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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 2007 UTC vs.
Revision 1.115 by root, Sun Jan 29 02:47:06 2017 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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 <crossfire@schmorp.de> 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
26 * of code 27 * of code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 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 */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*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 */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*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); */
58 } 57 }
59 58
60 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)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
66 return; 65 return;
67 66
68 /* don't move parts of objects */ 67 /* don't move parts of objects */
69 if (tmp->head) 68 if (tmp->head)
70 continue; 69 continue;
71 70
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 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]))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* 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
81 * 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
82 * 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.
87 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
88 frictionmod = 1; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
89 88
90 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
91 { /* move it. */ 90 { /* move it. */
92 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
93 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
94 * also be safe for objects. 93 * also be safe for objects.
95 * This does return if successful or not, but 94 * This does return if successful or not, but
96 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
97 * right now. 96 * right now.
98 */ 97 */
99 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
100 } 99 }
101 100
102 } 101 }
103} 102}
104 103
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
196 * 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
197 * will be useful. 195 * will be useful.
198 */ 196 */
199 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)))
200 { 198 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
202 return; 200 return;
203 201
204 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
249 tmp->speed_left = -0.1f; 247 tmp->speed_left = -0.1f;
250 /* 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 */
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* 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
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
300 tmp->direction = dir; 298 tmp->direction = dir;
301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
302 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
303 301
304 tmp->set_owner (op); 302 tmp->set_owner (op);
305 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
306 304
310 308
311 maptile *newmap; 309 maptile *newmap;
312 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);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 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)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
343 * BULLET/BALL CODE 341 * BULLET/BALL CODE
344 * 342 *
345 ***************************************************************************/ 343 ***************************************************************************/
346 344
347/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 347 * At least that is what I think this does.
350 */ 348 */
351void 349void
352explosion (object *op) 350explosion (object *op)
353{ 351{
369 sint16 dx, dy; 367 sint16 dx, dy;
370 368
371 dx = op->x + freearr_x[i]; 369 dx = op->x + freearr_x[i];
372 dy = op->y + freearr_y[i]; 370 dy = op->y + freearr_y[i];
373 371
374 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
375 * out of map, etc. 373 * out of map, etc.
376 */ 374 */
377 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))
378 { 376 {
379 object *tmp = op->clone (); 377 object *tmp = op->clone ();
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 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))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
434 } 433 }
435 434
436 if (op->attacktype) 435 if (op->attacktype)
437 { 436 {
438 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ()) 439 if (op->destroyed ())
440 return; 440 return;
441 } 441 }
442 442
443 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
445 445
446 tmp->set_owner (op); 446 tmp->set_owner (op);
447 tmp->skill = op->skill; 447 tmp->skill = op->skill;
448 448
449 owner = op->owner; 449 owner = op->owner;
450 450
451 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))
452 { 455 {
453 op->destroy (); 456 op->destroy ();
454 return; 457 return;
455 } 458 }
456 459
518 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
519 return; 522 return;
520 523
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 525 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
524 { 527 {
525 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
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 532 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
529 { 534 {
530 op->destroy (); 535 op->destroy ();
531 return; 536 return;
532 } 537 }
533 } 538 }
541 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
542 */ 547 */
543void 548void
544move_bullet (object *op) 549move_bullet (object *op)
545{ 550{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 551#if 0
551 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
552 553
553 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
555 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
556 { 557 {
557 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
558 if (op->destroyed ()) 559 if (op->destroyed ())
569 op->destroy (); 570 op->destroy ();
570 571
571 return; 572 return;
572 } 573 }
573 574
574 new_x = op->x + DIRX (op); 575 mapxy pos (op);
575 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 577
579 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
580 { 579 {
581 op->destroy (); 580 op->destroy ();
582 return; 581 return;
583 } 582 }
584 583
585 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))
586 { 589 {
587 if (op->other_arch) 590 if (op->other_arch)
588 explode_bullet (op); 591 explode_bullet (op);
589 else 592 else
590 op->destroy (); 593 op->destroy ();
591 594
592 return; 595 return;
593 } 596 }
594 597
595 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
596 return; 599 return;
597 600
598 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
599 { 602 {
600 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
619 int mflags; 622 int mflags;
620 623
621 if (!spob->other_arch) 624 if (!spob->other_arch)
622 return 0; 625 return 0;
623 626
624 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 628 if (!tmp)
626 return 0; 629 return 0;
627 630
628 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
629 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);
630 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 634 if (spob->slaying)
632 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
633 636
637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
639 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);
640 643
641 tmp->direction = dir; 644 tmp->direction = dir;
642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
643 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
644 647
645 tmp->set_owner (op); 648 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
647 650
648 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 653 tmp->map = op->map;
651 654
652 maptile *newmap; 655 maptile *newmap;
653 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);
654 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
657 return 0; 660 return 0;
658 } 661 }
659 662
660 tmp->map = newmap; 663 tmp->map = newmap;
661 664
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
662 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)))
663 { 679 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
665 { 681 {
666 tmp->destroy (); 682 tmp->destroy ();
667 return 0; 683 return 0;
668 } 684 }
669 685
684 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
685 * 701 *
686 *****************************************************************************/ 702 *****************************************************************************/
687 703
688/* 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" */
689void 705static void
690cone_drop (object *op) 706cone_drop (object *op)
691{ 707{
692 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
693 709
694 new_ob->level = op->level; 710 new_ob->level = op->level;
695 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
696 712
697 /* preserve skill ownership */ 713 /* preserve skill ownership */
704/* 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 */
705 721
706void 722void
707move_cone (object *op) 723move_cone (object *op)
708{ 724{
709 int i;
710
711 /* 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 */
712 if (!op->map) 726 if (!op->map)
713 { 727 {
714 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");
715 op->set_speed (0); 729 op->set_speed (0);
716 return; 730 return;
717 } 731 }
718 732
719 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
720 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
721 { 735 {
722 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
723 return; 737 return;
724 } 738 }
725 739
735 } 749 }
736#endif 750#endif
737 751
738 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
739 753
754 if (!op->is_on_map ())
755 return;
756
740 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
742 * degree. 759 * degree.
743 */ 760 */
744 if (op->weight) 761 if (op->weight)
762 {
745 check_spell_knockback (op); 763 check_spell_knockback (op);
746 764
747 if (op->destroyed ()) 765 if (!op->is_on_map ())
748 return; 766 return;
767 }
749 768
750 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
751 { 770 {
752 op->destroy (); 771 op->destroy ();
753 return; 772 return;
754 } 773 }
755 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
760 { 779 {
761 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
762 return; 781 return;
763 } 782 }
764 783
765 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
766 { 785 {
767 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)];
768 787
769 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))
770 { 789 {
801 MoveType movetype; 820 MoveType movetype;
802 821
803 if (!spell->other_arch) 822 if (!spell->other_arch)
804 return 0; 823 return 0;
805 824
806 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)
807 { 826 {
808 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!");
809 return 0; 828 return 0;
810 } 829 }
811 830
812 if (!dir) 831 if (!dir)
813 { 832 {
821 */ 840 */
822 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
823 842
824 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
825 { 844 {
826 sint16 x, y, d; 845 sint16 x, y;
827 846
828 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
829 * 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
830 * 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
831 * to hit that person. 850 * to hit that person.
832 */ 851 */
833 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838 853
839 /* 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.
840 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
859 874
860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
861 continue; 876 continue;
862 877
863 success = 1; 878 success = 1;
864 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
865 tmp->set_owner (op); 880 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
869 884
870 /* holy word stuff */ 885 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 952 * op is the original bomb object.
938 */ 953 */
939void 954void
940animate_bomb (object *op) 955animate_bomb (object *op)
941{ 956{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 958 return;
947 959
948 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
949 961
950 if (op->env) 962 if (op->env)
951 { 963 {
952 if (env->map == NULL) 964 if (!env->map)
953 return; 965 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 966
958 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
959 return; 968 return;
960 } 969 }
961 970
962 // 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
963 // 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
964 // as bombs can be carried. 973 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
966 { 975 {
967 op->destroy (); 976 op->destroy ();
968 return; 977 return;
969 } 978 }
970 979
972 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 982 * so just set up the appropriate values.
974 */ 983 */
975 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
976 { 985 {
977 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
978 { 987 {
979 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]))
980 continue; 989 continue;
981 990
982 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
983 tmp->direction = i; 992 tmp->direction = i;
984 tmp->range = op->range; 993 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 995 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
988 tmp->set_owner (op); 997 tmp->set_owner (op);
989 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
990 tmp->skill = op->skill; 999 tmp->skill = op->skill;
991 1000
992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
993 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
994 1003
995 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);
996 move_bullet (tmp); 1005 move_bullet (tmp);
997 } 1006 }
1001} 1010}
1002 1011
1003int 1012int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1014{
1006
1007 object *tmp; 1015 object *tmp;
1008 int mflags; 1016 int mflags;
1009 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];
1010 maptile *m; 1018 maptile *m;
1011 1019
1012 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 {
1013 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))
1014 { 1029 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1016 return 0; 1031 return 0;
1032 }
1017 } 1033 }
1018 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1019 1036
1020 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 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);
1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1043 * dir is the direction to look in. 1060 * dir is the direction to look in.
1044 * range is how far out to look. 1061 * range is how far out to look.
1045 * 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.
1046 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1047 */ 1064 */
1048object * 1065static object *
1049get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1050{ 1067{
1051 object *target; 1068 object *target;
1052 sint16 x, y; 1069 sint16 x, y;
1053 int dist, mflags; 1070 int dist, mflags;
1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1073 return NULL; 1090 return NULL;
1074 1091
1075 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1076 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)
1077 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1078 return target; 1095 return target;
1079 } 1096 }
1080 1097
1081 return NULL; 1098 return NULL;
1082} 1099}
1083 1100
1084/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1085 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1086 * usual params - 1103 * usual params -
1087 * op = player 1104 * op = player
1088 * caster = object casting the spell. 1105 * caster = object casting the spell.
1089 * dir = direction being cast 1106 * dir = direction being cast
1090 * spell = spell object 1107 * spell = spell object
1092int 1109int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1111{
1095 object *effect, *target; 1112 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1097 int range;
1098 1114
1099 range = spell->range + SP_level_range_adjust (caster, spell);
1100 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);
1101 1116
1102 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1103 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1104 * 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
1105 * by wizards also, which is good, because I think this is a very 1120 * by wizards also, which is good, because I think this is a very
1106 * interesting spell. 1121 * interesting spell.
1107 * 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
1108 * can't be friendly to your god. 1123 * can't be friendly to your god.
1109 */ 1124 */
1110 1125
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1113 || (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)))
1114 { 1131 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1116 return 0; 1133 return 0;
1117 } 1134 }
1118 1135
1119 if (spell->other_arch) 1136 if (spell->other_arch)
1120 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1121 else 1138 else
1122 return 0; 1139 return 0;
1123 1140
1124 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1145 {
1129 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1130 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));
1131 else 1148 else
1132 { 1149 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1134 return 0; 1151 return 0;
1135 } 1152 }
1136 } 1153 }
1137 1154
1138 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1142 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1143 { 1160 {
1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1145 1162
1146 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1147 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1148 { 1165 {
1149 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1150 { 1167 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1152 effect->x = op->x; 1169 effect->x = op->x;
1174 effect->insert_at (target, op); 1191 effect->insert_at (target, op);
1175 1192
1176 return 1; 1193 return 1;
1177} 1194}
1178 1195
1179
1180/**************************************************************************** 1196/****************************************************************************
1181 * 1197 *
1182 * MAGIC MISSILE code. 1198 * MAGIC MISSILE code.
1183 * 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
1184 * code here is just to move the missile. 1200 * code here is just to move the missile.
1186 1202
1187/* op is a missile that needs to be moved */ 1203/* op is a missile that needs to be moved */
1188void 1204void
1189move_missile (object *op) 1205move_missile (object *op)
1190{ 1206{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1207 if (op->range-- <= 0)
1197 { 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 {
1198 op->destroy (); 1218 op->destroy ();
1199 return; 1219 return;
1200 } 1220 }
1201 1221
1202 owner = op->owner; 1222 mapspace &ms = pos.ms ();
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 {
1209 op->destroy ();
1210 return;
1211 }
1212#endif
1213 1223
1214 new_x = op->x + DIRX (op); 1224 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 new_y = op->y + DIRY (op);
1216
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1225 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1226 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1227 /* Basically, missile only hits one thing then goes away.
1223 * 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.
1224 */ 1229 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1230 op->destroy ();
1236 return; 1231 return;
1237 } 1232 }
1238 1233
1234 if (!op->direction)
1235 {
1236 op->destroy ();
1237 return;
1238 }
1239
1239 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);
1240 if (i > 0 && i != op->direction) 1241 if (i > 0 && i != op->direction)
1241 { 1242 {
1242 op->direction = i; 1243 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1244 SET_ANIMATION (op, op->direction);
1244 } 1245 }
1245 1246
1246 m->insert (op, new_x, new_y, op); 1247 pos.insert (op, op);
1247} 1248}
1248 1249
1249/**************************************************************************** 1250/****************************************************************************
1250 * Destruction 1251 * Destruction
1251 ****************************************************************************/ 1252 ****************************************************************************/
1252 1253
1253/* make_object_glow() - currently only makes living objects glow. 1254/* make_object_glow() - currently only makes living objects glow.
1254 * 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
1255 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1258 */ 1259 */
1259int 1260static int
1260make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1261{ 1262{
1262 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1263 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1264 return 0; 1265 return 0;
1265 1266
1266 object *tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1267 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1268 tmp->stats.food = time; 1269 tmp->stats.food = time;
1269 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1270 tmp->glow_radius = radius; 1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1271 if (tmp->glow_radius > MAX_LIGHT_RADII)
1272 tmp->glow_radius = MAX_LIGHT_RADII;
1273
1274 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1275 1273
1276 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1277 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1278 1276
1279 return 1; 1277 return 1;
1280} 1278}
1281 1279
1282int 1280int
1283cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1284{ 1282{
1285 int i, j, range, mflags, friendly = 0, dam, dur;
1286 sint16 sx, sy;
1287 maptile *m;
1288 object *tmp;
1289 const char *skill;
1290
1291 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1283 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1292 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);
1293 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1285 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1294 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1295 friendly = 1;
1296 1286
1297 /* destruction doesn't use another spell object, so we need 1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1298 * update op's skill pointer so that exp is properly awarded.
1299 * We do some shortcuts here - since this is just temporary
1300 * and we'll reset the values back, we don't need to go through
1301 * the full share string/free_string route.
1302 */
1303 skill = op->skill;
1304 if (caster == op)
1305 op->skill = spell_ob->skill;
1306 else if (caster->skill)
1307 op->skill = caster->skill;
1308 else
1309 op->skill = NULL;
1310 1288
1311 op->change_skill (find_skill_by_name (op, op->skill)); 1289 dynbuf buf;
1312 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1313 for (i = -range; i < range; i++)
1314 { 1291 {
1315 for (j = -range; j < range; j++) 1292 mapspace &ms = m->at (nx, ny);
1316 {
1317 m = op->map;
1318 sx = op->x + i;
1319 sy = op->y + j;
1320 1293
1321 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1322 if (mflags & P_OUT_OF_MAP)
1323 continue;
1324
1325 if (mflags & P_IS_ALIVE) 1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1326 { 1296 {
1327 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1297 next = tmp->above;
1328 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1329 break;
1330 1298
1331 if (tmp) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1332 { 1300 {
1333 if (tmp->head)
1334 tmp = tmp->head; 1301 tmp = tmp->head_ ();
1335 1302
1336 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1337 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1338 { 1305 {
1339 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1340 { 1307 {
1341 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1342 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1343 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1344 } 1312 }
1345 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)
1346 { 1314 {
1347 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1348 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1349 } 1317 }
1350 } 1318 }
1351 } 1319 }
1352 } 1320 }
1353 }
1354 } 1321 }
1355 1322
1356 op->skill = skill;
1357 return 1; 1323 return 1;
1358} 1324}
1359 1325
1360/*************************************************************************** 1326/***************************************************************************
1361 * 1327 *
1362 * CURSE 1328 * CURSE
1363 * 1329 *
1364 ***************************************************************************/ 1330 ***************************************************************************/
1365
1366int 1331int
1367cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1368{ 1333{
1369 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1370 object *tmp, *force; 1335 object *tmp, *force;
1371 1336
1372 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);
1373 if (!tmp) 1338 if (!tmp)
1374 { 1339 {
1375 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.");
1376 return 0; 1341 return 0;
1377 } 1342 }
1378 1343
1344 tmp = tmp->head_ ();
1345
1379 /* 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. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1381 { 1348 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1350 {
1384 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1385 { 1352 {
1391 return 0; 1358 return 0;
1392 } 1359 }
1393 } 1360 }
1394 } 1361 }
1395 1362
1396 if (force == NULL) 1363 if (!force)
1397 { 1364 {
1398 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1400 if (spell_ob->race) 1368 if (spell_ob->race)
1401 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1402 else 1370 else
1403 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1404 1372
1414 { 1382 {
1415 force->duration = duration; 1383 force->duration = duration;
1416 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.");
1417 } 1385 }
1418 else 1386 else
1419 {
1420 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.");
1421 } 1388
1422 return 1; 1389 return 1;
1423 } 1390 }
1391
1424 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;
1425 force->speed = 1.f;
1426 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1428 1396
1429 if (god) 1397 if (god)
1430 { 1398 {
1431 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1432 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1445 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1446 1414
1447 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1448 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1449 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1450 return 1; 1419 return 1;
1451
1452} 1420}
1453 1421
1454/********************************************************************** 1422/**********************************************************************
1455 * mood change 1423 * mood change
1456 * 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
1462 */ 1430 */
1463int 1431int
1464mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1465{ 1433{
1466 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1467 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1468 sint16 x, y, nx, ny;
1469 maptile *m;
1470 const char *race; 1436 const char *race;
1471 1437
1472 /* 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
1473 * doing it over and over again. 1439 * doing it over and over again.
1474 */ 1440 */
1475 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1444
1479 /* 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_...
1480 * 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
1481 * won't ever match anything. 1447 * won't ever match anything.
1482 */ 1448 */
1483 if (!spell->race) 1449 if (!spell->race)
1484 race = NULL; 1450 race = NULL;
1485 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1486 race = god->slaying; 1452 race = god->slaying;
1487 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1488 race = god->race; 1454 race = god->race;
1489 else 1455 else
1490 race = spell->race; 1456 race = spell->race;
1491 1457
1492 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1493 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1494 { 1460 {
1495 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1496 m = op->map;
1497 nx = x;
1498 ny = y;
1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1502 1462
1503 /* 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 */
1504 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1505 continue; 1465 continue;
1506 1466
1507 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1508 if (caster && caster->contr 1469 && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1510 continue; 1471 continue;
1511 1472
1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1513 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1514 break; 1475 break;
1515 1476
1516 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1517 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1518 continue; 1479 continue;
1519 1480
1520 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1521 if (tmp->head)
1522 head = tmp->head; 1482 head = tmp->head_ ();
1523 else
1524 head = tmp;
1525 1483
1526 /* 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 */
1527 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1528 continue; 1486 continue;
1529 1487
1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1531 continue; 1489 continue;
1532 1490
1533 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1534 best_at = -1; 1492 best_at = -1;
1535 if (spell->attacktype) 1493 if (spell->attacktype)
1536 { 1494 {
1537 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1538 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1539 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at; 1498 best_at = at;
1541 1499
1542 if (best_at == -1) 1500 if (best_at == -1)
1543 at = 0; 1501 at = 0;
1544 else 1502 else
1545 { 1503 {
1546 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1547 continue; 1505 continue;
1548 else 1506 else
1549 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1550 } 1508 }
1509
1551 at -= level / 5; 1510 at -= level / 5;
1552 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1553 continue; 1512 continue;
1554 } 1513 }
1555 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1556 { 1515 {
1557 /* 1516 /*
1558 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:
1559 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1560 * 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 ) )
1561 1520
1562 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.
1563 1522
1564 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
1565 charm a level 125 monster... 1524 charm a level 125 monster...
1566 1525
1567 Ryo, august 14th 1526 Ryo, august 14th
1568 */ 1527 */
1569 if (head->level > level) 1528 if (head->level > level)
1570 continue; 1529 continue;
1571 1530
1572 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))))
1573 /* Failed, no effect */ 1532 /* Failed, no effect */
1574 continue; 1533 continue;
1575 } 1534 }
1576 1535
1577 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1578 1538
1579 /* aggravation */ 1539 /* aggravation */
1580 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1581 { 1541 {
1582 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1583 remove_friendly_object (head); 1543 remove_friendly_object (head);
1584 done_one = 1; 1544 done_one = 1;
1585 head->enemy = op; 1545 head->enemy = op;
1586 } 1546 }
1587 1547
1588 /* calm monsters */ 1548 /* calm monsters */
1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1590 { 1550 {
1591 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1592 head->enemy = NULL; 1552 head->enemy = NULL;
1593 done_one = 1; 1553 done_one = 1;
1594 } 1554 }
1595 1555
1596 /* berserk monsters */ 1556 /* berserk monsters */
1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1598 { 1558 {
1599 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1600 done_one = 1; 1560 done_one = 1;
1601 } 1561 }
1602 1562
1603 /* charm */ 1563 /* charm */
1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1605 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 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.
1608 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. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1610 head->set_owner (op); 1572 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1612 add_friendly_object (head); 1574 add_friendly_object (head);
1613 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1614 done_one = 1; 1576 done_one = 1;
1615 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);
1616 head->stats.exp = 0; 1578 head->stats.exp = 0;
1617 } 1579 }
1618 1580
1619 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1620 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1622 } /* for y */ 1584 }
1623 1585
1624 return 1; 1586 return 1;
1625} 1587}
1626
1627 1588
1628/* 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
1629 * 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
1630 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1592 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1633 */ 1594 */
1634
1635void 1595void
1636move_ball_spell (object *op) 1596move_ball_spell (object *op)
1637{ 1597{
1638 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1658 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1659 { 1619 {
1660 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1661 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1662 */ 1622 */
1663
1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1666 1625
1667 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1668 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1670 { 1629 {
1671 dir = tmpdir; 1630 dir = tmpdir;
1672 break; 1631 break;
1673 } 1632 }
1674 } 1633 }
1634
1675 if (dir == 0) 1635 if (dir == 0)
1676 { 1636 {
1677 nx = op->x; 1637 nx = op->x;
1678 ny = op->y; 1638 ny = op->y;
1679 m = op->map; 1639 m = op->map;
1680 } 1640 }
1681 1641
1682 m->insert (op, nx, ny, op); 1642 m->insert (op, nx, ny, op);
1683 1643
1684 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1685 surrounding squares */ 1645 surrounding squares */
1686 1646
1687 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1688 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1689 * the surround spaces. 1649 * the surround spaces.
1705 1665
1706 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)))
1707 { 1667 {
1708 if (j) 1668 if (j)
1709 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1710 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1672 }
1713 1673
1714 /* insert the other arch */ 1674 /* insert the other arch */
1715 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))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1717 } 1677 }
1718 1678
1719 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1720 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1721 1681
1730 1690
1731 op->direction = i; 1691 op->direction = i;
1732 } 1692 }
1733} 1693}
1734 1694
1735
1736/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1737 * 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
1738 * 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
1739 * 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
1740 * 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
1741 * 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.
1742 */ 1701 */
1743
1744void 1702void
1745move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1746{ 1704{
1747#if 0 1705#if 0
1748 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 };
1749 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 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1709 int adjustdir;
1752 maptile *m; 1710 maptile *m;
1753#endif 1711#endif
1754 int basedir;
1755 object *owner; 1712 object *owner = op->env;
1756 1713
1757 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1717 op->destroy ();
1761 return; 1718 return;
1762 } 1719 }
1763 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1764 op->duration--; 1727 op->duration--;
1765 1728
1766 basedir = op->direction; 1729 int basedir = op->direction;
1767 if (basedir == 0) 1730 if (!basedir)
1768 { 1731 {
1769 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1771 } 1735 }
1772 1736
1773#if 0 1737#if 0
1774 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1777 // space. 1741 // space.
1778 // should be fixed later, but correctness before features... 1742 // should be fixed later, but correctness before features...
1779 // (schmorp) 1743 // (schmorp)
1780 1744
1781 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1782 * more uniform 1746 * more uniform
1783 */ 1747 */
1784 if (op->duration) 1748 if (op->duration)
1785 { 1749 {
1786 if (basedir & 1) 1750 if (basedir & 1)
1787 { 1751 {
1799 1763
1800 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1764 target_x = op->x + freearr_x[absdir (basedir + adjustdir)];
1801 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1765 target_y = op->y + freearr_y[absdir (basedir + adjustdir)];
1802 1766
1803 /* back up one space so we can hit point-blank targets, but this 1767 /* back up one space so we can hit point-blank targets, but this
1804 * necessitates extra out_of_map check below 1768 * necessitates extra out_of_map check below
1805 */ 1769 */
1806 origin_x = target_x - freearr_x[basedir]; 1770 origin_x = target_x - freearr_x[basedir];
1807 origin_y = target_y - freearr_y[basedir]; 1771 origin_y = target_y - freearr_y[basedir];
1808 1772
1809 1773
1836 { 1800 {
1837 /* 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 */
1838 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 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);
1842 } 1806 }
1843} 1807}
1844
1845
1846
1847 1808
1848/* fire_swarm: 1809/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1812 * the parts of the swarm.
1852 * 1813 *
1853 * op: the owner 1814 * op: the owner
1854 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1818 * n: the number to be fired.
1858 */ 1819 */
1859
1860int 1820int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1822{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1823 if (!spell->other_arch)
1867 return 0; 1824 return 0;
1868 1825
1869 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1871 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1872
1873 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. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1877 1832
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1880 return 1; 1835 return 1;
1881 1836
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1843 tmp->direction = dir;
1887 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1846
1889 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1890 return 1; 1849 return 1;
1891} 1850}
1892
1893 1851
1894/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1895 * function. 1853 * function.
1896 */ 1854 */
1897int 1855int
1902 int dam, mflags; 1860 int dam, mflags;
1903 maptile *m; 1861 maptile *m;
1904 1862
1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 1864
1907 if (!dir) 1865 if (dir)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910 return 0;
1911 } 1866 {
1912
1913 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1914 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1915 m = op->map; 1869 m = op->map;
1916 1870
1917 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 1872
1919 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1920 { 1874 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1922 return 0; 1876 return 0;
1923 } 1877 }
1924 1878
1925 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 { 1880 {
1927 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)
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1929 { 1883 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1885 if (target->head)
1932 target = target->head; 1886 target = target->head;
1887
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1935 } 1891 }
1936 }
1937 1892
1938 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1939 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)))
1940 { 1895 {
1941 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1942 return 0; 1897 return 0;
1898 }
1943 } 1899 }
1944 1900
1945 /* 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 */
1946 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1947 if (!tmp) 1903 if (!tmp)
1948 { 1904 {
1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950 return 0; 1906 return 0;
1951 } 1907 }
1908
1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1953 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1954 { 1912 tmp->set_glow_radius (
1955 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)
1956 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1958 }
1959 1915
1916 if (dir)
1960 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1961 return 1; 1921 return 1;
1962} 1922}
1963 1923
1964
1965
1966
1967/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1925 * player and infects someone.
1969 * 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
1970 * 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
1971 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1972 */ 1929 */
1973
1974int 1930int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1932{
1977 sint16 x, y; 1933 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
1980 maptile *m; 1936 maptile *m;
1981 1937
1982 x = op->x; 1938 x = op->x;
1983 y = op->y; 1939 y = op->y;
1984 1940
1985 /* 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
1986 * direction the player is pointing. 1942 * direction the player is pointing.
1987 */ 1943 */
1988 if (!dir) 1944 if (!dir)
1989 dir = op->facing; 1945 dir = op->facing;
1946
1990 if (!dir) 1947 if (!dir)
1991 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 */
1992 1949
1993 /* Calculate these once here */ 1950 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
2014 /* 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 */
2015 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
2016 { 1973 {
2017 /* search this square for a victim */ 1974 /* search this square for a victim */
2018 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)
2019 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2020 { /* found a victim */ 1977 { /* found a victim */
2021 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
2022 1979
2023 disease->set_owner (op); 1980 disease->set_owner (op);
2024 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2025 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2026 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2027 1984
2028 /* do level adjustments */ 1985 /* do level adjustments */
2029 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2030 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
2031 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2032 if (disease->magic > 0) 1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2033 disease->magic += dur_mod / 4;
2034
2035 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod;
2037
2038 if (disease->stats.maxgrace > 0)
2039 disease->stats.maxgrace += dur_mod;
2040
2041 if (disease->stats.dam)
2042 {
2043 if (disease->stats.dam > 0)
2044 disease->stats.dam += dam_mod;
2045 else
2046 disease->stats.dam -= dam_mod;
2047 }
2048 1990
2049 if (disease->last_sp) 1991 if (disease->last_sp)
2050 { 1992 {
2051 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2052 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2053 disease->last_sp = 1; 1996 disease->last_sp = 1;
2054 } 1997 }
2055 1998
2056 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2057 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2058 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2059 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2060 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2061 disease->stats.maxsp -= dam_mod; 2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2062 }
2063
2064 if (disease->stats.ac)
2065 disease->stats.ac += dam_mod;
2066
2067 if (disease->last_eat)
2068 disease->last_eat -= dam_mod;
2069
2070 if (disease->stats.hp)
2071 disease->stats.hp -= dam_mod;
2072
2073 if (disease->stats.sp)
2074 disease->stats.sp -= dam_mod;
2075 2005
2076 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2077 { 2007 {
2078 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));
2079 2009
2080 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2081 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2082 return 1; 2012 return 1;
2083 } 2013 }
2084 2014
2085 disease->destroy (); 2015 disease->destroy ();
2086 } 2016 }

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