op->x + i;
1345 sy = op->y + j;
1346 1293
1347 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1348 if (mflags & P_OUT_OF_MAP)
1349 continue;
1350
1351 if (mflags & P_IS_ALIVE) 1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1352 { 1296 {
1353 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1297 next = tmp->above;
1354 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1355 break;
1356 1298
1357 if (tmp) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1358 { 1300 {
1359 if (tmp->head)
1360 tmp = tmp->head; 1301 tmp = tmp->head_ ();
1361 1302
1362 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1363 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1364 { 1305 {
1365 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1366 { 1307 {
1367 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1368 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1369 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1370 } 1312 }
1371 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)
1372 { 1314 {
1373 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1374 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1375 } 1317 }
1376 } 1318 }
1377 } 1319 }
1378 } 1320 }
1379 }
1380 } 1321 }
1381 1322
1382 op->skill = skill;
1383 return 1; 1323 return 1;
1384} 1324}
1385 1325
1386/*************************************************************************** 1326/***************************************************************************
1387 * 1327 *
1388 * CURSE 1328 * CURSE
1389 * 1329 *
1390 ***************************************************************************/ 1330 ***************************************************************************/
1391
1392int 1331int
1393cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1394{ 1333{
1395 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1396 object *tmp, *force; 1335 object *tmp, *force;
1397 1336
1398 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);
1399 if (!tmp) 1338 if (!tmp)
1400 { 1339 {
1401 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.");
1402 return 0; 1341 return 0;
1403 } 1342 }
1404 1343
1344 tmp = tmp->head_ ();
1345
1405 /* If we've already got a force of this type, don't add a new one. */ 1346 /* If we've already got a force of this type, don't add a new one. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1407 { 1348 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1350 {
1410 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1411 { 1352 {
1417 return 0; 1358 return 0;
1418 } 1359 }
1419 } 1360 }
1420 } 1361 }
1421 1362
1422 if (force == NULL) 1363 if (!force)
1423 { 1364 {
1424 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1426 if (spell_ob->race) 1368 if (spell_ob->race)
1427 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1428 else 1370 else
1429 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1430 1372
1440 { 1382 {
1441 force->duration = duration; 1383 force->duration = duration;
1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1443 } 1385 }
1444 else 1386 else
1445 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1388
1448 return 1; 1389 return 1;
1449 } 1390 }
1391
1450 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;
1451 force->speed = 1.0;
1452 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1454 1396
1455 if (god) 1397 if (god)
1456 { 1398 {
1457 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1458 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1471 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1472 1414
1473 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1474 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1475 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1476 return 1; 1419 return 1;
1477
1478} 1420}
1479 1421
1480/********************************************************************** 1422/**********************************************************************
1481 * mood change 1423 * mood change
1482 * 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
1488 */ 1430 */
1489int 1431int
1490mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1491{ 1433{
1492 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1493 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1494 sint16 x, y, nx, ny;
1495 maptile *m;
1496 const char *race; 1436 const char *race;
1497 1437
1498 /* 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
1499 * doing it over and over again. 1439 * doing it over and over again.
1500 */ 1440 */
1501 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1502 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1503 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1504 1444
1505 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1506 * 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
1507 * won't ever match anything. 1447 * won't ever match anything.
1508 */ 1448 */
1509 if (!spell->race) 1449 if (!spell->race)
1510 race = NULL; 1450 race = NULL;
1511 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1512 race = god->slaying; 1452 race = god->slaying;
1513 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1514 race = god->race; 1454 race = god->race;
1515 else 1455 else
1516 race = spell->race; 1456 race = spell->race;
1517 1457
1518 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1519 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1520 { 1460 {
1521 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1522 m = op->map;
1523 nx = x;
1524 ny = y;
1525 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1526 if (mflags & P_OUT_OF_MAP)
1527 continue;
1528 1462
1529 /* 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 */
1530 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1531 continue; 1465 continue;
1532 1466
1533 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1534 if (caster && caster->contr 1469 && caster->contr
1535 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1536 continue; 1471 continue;
1537 1472
1538 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1539 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1540 break; 1475 break;
1541 1476
1542 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1543 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1544 continue; 1479 continue;
1545 1480
1546 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1547 if (tmp->head)
1548 head = tmp->head; 1482 head = tmp->head_ ();
1549 else
1550 head = tmp;
1551 1483
1552 /* 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 */
1553 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1554 continue; 1486 continue;
1555 1487
1556 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1557 continue; 1489 continue;
1558 1490
1559 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1560 best_at = -1; 1492 best_at = -1;
1561 if (spell->attacktype) 1493 if (spell->attacktype)
1562 { 1494 {
1563 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1564 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1565 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1566 best_at = at; 1498 best_at = at;
1567 1499
1568 if (best_at == -1) 1500 if (best_at == -1)
1569 at = 0; 1501 at = 0;
1570 else 1502 else
1571 { 1503 {
1572 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1573 continue; 1505 continue;
1574 else 1506 else
1575 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1576 } 1508 }
1509
1577 at -= level / 5; 1510 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1579 continue; 1512 continue;
1580 } 1513 }
1581 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1515 {
1582 /* 1516 /*
1583 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:
1584 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1585 * 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 ) )
1586 1520
1588 1522
1589 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
1590 charm a level 125 monster... 1524 charm a level 125 monster...
1591 1525
1592 Ryo, august 14th 1526 Ryo, august 14th
1593 */ 1527 */
1594 {
1595 if (head->level > level) 1528 if (head->level > level)
1596 continue; 1529 continue;
1530
1597 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))))
1598 /* Failed, no effect */ 1532 /* Failed, no effect */
1599 continue; 1533 continue;
1600 } 1534 }
1601 1535
1602 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1603 1538
1604 /* aggravation */ 1539 /* aggravation */
1605 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1606 { 1541 {
1607 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1608 remove_friendly_object (head); 1543 remove_friendly_object (head);
1609 done_one = 1; 1544 done_one = 1;
1610 head->enemy = op; 1545 head->enemy = op;
1611 } 1546 }
1612 1547
1613 /* calm monsters */ 1548 /* calm monsters */
1614 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1615 { 1550 {
1616 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1617 head->enemy = NULL; 1552 head->enemy = NULL;
1618 done_one = 1; 1553 done_one = 1;
1619 } 1554 }
1620 1555
1621 /* berserk monsters */ 1556 /* berserk monsters */
1622 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1623 { 1558 {
1624 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1625 done_one = 1; 1560 done_one = 1;
1626 } 1561 }
1627 1562
1628 /* charm */ 1563 /* charm */
1629 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1630 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1631 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1632 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.
1633 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. */
1634 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1635 head->set_owner (op); 1572 head->set_owner (op);
1636 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1637 add_friendly_object (head); 1574 add_friendly_object (head);
1638 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1639 done_one = 1; 1576 done_one = 1;
1640 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);
1641 head->stats.exp = 0; 1578 head->stats.exp = 0;
1642 } 1579 }
1643 1580
1644 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1645 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1646 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1647 } /* for y */ 1584 }
1648 1585
1649 return 1; 1586 return 1;
1650} 1587}
1651
1652 1588
1653/* 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
1654 * 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
1655 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1656 * op is the spell effect. 1592 * op is the spell effect.
1657 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1658 */ 1594 */
1659
1660void 1595void
1661move_ball_spell (object *op) 1596move_ball_spell (object *op)
1662{ 1597{
1663 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1664 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1683 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1684 { 1619 {
1685 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1686 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1687 */ 1622 */
1688
1689 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1690 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1691 1625
1692 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1693 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1695 { 1629 {
1696 dir = tmpdir; 1630 dir = tmpdir;
1697 break; 1631 break;
1698 } 1632 }
1699 } 1633 }
1634
1700 if (dir == 0) 1635 if (dir == 0)
1701 { 1636 {
1702 nx = op->x; 1637 nx = op->x;
1703 ny = op->y; 1638 ny = op->y;
1704 m = op->map; 1639 m = op->map;
1730 1665
1731 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1732 { 1667 {
1733 if (j) 1668 if (j)
1734 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1735 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1736
1737 } 1672 }
1738 1673
1739 /* insert the other arch */ 1674 /* insert the other arch */
1740 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))))
1741 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1742 } 1677 }
1743 1678
1744 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1745 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1746 1681
1755 1690
1756 op->direction = i; 1691 op->direction = i;
1757 } 1692 }
1758} 1693}
1759 1694
1760
1761/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1762 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1763 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1764 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1765 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1766 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1767 */ 1701 */
1768
1769void 1702void
1770move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1771{ 1704{
1772#if 0 1705#if 0
1773 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1774 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1775 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1776 int adjustdir; 1709 int adjustdir;
1777 maptile *m; 1710 maptile *m;
1778#endif 1711#endif
1779 int basedir;
1780 object *owner; 1712 object *owner = op->env;
1781 1713
1782 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1783 if (op->duration == 0 || owner == NULL)
1784 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1785 op->destroy (); 1717 op->destroy ();
1786 return; 1718 return;
1787 } 1719 }
1788 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1789 op->duration--; 1727 op->duration--;
1790 1728
1791 basedir = op->direction; 1729 int basedir = op->direction;
1792 if (basedir == 0) 1730 if (!basedir)
1793 { 1731 {
1794 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1795 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1796 } 1735 }
1797 1736
1798#if 0 1737#if 0
1799 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1800 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1861 { 1800 {
1862 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1863 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1864 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1865 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1866 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1867 } 1806 }
1868} 1807}
1869
1870
1871
1872 1808
1873/* fire_swarm: 1809/* fire_swarm:
1874 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1875 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1876 * the parts of the swarm. 1812 * the parts of the swarm.
1879 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1880 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1881 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1882 * n: the number to be fired. 1818 * n: the number to be fired.
1883 */ 1819 */
1884
1885int 1820int
1886fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1887{ 1822{
1888 object *tmp;
1889 int i;
1890
1891 if (!spell->other_arch) 1823 if (!spell->other_arch)
1892 return 0; 1824 return 0;
1893 1825
1894 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1895 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1896 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1897
1898 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1899 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1900
1901 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1902 1832
1903 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1904 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1905 return 1; 1835 return 1;
1906 1836
1907 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1908 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1909 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1910 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1911 tmp->direction = dir; 1843 tmp->direction = dir;
1912 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1913 1846
1914 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1915 return 1; 1849 return 1;
1916} 1850}
1917
1918 1851
1919/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1920 * function. 1853 * function.
1921 */ 1854 */
1922int 1855int
1927 int dam, mflags; 1860 int dam, mflags;
1928 maptile *m; 1861 maptile *m;
1929 1862
1930 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1931 1864
1932 if (!dir) 1865 if (dir)
1933 {
1934 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1935 return 0;
1936 } 1866 {
1937
1938 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1939 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1940 m = op->map; 1869 m = op->map;
1941 1870
1942 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1943 1872
1944 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1945 { 1874 {
1946 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1947 return 0; 1876 return 0;
1948 } 1877 }
1949 1878
1950 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1951 { 1880 {
1952 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)
1953 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1954 { 1883 {
1955 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1956 if (target->head) 1885 if (target->head)
1957 target = target->head; 1886 target = target->head;
1887
1958 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1959 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1960 } 1891 }
1961 }
1962 1892
1963 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1964 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)))
1965 { 1895 {
1966 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1967 return 0; 1897 return 0;
1898 }
1968 } 1899 }
1969 1900
1970 /* 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 */
1971 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1972 if (!tmp) 1903 if (!tmp)
1973 { 1904 {
1974 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1975 return 0; 1906 return 0;
1976 } 1907 }
1908
1977 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1978 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1979 { 1912 tmp->set_glow_radius (
1980 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)
1981 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1982 tmp->glow_radius = MAX_LIGHT_RADII;
1983 }
1984 1915
1916 if (dir)
1985 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1986 return 1; 1921 return 1;
1987} 1922}
1988
1989
1990
1991 1923
1992/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1993 * player and infects someone. 1925 * player and infects someone.
1994 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1995 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1996 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1997 */ 1929 */
1998
1999int 1930int
2000cast_cause_disease (object *op, object *caster, object *spell, int dir) 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
2001{ 1932{
2002 sint16 x, y; 1933 sint16 x, y;
2003 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
2010 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
2011 * direction the player is pointing. 1942 * direction the player is pointing.
2012 */ 1943 */
2013 if (!dir) 1944 if (!dir)
2014 dir = op->facing; 1945 dir = op->facing;
1946
2015 if (!dir) 1947 if (!dir)
2016 return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
2017 1949
2018 /* Calculate these once here */ 1950 /* Calculate these once here */
2019 range = spell->range + SP_level_range_adjust (caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
2039 /* 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 */
2040 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
2041 { 1973 {
2042 /* search this square for a victim */ 1974 /* search this square for a victim */
2043 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)
2044 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2045 { /* found a victim */ 1977 { /* found a victim */
2046 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
2047 1979
2048 disease->set_owner (op); 1980 disease->set_owner (op);
2049 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2050 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2051 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2052 1984
2053 /* do level adjustments */ 1985 /* do level adjustments */
2054 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2055 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
2056 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2057 if (disease->magic > 0) 1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2058 disease->magic += dur_mod / 4;
2059
2060 if (disease->stats.maxhp > 0)
2061 disease->stats.maxhp += dur_mod;
2062
2063 if (disease->stats.maxgrace > 0)
2064 disease->stats.maxgrace += dur_mod;
2065
2066 if (disease->stats.dam)
2067 {
2068 if (disease->stats.dam > 0)
2069 disease->stats.dam += dam_mod;
2070 else
2071 disease->stats.dam -= dam_mod;
2072 }
2073 1990
2074 if (disease->last_sp) 1991 if (disease->last_sp)
2075 { 1992 {
2076 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2077 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2078 disease->last_sp = 1; 1996 disease->last_sp = 1;
2079 } 1997 }
2080 1998
2081 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2082 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2083 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2084 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2085 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2086 disease->stats.maxsp -= dam_mod; 2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2087 }
2088
2089 if (disease->stats.ac)
2090 disease->stats.ac += dam_mod;
2091
2092 if (disease->last_eat)
2093 disease->last_eat -= dam_mod;
2094
2095 if (disease->stats.hp)
2096 disease->stats.hp -= dam_mod;
2097
2098 if (disease->stats.sp)
2099 disease->stats.sp -= dam_mod;
2100 2005
2101 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2102 { 2007 {
2103 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));
2104 2009
2105 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2106 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2107 return 1; 2012 return 1;
2108 } 2013 }
2109 2014
2110 disease->destroy (); 2015 disease->destroy ();
2111 } 2016 }

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