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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC vs.
Revision 1.100 by root, Fri Apr 9 02:45:17 2010 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
37/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42 42static void
43void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 57 }
60 58
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
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 (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
95 * also be safe for objects. 93 * also be safe for objects.
96 * This does return if successful or not, but 94 * This does return if successful or not, but
97 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
98 * right now. 96 * right now.
99 */ 97 */
100 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
101 } 99 }
102 100
103 } 101 }
104} 102}
105 103
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115 113static void
116void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
121 maptile *m; 118 maptile *m;
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
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
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 (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
344 * BULLET/BALL CODE 341 * BULLET/BALL CODE
345 * 342 *
346 ***************************************************************************/ 343 ***************************************************************************/
347 344
348/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 347 * At least that is what I think this does.
351 */ 348 */
352void 349void
353explosion (object *op) 350explosion (object *op)
354{ 351{
392 389
393/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
394 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
395 * explode. 392 * explode.
396 */ 393 */
397void 394static void
398explode_bullet (object *op) 395explode_bullet (object *op)
399{ 396{
400 object *tmp, *owner; 397 object *tmp, *owner;
401 398
402 if (op->other_arch == NULL) 399 if (!op->other_arch)
403 { 400 {
404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
405 op->destroy (); 402 op->destroy ();
406 return; 403 return;
407 } 404 }
408 405
409 if (op->env) 406 if (op->env)
410 { 407 {
411 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
412 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 411 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 413 op->destroy ();
416 return; 414 return;
417 } 415 }
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
439 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
440 if (op->destroyed ()) 439 if (op->destroyed ())
441 return; 440 return;
442 } 441 }
443 442
444 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
445 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
446 445
447 tmp->set_owner (op); 446 tmp->set_owner (op);
448 tmp->skill = op->skill; 447 tmp->skill = op->skill;
449 448
450 owner = op->owner; 449 owner = op->owner;
451 450
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
453 { 455 {
454 op->destroy (); 456 op->destroy ();
455 return; 457 return;
456 } 458 }
457 459
484 486
485 /* Prevent recursion */ 487 /* Prevent recursion */
486 op->move_on = 0; 488 op->move_on = 0;
487 489
488 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
489 /* remove the firebullet */ 493 /* remove the firebullet */
490 op->destroy (); 494 op->destroy ();
491} 495}
492 496
493/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 532 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 534 {
529 op->destroy (); 535 op->destroy ();
540 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
541 */ 547 */
542void 548void
543move_bullet (object *op) 549move_bullet (object *op)
544{ 550{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 551#if 0
550 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
551 553
552 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
568 op->destroy (); 570 op->destroy ();
569 571
570 return; 572 return;
571 } 573 }
572 574
573 new_x = op->x + DIRX (op); 575 mapxy pos (op);
574 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 577
578 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 return; 581 return;
582 } 582 }
583 583
584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
585 { 589 {
586 if (op->other_arch) 590 if (op->other_arch)
587 explode_bullet (op); 591 explode_bullet (op);
588 else 592 else
589 op->destroy (); 593 op->destroy ();
590 594
591 return; 595 return;
592 } 596 }
593 597
594 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
595 return; 599 return;
596 600
597 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
598 { 602 {
599 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
618 int mflags; 622 int mflags;
619 623
620 if (!spob->other_arch) 624 if (!spob->other_arch)
621 return 0; 625 return 0;
622 626
623 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 628 if (!tmp)
625 return 0; 629 return 0;
626 630
627 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
629 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 634 if (spob->slaying)
631 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
632 636
642 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
643 647
644 tmp->set_owner (op); 648 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
646 650
647 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
648 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
649 tmp->map = op->map; 653 tmp->map = op->map;
650 654
651 maptile *newmap; 655 maptile *newmap;
652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
653 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
655 tmp->destroy (); 659 tmp->destroy ();
656 return 0; 660 return 0;
657 } 661 }
658 662
659 tmp->map = newmap; 663 tmp->map = newmap;
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 }
660 677
661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 { 679 {
663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
664 { 681 {
683 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
684 * 701 *
685 *****************************************************************************/ 702 *****************************************************************************/
686 703
687/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
688void 705static void
689cone_drop (object *op) 706cone_drop (object *op)
690{ 707{
691 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
692 709
693 new_ob->level = op->level; 710 new_ob->level = op->level;
694 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
695 712
696 /* preserve skill ownership */ 713 /* preserve skill ownership */
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 721
705void 722void
706move_cone (object *op) 723move_cone (object *op)
707{ 724{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 726 if (!op->map)
712 { 727 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 729 op->set_speed (0);
734 } 749 }
735#endif 750#endif
736 751
737 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
738 753
754 if (!op->is_on_map ())
755 return;
756
739 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
741 * degree. 759 * degree.
742 */ 760 */
743 if (op->weight) 761 if (op->weight)
762 {
744 check_spell_knockback (op); 763 check_spell_knockback (op);
745 764
746 if (op->destroyed ()) 765 if (!op->is_on_map ())
747 return; 766 return;
767 }
748 768
749 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
750 { 770 {
751 op->destroy (); 771 op->destroy ();
752 return; 772 return;
753 } 773 }
754 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
759 { 779 {
760 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
761 return; 781 return;
762 } 782 }
763 783
764 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
765 { 785 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
767 787
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 789 {
820 */ 840 */
821 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
822 842
823 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
824 { 844 {
825 sint16 x, y, d; 845 sint16 x, y;
826 846
827 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
828 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
829 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 850 * to hit that person.
831 */ 851 */
832 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 853
838 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
839 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
858 874
859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
860 continue; 876 continue;
861 877
862 success = 1; 878 success = 1;
863 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
864 tmp->set_owner (op); 880 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
868 884
869 /* holy word stuff */ 885 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
936 * op is the original bomb object. 952 * op is the original bomb object.
937 */ 953 */
938void 954void
939animate_bomb (object *op) 955animate_bomb (object *op)
940{ 956{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 958 return;
946 959
947 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
948 961
949 if (op->env) 962 if (op->env)
950 { 963 {
951 if (env->map == NULL) 964 if (!env->map)
952 return; 965 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 966
957 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
958 return; 968 return;
959 } 969 }
960 970
961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
962 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
963 // as bombs can be carried. 973 // as bombs can be carried.
964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
965 { 975 {
966 op->destroy (); 976 op->destroy ();
967 return; 977 return;
968 } 978 }
969 979
971 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 982 * so just set up the appropriate values.
973 */ 983 */
974 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
975 { 985 {
976 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
977 { 987 {
978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
979 continue; 989 continue;
980 990
981 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
982 tmp->direction = i; 992 tmp->direction = i;
983 tmp->range = op->range; 993 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 995 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1000} 1010}
1001 1011
1002int 1012int
1003create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 1014{
1005
1006 object *tmp; 1015 object *tmp;
1007 int mflags; 1016 int mflags;
1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1009 maptile *m; 1018 maptile *m;
1010 1019
1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1013 { 1029 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1015 return 0; 1031 return 0;
1032 }
1016 } 1033 }
1017 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1018 1036
1019 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1022 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1042 * dir is the direction to look in. 1060 * dir is the direction to look in.
1043 * range is how far out to look. 1061 * range is how far out to look.
1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1045 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1046 */ 1064 */
1047object * 1065static object *
1048get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1049{ 1067{
1050 object *target; 1068 object *target;
1051 sint16 x, y; 1069 sint16 x, y;
1052 int dist, mflags; 1070 int dist, mflags;
1086 * op = player 1104 * op = player
1087 * caster = object casting the spell. 1105 * caster = object casting the spell.
1088 * dir = direction being cast 1106 * dir = direction being cast
1089 * spell = spell object 1107 * spell = spell object
1090 */ 1108 */
1091
1092int 1109int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1111{
1095 object *effect, *target; 1112 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1106 * interesting spell. 1123 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god. 1125 * can't be friendly to your god.
1109 */ 1126 */
1110 1127
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1114 { 1133 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116 return 0; 1135 return 0;
1117 } 1136 }
1118 1137
1119 if (spell->other_arch) 1138 if (spell->other_arch)
1120 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1121 else 1140 else
1122 return 0; 1141 return 0;
1123 1142
1124 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1147 {
1129 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1131 else 1150 else
1132 { 1151 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134 return 0; 1153 return 0;
1135 } 1154 }
1174 effect->insert_at (target, op); 1193 effect->insert_at (target, op);
1175 1194
1176 return 1; 1195 return 1;
1177} 1196}
1178 1197
1179
1180/**************************************************************************** 1198/****************************************************************************
1181 * 1199 *
1182 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1202 * code here is just to move the missile.
1186 1204
1187/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1188void 1206void
1189move_missile (object *op) 1207move_missile (object *op)
1190{ 1208{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1197 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1198 op->destroy (); 1220 op->destroy ();
1199 return; 1221 return;
1200 } 1222 }
1201 1223
1202 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 {
1209 op->destroy ();
1210 return;
1211 }
1212#endif
1213 1225
1214 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 new_y = op->y + DIRY (op);
1216
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1227 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1223 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1224 */ 1231 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1232 op->destroy ();
1236 return; 1233 return;
1237 } 1234 }
1238 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1239 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1240 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1241 { 1244 {
1242 op->direction = i; 1245 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1244 } 1247 }
1245 1248
1246 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1247} 1250}
1248 1251
1249/**************************************************************************** 1252/****************************************************************************
1250 * Destruction 1253 * Destruction
1251 ****************************************************************************/ 1254 ****************************************************************************/
1254 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1255 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1258 */ 1261 */
1259 1262static int
1260int
1261make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1262{ 1264{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1267 return 0;
1268 1268
1269 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1271 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII;
1276
1277 tmp->x = op->x;
1278 tmp->y = op->y;
1279 if (tmp->speed < MIN_ACTIVE_SPEED)
1280 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1281 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1282 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1284 1278
1285 if (!tmp->env || op != tmp->env)
1286 {
1287 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1288 return 0;
1289 }
1290 return 1; 1279 return 1;
1291} 1280}
1292 1281
1293int 1282int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1295{ 1284{
1296 int i, j, range, mflags, friendly = 0, dam, dur;
1297 sint16 sx, sy;
1298 maptile *m;
1299 object *tmp;
1300 const char *skill;
1301
1302 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1303 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1304 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1305 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1306 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1307 1290
1308 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1309 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1310 * We do some shortcuts here - since this is just temporary
1311 * and we'll reset the values back, we don't need to go through
1312 * the full share string/free_string route.
1313 */ 1293 */
1314 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1315 if (caster == op) 1296 if (caster == op)
1316 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1317 else if (caster->skill) 1298 else if (caster->skill)
1318 op->skill = caster->skill; 1299 op->skill = caster->skill;
1319 else 1300 else
1320 op->skill = NULL; 1301 op->skill = 0;
1321 1302
1322 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1323 1304
1324 for (i = -range; i < range; i++) 1305 dynbuf buf;
1306 unordered_mapwalk (buf, op, -range, -range, range, range)
1325 { 1307 {
1326 for (j = -range; j < range; j++) 1308 mapspace &ms = m->at (nx, ny);
1327 {
1328 m = op->map;
1329 sx = op->x + i;
1330 sy = op->y + j;
1331 1309
1332 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1333 if (mflags & P_OUT_OF_MAP)
1334 continue;
1335
1336 if (mflags & P_IS_ALIVE) 1310 if (ms.flags () & P_IS_ALIVE)
1311 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1337 { 1312 {
1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1313 next = tmp->above;
1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1340 break;
1341 1314
1342 if (tmp) 1315 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1343 { 1316 {
1344 if (tmp->head)
1345 tmp = tmp->head; 1317 tmp = tmp->head_ ();
1346 1318
1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1319 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1320 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1349 { 1321 {
1350 if (spell_ob->subtype == SP_DESTRUCTION) 1322 if (spell_ob->subtype == SP_DESTRUCTION)
1351 { 1323 {
1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1324 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1325
1353 if (spell_ob->other_arch) 1326 if (spell_ob->other_arch)
1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1327 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1355 } 1328 }
1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1329 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1357 { 1330 {
1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1331 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1332 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1360 } 1333 }
1361 } 1334 }
1362 } 1335 }
1363 } 1336 }
1364 }
1365 } 1337 }
1366 1338
1367 op->skill = skill; 1339 op->skill = skill;
1368 return 1; 1340 return 1;
1369} 1341}
1371/*************************************************************************** 1343/***************************************************************************
1372 * 1344 *
1373 * CURSE 1345 * CURSE
1374 * 1346 *
1375 ***************************************************************************/ 1347 ***************************************************************************/
1376
1377int 1348int
1378cast_curse (object *op, object *caster, object *spell_ob, int dir) 1349cast_curse (object *op, object *caster, object *spell_ob, int dir)
1379{ 1350{
1380 object *god = find_god (determine_god (op)); 1351 object *god = find_god (determine_god (op));
1381 object *tmp, *force; 1352 object *tmp, *force;
1385 { 1356 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1357 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0; 1358 return 0;
1388 } 1359 }
1389 1360
1361 tmp = tmp->head_ ();
1362
1390 /* If we've already got a force of this type, don't add a new one. */ 1363 /* If we've already got a force of this type, don't add a new one. */
1391 for (force = tmp->inv; force != NULL; force = force->below) 1364 for (force = tmp->inv; force; force = force->below)
1392 { 1365 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1366 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1367 {
1395 if (force->name == spell_ob->name) 1368 if (force->name == spell_ob->name)
1396 { 1369 {
1402 return 0; 1375 return 0;
1403 } 1376 }
1404 } 1377 }
1405 } 1378 }
1406 1379
1407 if (force == NULL) 1380 if (!force)
1408 { 1381 {
1409 force = get_archetype (FORCE_NAME); 1382 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1383 force->subtype = FORCE_CHANGE_ABILITY;
1384
1411 if (spell_ob->race) 1385 if (spell_ob->race)
1412 force->name = spell_ob->race; 1386 force->name = spell_ob->race;
1413 else 1387 else
1414 force->name = spell_ob->name; 1388 force->name = spell_ob->name;
1415 1389
1425 { 1399 {
1426 force->duration = duration; 1400 force->duration = duration;
1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1428 } 1402 }
1429 else 1403 else
1430 {
1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1432 } 1405
1433 return 1; 1406 return 1;
1434 } 1407 }
1408
1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1409 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1436 force->speed = 1.f; 1410 force->speed = 1.f;
1437 force->speed_left = -1.f; 1411 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1412 SET_FLAG (force, FLAG_APPLIED);
1439 1413
1456 force->stats.wc = spell_ob->stats.wc; 1430 force->stats.wc = spell_ob->stats.wc;
1457 1431
1458 change_abil (tmp, force); /* Mostly to display any messages */ 1432 change_abil (tmp, force); /* Mostly to display any messages */
1459 insert_ob_in_ob (force, tmp); 1433 insert_ob_in_ob (force, tmp);
1460 tmp->update_stats (); 1434 tmp->update_stats ();
1435
1461 return 1; 1436 return 1;
1462
1463} 1437}
1464 1438
1465/********************************************************************** 1439/**********************************************************************
1466 * mood change 1440 * mood change
1467 * Arguably, this may or may not be an attack spell. But since it 1441 * Arguably, this may or may not be an attack spell. But since it
1473 */ 1447 */
1474int 1448int
1475mood_change (object *op, object *caster, object *spell) 1449mood_change (object *op, object *caster, object *spell)
1476{ 1450{
1477 object *tmp, *god, *head; 1451 object *tmp, *god, *head;
1478 int done_one, range, mflags, level, at, best_at; 1452 int done_one, range, level, at, best_at;
1479 sint16 x, y, nx, ny;
1480 maptile *m;
1481 const char *race; 1453 const char *race;
1482 1454
1483 /* We precompute some values here so that we don't have to keep 1455 /* We precompute some values here so that we don't have to keep
1484 * doing it over and over again. 1456 * doing it over and over again.
1485 */ 1457 */
1486 god = find_god (determine_god (op)); 1458 god = find_god (determine_god (op));
1487 level = caster_level (caster, spell); 1459 level = casting_level (caster, spell);
1488 range = spell->range + SP_level_range_adjust (caster, spell); 1460 range = spell->range + SP_level_range_adjust (caster, spell);
1489 1461
1490 /* On the bright side, no monster should ever have a race of GOD_... 1462 /* On the bright side, no monster should ever have a race of GOD_...
1491 * so even if the player doesn't worship a god, if race=GOD_.., it 1463 * so even if the player doesn't worship a god, if race=GOD_.., it
1492 * won't ever match anything. 1464 * won't ever match anything.
1493 */ 1465 */
1494 if (!spell->race) 1466 if (!spell->race)
1495 race = NULL; 1467 race = NULL;
1496 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1468 else if (god && spell->race == shstr_GOD_SLAYING)
1497 race = god->slaying; 1469 race = god->slaying;
1498 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1470 else if (god && spell->race == shstr_GOD_FRIEND)
1499 race = god->race; 1471 race = god->race;
1500 else 1472 else
1501 race = spell->race; 1473 race = spell->race;
1502 1474
1503 for (x = op->x - range; x <= op->x + range; x++) 1475 dynbuf buf;
1504 for (y = op->y - range; y <= op->y + range; y++) 1476 unordered_mapwalk (buf, op, -range, -range, range, range)
1505 { 1477 {
1506 done_one = 0; 1478 mapspace &ms = m->at (nx, ny);
1507 m = op->map;
1508 nx = x;
1509 ny = y;
1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1511 if (mflags & P_OUT_OF_MAP)
1512 continue;
1513 1479
1514 /* If there is nothing living on this space, no need to go further */ 1480 /* If there is nothing living on this space, no need to go further */
1515 if (!(mflags & P_IS_ALIVE)) 1481 if (!ms.flags () & P_IS_ALIVE)
1516 continue; 1482 continue;
1517 1483
1518 // players can only affect spaces that they can actually see 1484 // players can only affect spaces that they can actually see
1485 if (caster
1519 if (caster && caster->contr 1486 && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70) 1487 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1521 continue; 1488 continue;
1522 1489
1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1490 for (tmp = ms.top; tmp; tmp = tmp->below)
1524 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1491 if (tmp->flag [FLAG_MONSTER])
1525 break; 1492 break;
1526 1493
1527 /* There can be living objects that are not monsters */ 1494 /* There can be living objects that are not monsters */
1528 if (!tmp || tmp->type == PLAYER) 1495 if (!tmp)
1529 continue; 1496 continue;
1530 1497
1531 /* Only the head has meaningful data, so resolve to that */ 1498 /* Only the head has meaningful data, so resolve to that */
1532 if (tmp->head)
1533 head = tmp->head; 1499 head = tmp->head_ ();
1534 else
1535 head = tmp;
1536 1500
1537 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1501 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1538 if (race && head->race && !strstr (race, head->race)) 1502 if (race && head->race && !strstr (race, head->race))
1539 continue; 1503 continue;
1540 1504
1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1505 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1542 continue; 1506 continue;
1543 1507
1544 /* Now do a bunch of stuff related to saving throws */ 1508 /* Now do a bunch of stuff related to saving throws */
1545 best_at = -1; 1509 best_at = -1;
1546 if (spell->attacktype) 1510 if (spell->attacktype)
1547 { 1511 {
1548 for (at = 0; at < NROFATTACKS; at++) 1512 for (at = 0; at < NROFATTACKS; at++)
1549 if (spell->attacktype & (1 << at)) 1513 if (spell->attacktype & (1 << at))
1550 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1514 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1551 best_at = at; 1515 best_at = at;
1552 1516
1553 if (best_at == -1) 1517 if (best_at == -1)
1554 at = 0; 1518 at = 0;
1555 else 1519 else
1556 { 1520 {
1557 if (head->resist[best_at] == 100) 1521 if (head->resist[best_at] == 100)
1558 continue; 1522 continue;
1559 else 1523 else
1560 at = head->resist[best_at] / 5; 1524 at = head->resist[best_at] / 5;
1561 } 1525 }
1526
1562 at -= level / 5; 1527 at -= level / 5;
1563 if (did_make_save (head, head->level, at)) 1528 if (did_make_save (head, head->level, at))
1564 continue; 1529 continue;
1565 } 1530 }
1566 else /* spell->attacktype */ 1531 else /* spell->attacktype */
1567 { 1532 {
1568 /* 1533 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving: 1534 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go 1535 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1536 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572 1537
1573 The chance will then be in the range [20-70] percent, not too bad. 1538 The chance will then be in the range [20-70] percent, not too bad.
1574 1539
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can 1540 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster... 1541 charm a level 125 monster...
1577 1542
1578 Ryo, august 14th 1543 Ryo, august 14th
1579 */ 1544 */
1580 if (head->level > level) 1545 if (head->level > level)
1581 continue; 1546 continue;
1582 1547
1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1548 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1584 /* Failed, no effect */ 1549 /* Failed, no effect */
1585 continue; 1550 continue;
1586 } 1551 }
1587 1552
1588 /* Done with saving throw. Now start affecting the monster */ 1553 /* Done with saving throw. Now start affecting the monster */
1554 done_one = 0;
1589 1555
1590 /* aggravation */ 1556 /* aggravation */
1591 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1557 if (QUERY_FLAG (spell, FLAG_MONSTER))
1592 { 1558 {
1593 CLEAR_FLAG (head, FLAG_SLEEP); 1559 CLEAR_FLAG (head, FLAG_SLEEP);
1594 remove_friendly_object (head); 1560 remove_friendly_object (head);
1595 done_one = 1; 1561 done_one = 1;
1596 head->enemy = op; 1562 head->enemy = op;
1597 } 1563 }
1598 1564
1599 /* calm monsters */ 1565 /* calm monsters */
1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1566 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1601 { 1567 {
1602 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1568 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1603 head->enemy = NULL; 1569 head->enemy = NULL;
1604 done_one = 1; 1570 done_one = 1;
1605 } 1571 }
1606 1572
1607 /* berserk monsters */ 1573 /* berserk monsters */
1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1574 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1609 { 1575 {
1610 SET_FLAG (head, FLAG_BERSERK); 1576 SET_FLAG (head, FLAG_BERSERK);
1611 done_one = 1; 1577 done_one = 1;
1612 } 1578 }
1613 1579
1614 /* charm */ 1580 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1581 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1616 { 1582 {
1583 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1584
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1585 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 Typical use case is charm, go somwhere, use aggravation to make hostile. 1586 Typical use case is charm, go somwhere, use aggravation to make hostile.
1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1587 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1588 CLEAR_FLAG (head, FLAG_GENERATOR);
1621 head->set_owner (op); 1589 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1590 set_spell_skill (op, caster, spell, head);
1623 add_friendly_object (head); 1591 add_friendly_object (head);
1624 head->attack_movement = PETMOVE; 1592 head->attack_movement = PETMOVE;
1625 done_one = 1; 1593 done_one = 1;
1626 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1594 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1627 head->stats.exp = 0; 1595 head->stats.exp = 0;
1628 } 1596 }
1629 1597
1630 /* If a monster was effected, put an effect in */ 1598 /* If a monster was effected, put an effect in */
1631 if (done_one && spell->other_arch) 1599 if (done_one && spell->other_arch)
1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1600 m->insert (spell->other_arch->instance (), nx, ny, op);
1633 } /* for y */ 1601 }
1634 1602
1635 return 1; 1603 return 1;
1636} 1604}
1637
1638 1605
1639/* Move_ball_spell: This handles ball type spells that just sort of wander 1606/* Move_ball_spell: This handles ball type spells that just sort of wander
1640 * about. was called move_ball_lightning, but since more than the ball 1607 * about. was called move_ball_lightning, but since more than the ball
1641 * lightning spell used it, that seemed misnamed. 1608 * lightning spell used it, that seemed misnamed.
1642 * op is the spell effect. 1609 * op is the spell effect.
1643 * note that duration is handled by process_object() in time.c 1610 * note that duration is handled by process_object() in time.c
1644 */ 1611 */
1645
1646void 1612void
1647move_ball_spell (object *op) 1613move_ball_spell (object *op)
1648{ 1614{
1649 int i, j, dam_save, dir, mflags; 1615 int i, j, dam_save, dir, mflags;
1650 sint16 nx, ny, hx, hy; 1616 sint16 nx, ny, hx, hy;
1669 for (i = 1; i < 9; i++) 1635 for (i = 1; i < 9; i++)
1670 { 1636 {
1671 /* i bit 0: alters sign of offset 1637 /* i bit 0: alters sign of offset
1672 * other bits (i / 2): absolute value of offset 1638 * other bits (i / 2): absolute value of offset
1673 */ 1639 */
1674
1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1640 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1676 int tmpdir = absdir (op->direction + offset); 1641 int tmpdir = absdir (op->direction + offset);
1677 1642
1678 nx = op->x + freearr_x[tmpdir]; 1643 nx = op->x + freearr_x[tmpdir];
1679 ny = op->y + freearr_y[tmpdir]; 1644 ny = op->y + freearr_y[tmpdir];
1681 { 1646 {
1682 dir = tmpdir; 1647 dir = tmpdir;
1683 break; 1648 break;
1684 } 1649 }
1685 } 1650 }
1651
1686 if (dir == 0) 1652 if (dir == 0)
1687 { 1653 {
1688 nx = op->x; 1654 nx = op->x;
1689 ny = op->y; 1655 ny = op->y;
1690 m = op->map; 1656 m = op->map;
1716 1682
1717 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1683 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1718 { 1684 {
1719 if (j) 1685 if (j)
1720 op->stats.dam = dam_save / 2; 1686 op->stats.dam = dam_save / 2;
1687
1721 hit_map (op, j, op->attacktype, 1); 1688 hit_map (op, j, op->attacktype, 1);
1722
1723 } 1689 }
1724 1690
1725 /* insert the other arch */ 1691 /* insert the other arch */
1726 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1692 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1727 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1693 m->insert (op->other_arch->instance (), hx, hy, op);
1728 } 1694 }
1729 1695
1730 /* restore to the center location and damage */ 1696 /* restore to the center location and damage */
1731 op->stats.dam = dam_save; 1697 op->stats.dam = dam_save;
1732 1698
1741 1707
1742 op->direction = i; 1708 op->direction = i;
1743 } 1709 }
1744} 1710}
1745 1711
1746
1747/* move_swarm_spell: peterm 1712/* move_swarm_spell: peterm
1748 * This is an implementation of the swarm spell. It was written for 1713 * This is an implementation of the swarm spell. It was written for
1749 * meteor swarm, but it could be used for any swarm. A swarm spell 1714 * meteor swarm, but it could be used for any swarm. A swarm spell
1750 * is a special type of object that casts swarms of other types 1715 * is a special type of object that casts swarms of other types
1751 * of spells. Which spell it casts is flexible. It fires the spells 1716 * of spells. Which spell it casts is flexible. It fires the spells
1752 * from a set of squares surrounding the caster, in a given direction. 1717 * from a set of squares surrounding the caster, in a given direction.
1753 */ 1718 */
1754
1755void 1719void
1756move_swarm_spell (object *op) 1720move_swarm_spell (object *op)
1757{ 1721{
1758#if 0 1722#if 0
1759 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1723 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1760 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1724 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1761 sint16 target_x, target_y, origin_x, origin_y; 1725 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1726 int adjustdir;
1763 maptile *m; 1727 maptile *m;
1764#endif 1728#endif
1765 int basedir;
1766 object *owner; 1729 object *owner = op->env;
1767 1730
1768 owner = op->owner; 1731 if (!owner) // MUST not happen, remove when true TODO
1769 if (op->duration == 0 || owner == NULL)
1770 { 1732 {
1733 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1771 op->destroy (); 1734 op->destroy ();
1772 return; 1735 return;
1773 } 1736 }
1774 1737
1738 if (!op->duration || !owner->is_on_map ())
1739 {
1740 op->drop_and_destroy ();
1741 return;
1742 }
1743
1775 op->duration--; 1744 op->duration--;
1776 1745
1777 basedir = op->direction; 1746 int basedir = op->direction;
1778 if (basedir == 0) 1747 if (!basedir)
1779 { 1748 {
1780 /* spray in all directions! 8) */ 1749 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1750 op->facing = (op->facing + op->state) & 7;
1751 basedir = op->facing + 1;
1782 } 1752 }
1783 1753
1784#if 0 1754#if 0
1785 // this is bogus: it causes wrong places to be checked below 1755 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1756 // (a wall 2 cells away will block the effect...) and
1847 { 1817 {
1848 /* Bullet spells have a bunch more customization that needs to be done */ 1818 /* Bullet spells have a bunch more customization that needs to be done */
1849 if (op->spell->subtype == SP_BULLET) 1819 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1820 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1821 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1822 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1853 } 1823 }
1854} 1824}
1855
1856
1857
1858 1825
1859/* fire_swarm: 1826/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1827 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1828 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1829 * the parts of the swarm.
1865 * caster: the caster (owner, wand, rod, scroll) 1832 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1833 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1834 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1835 * n: the number to be fired.
1869 */ 1836 */
1870
1871int 1837int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1838fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1839{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1840 if (!spell->other_arch)
1878 return 0; 1841 return 0;
1879 1842
1880 tmp = get_archetype (SWARM_SPELL); 1843 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1844
1882 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1883
1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1888 1849
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1891 return 1; 1852 return 1;
1892 1853
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1897 tmp->direction = dir; 1860 tmp->direction = dir;
1898 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1863
1900 tmp->insert_at (op, op); 1864 op->insert (tmp);
1865
1901 return 1; 1866 return 1;
1902} 1867}
1903
1904 1868
1905/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1906 * function. 1870 * function.
1907 */ 1871 */
1908int 1872int
1913 int dam, mflags; 1877 int dam, mflags;
1914 maptile *m; 1878 maptile *m;
1915 1879
1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1917 1881
1918 if (!dir) 1882 if (dir)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1921 return 0;
1922 } 1883 {
1923
1924 x = op->x + freearr_x[dir]; 1884 x = op->x + freearr_x[dir];
1925 y = op->y + freearr_y[dir]; 1885 y = op->y + freearr_y[dir];
1926 m = op->map; 1886 m = op->map;
1927 1887
1928 mflags = get_map_flags (m, &m, x, y, &x, &y); 1888 mflags = get_map_flags (m, &m, x, y, &x, &y);
1929 1889
1930 if (mflags & P_OUT_OF_MAP) 1890 if (mflags & P_OUT_OF_MAP)
1931 { 1891 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1892 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1933 return 0; 1893 return 0;
1934 } 1894 }
1935 1895
1936 if (mflags & P_IS_ALIVE && spell->attacktype) 1896 if (mflags & P_IS_ALIVE && spell->attacktype)
1937 { 1897 {
1938 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1898 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1939 if (QUERY_FLAG (target, FLAG_MONSTER)) 1899 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 { 1900 {
1941 /* oky doky. got a target monster. Lets make a blinding attack */ 1901 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head) 1902 if (target->head)
1943 target = target->head; 1903 target = target->head;
1904
1944 (void) hit_player (target, dam, op, spell->attacktype, 1); 1905 hit_player (target, dam, op, spell->attacktype, 1);
1945 return 1; /* one success only! */ 1906 return 1; /* one success only! */
1907 }
1946 } 1908 }
1947 }
1948 1909
1949 /* no live target, perhaps a wall is in the way? */ 1910 /* no live target, perhaps a wall is in the way? */
1950 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1911 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1951 { 1912 {
1952 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1953 return 0; 1914 return 0;
1915 }
1954 } 1916 }
1955 1917
1956 /* ok, looks groovy to just insert a new light on the map */ 1918 /* ok, looks groovy to just insert a new light on the map */
1957 tmp = arch_to_object (spell->other_arch); 1919 tmp = spell->other_arch->instance ();
1958 if (!tmp) 1920 if (!tmp)
1959 { 1921 {
1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1922 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1961 return 0; 1923 return 0;
1962 } 1924 }
1925
1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1926 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1927
1964 if (tmp->glow_radius) 1928 if (tmp->glow_radius)
1965 { 1929 tmp->set_glow_radius (
1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1930 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1967 if (tmp->glow_radius > MAX_LIGHT_RADII) 1931 );
1968 tmp->glow_radius = MAX_LIGHT_RADII;
1969 }
1970 1932
1933 if (dir)
1971 m->insert (tmp, x, y, op); 1934 m->insert (tmp, x, y, op);
1935 else
1936 caster->outer_env_or_self ()->insert (tmp);
1937
1972 return 1; 1938 return 1;
1973} 1939}
1974
1975
1976
1977 1940
1978/* cast_cause_disease: this spell looks along <dir> from the 1941/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1942 * player and infects someone.
1980 * op is the player/monster, caster is the object, dir is the direction 1943 * op is the player/monster, caster is the object, dir is the direction
1981 * to cast, disease_arch is the specific disease, and type is the spell number 1944 * to cast, disease_arch is the specific disease, and type is the spell number
1982 * perhaps this should actually be in disease.c? 1945 * perhaps this should actually be in disease.c?
1983 */ 1946 */
1984
1985int 1947int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1948cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1949{
1988 sint16 x, y; 1950 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1951 int i, mflags, range, dam_mod, dur_mod;
1996 /* If casting from a scroll, no direction will be available, so refer to the 1958 /* If casting from a scroll, no direction will be available, so refer to the
1997 * direction the player is pointing. 1959 * direction the player is pointing.
1998 */ 1960 */
1999 if (!dir) 1961 if (!dir)
2000 dir = op->facing; 1962 dir = op->facing;
1963
2001 if (!dir) 1964 if (!dir)
2002 return 0; /* won't find anything if casting on ourself, so just return */ 1965 return 0; /* won't find anything if casting on ourself, so just return */
2003 1966
2004 /* Calculate these once here */ 1967 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1968 range = spell->range + SP_level_range_adjust (caster, spell);
2027 { 1990 {
2028 /* search this square for a victim */ 1991 /* search this square for a victim */
2029 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1992 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2030 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1993 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2031 { /* found a victim */ 1994 { /* found a victim */
2032 object *disease = arch_to_object (spell->other_arch); 1995 object *disease = spell->other_arch->instance ();
2033 1996
2034 disease->set_owner (op); 1997 disease->set_owner (op);
2035 set_spell_skill (op, caster, spell, disease); 1998 set_spell_skill (op, caster, spell, disease);
2036 disease->stats.exp = 0; 1999 disease->stats.exp = 0;
2037 disease->level = caster_level (caster, spell); 2000 disease->level = casting_level (caster, spell);
2038 2001
2039 /* do level adjustments */ 2002 /* do level adjustments */
2040 if (disease->stats.wc) 2003 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2041 disease->stats.wc += dur_mod / 2; 2004 if (disease->magic > 0) disease->magic += dur_mod / 8;
2042 2005 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2043 if (disease->magic > 0) 2006 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2044 disease->magic += dur_mod / 4;
2045
2046 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod;
2048
2049 if (disease->stats.maxgrace > 0)
2050 disease->stats.maxgrace += dur_mod;
2051
2052 if (disease->stats.dam)
2053 {
2054 if (disease->stats.dam > 0)
2055 disease->stats.dam += dam_mod;
2056 else
2057 disease->stats.dam -= dam_mod;
2058 }
2059 2007
2060 if (disease->last_sp) 2008 if (disease->last_sp)
2061 { 2009 {
2062 disease->last_sp -= 2 * dam_mod; 2010 disease->last_sp -= 2 * dam_mod;
2011
2063 if (disease->last_sp < 1) 2012 if (disease->last_sp < 1)
2064 disease->last_sp = 1; 2013 disease->last_sp = 1;
2065 } 2014 }
2066 2015
2067 if (disease->stats.maxsp) 2016 if (disease->stats.dam ) disease->stats.dam += copysign (disease->stats.dam , dam_mod);
2068 { 2017 if (disease->stats.maxsp) disease->stats.maxsp += copysign (disease->stats.maxsp, dam_mod);
2069 if (disease->stats.maxsp > 0) 2018 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2070 disease->stats.maxsp += dam_mod; 2019 if (disease->last_eat ) disease->last_eat -= dam_mod;
2071 else 2020 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2072 disease->stats.maxsp -= dam_mod; 2021 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2073 }
2074
2075 if (disease->stats.ac)
2076 disease->stats.ac += dam_mod;
2077
2078 if (disease->last_eat)
2079 disease->last_eat -= dam_mod;
2080
2081 if (disease->stats.hp)
2082 disease->stats.hp -= dam_mod;
2083
2084 if (disease->stats.sp)
2085 disease->stats.sp -= dam_mod;
2086 2022
2087 if (infect_object (walk, disease, 1)) 2023 if (infect_object (walk, disease, 1))
2088 { 2024 {
2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2025 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2090 2026
2091 disease->destroy (); /* don't need this one anymore */ 2027 disease->destroy (); /* don't need this one anymore */
2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2028 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2093 return 1; 2029 return 1;
2094 } 2030 }
2095 2031
2096 disease->destroy (); 2032 disease->destroy ();
2097 } 2033 }

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