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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 1.76 by root, Sun Dec 28 08:09:49 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your 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 GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* this function checks to see if a spell pushes objects as well 36/* 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) 37 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 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); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* 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))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* 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 79 * 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. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 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 */ 116 int t_dir; /* stores temporary dir calculation */
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
344 * BULLET/BALL CODE 340 * BULLET/BALL CODE
345 * 341 *
346 ***************************************************************************/ 342 ***************************************************************************/
347 343
348/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
349 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
350 * At least that is what I think this does. 346 * At least that is what I think this does.
351 */ 347 */
352void 348void
353explosion (object *op) 349explosion (object *op)
354{ 350{
397void 393void
398explode_bullet (object *op) 394explode_bullet (object *op)
399{ 395{
400 object *tmp, *owner; 396 object *tmp, *owner;
401 397
402 if (op->other_arch == NULL) 398 if (!op->other_arch)
403 { 399 {
404 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
405 op->destroy (); 401 op->destroy ();
406 return; 402 return;
407 } 403 }
408 404
409 if (op->env) 405 if (op->env)
410 { 406 {
411 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
412 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
413 { 410 {
414 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
415 op->destroy (); 412 op->destroy ();
416 return; 413 return;
417 } 414 }
435 } 432 }
436 433
437 if (op->attacktype) 434 if (op->attacktype)
438 { 435 {
439 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
440 if (op->destroyed ()) 438 if (op->destroyed ())
441 return; 439 return;
442 } 440 }
443 441
444 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
447 tmp->set_owner (op); 445 tmp->set_owner (op);
448 tmp->skill = op->skill; 446 tmp->skill = op->skill;
449 447
450 owner = op->owner; 448 owner = op->owner;
451 449
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
453 { 454 {
454 op->destroy (); 455 op->destroy ();
455 return; 456 return;
456 } 457 }
457 458
484 485
485 /* Prevent recursion */ 486 /* Prevent recursion */
486 op->move_on = 0; 487 op->move_on = 0;
487 488
488 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
489 /* remove the firebullet */ 492 /* remove the firebullet */
490 op->destroy (); 493 op->destroy ();
491} 494}
492 495
493/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 524 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 526 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 531 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 533 {
529 op->destroy (); 534 op->destroy ();
618 int mflags; 623 int mflags;
619 624
620 if (!spob->other_arch) 625 if (!spob->other_arch)
621 return 0; 626 return 0;
622 627
623 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
624 if (tmp == NULL) 629 if (!tmp)
625 return 0; 630 return 0;
626 631
627 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
629 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
630 if (spob->slaying) 635 if (spob->slaying)
631 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
632 637
642 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
643 648
644 tmp->set_owner (op); 649 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
646 651
647 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
648 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
649 tmp->map = op->map; 654 tmp->map = op->map;
650 655
651 maptile *newmap; 656 maptile *newmap;
652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
653 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 709
705void 710void
706move_cone (object *op) 711move_cone (object *op)
707{ 712{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 714 if (!op->map)
712 { 715 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 717 op->set_speed (0);
734 } 737 }
735#endif 738#endif
736 739
737 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
738 741
742 if (!op->is_on_map ())
743 return;
744
739 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
741 * degree. 747 * degree.
742 */ 748 */
743 if (op->weight) 749 if (op->weight)
750 {
744 check_spell_knockback (op); 751 check_spell_knockback (op);
745 752
746 if (op->destroyed ()) 753 if (!op->is_on_map ())
747 return; 754 return;
755 }
748 756
749 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
750 { 758 {
751 op->destroy (); 759 op->destroy ();
752 return; 760 return;
753 } 761 }
754 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
759 { 767 {
760 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
761 return; 769 return;
762 } 770 }
763 771
764 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
765 { 773 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
767 775
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 777 {
823 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
824 { 832 {
825 sint16 x, y, d; 833 sint16 x, y, d;
826 834
827 /* We can't use absdir here, because it never returns 835 /* 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 836 * 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 837 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 838 * to hit that person.
831 */ 839 */
832 d = dir + i; 840 d = (dir + i) % 9;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 841
838 /* If it's not a rune, we don't want to blast the caster. 842 /* 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, 843 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
861 865
862 success = 1; 866 success = 1;
863 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
864 tmp->set_owner (op); 868 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
868 872
869 /* holy word stuff */ 873 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
936 * op is the original bomb object. 940 * op is the original bomb object.
937 */ 941 */
938void 942void
939animate_bomb (object *op) 943animate_bomb (object *op)
940{ 944{
941 int i;
942 object *env, *tmp;
943
944 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
945 return; 946 return;
946 947
947 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
948 949
949 if (op->env) 950 if (op->env)
950 { 951 {
951 if (env->map == NULL) 952 if (env->map == NULL)
952 return; 953 return;
953
954 if (env->type == PLAYER)
955 esrv_del_item (env->contr, op->count);
956 954
957 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
958 return; 956 return;
959 } 957 }
960 958
971 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
972 * so just set up the appropriate values. 970 * so just set up the appropriate values.
973 */ 971 */
974 if (archetype *at = archetype::find (SPLINT)) 972 if (archetype *at = archetype::find (SPLINT))
975 { 973 {
976 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
977 { 975 {
978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
979 continue; 977 continue;
980 978
981 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
982 tmp->direction = i; 980 tmp->direction = i;
983 tmp->range = op->range; 981 tmp->range = op->range;
984 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
985 tmp->duration = op->duration; 983 tmp->duration = op->duration;
986 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1000} 998}
1001 999
1002int 1000int
1003create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1004{ 1002{
1005
1006 object *tmp; 1003 object *tmp;
1007 int mflags; 1004 int mflags;
1008 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1009 maptile *m; 1006 maptile *m;
1010 1007
1011 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1012 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1013 { 1017 {
1014 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1015 return 0; 1019 return 0;
1020 }
1016 } 1021 }
1022
1017 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1018 1024
1019 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1086 * op = player 1092 * op = player
1087 * caster = object casting the spell. 1093 * caster = object casting the spell.
1088 * dir = direction being cast 1094 * dir = direction being cast
1089 * spell = spell object 1095 * spell = spell object
1090 */ 1096 */
1091
1092int 1097int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1099{
1095 object *effect, *target; 1100 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1120 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1121 else 1126 else
1122 return 0; 1127 return 0;
1123 1128
1124 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1133 {
1129 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1174 effect->insert_at (target, op); 1179 effect->insert_at (target, op);
1175 1180
1176 return 1; 1181 return 1;
1177} 1182}
1178 1183
1179
1180/**************************************************************************** 1184/****************************************************************************
1181 * 1185 *
1182 * MAGIC MISSILE code. 1186 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1187 * note that the fire_bullet is used to fire the missile. The
1184 * code here is just to move the missile. 1188 * code here is just to move the missile.
1186 1190
1187/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1188void 1192void
1189move_missile (object *op) 1193move_missile (object *op)
1190{ 1194{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1197 { 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1205 {
1198 op->destroy (); 1206 op->destroy ();
1199 return; 1207 return;
1200 } 1208 }
1201 1209
1202 owner = op->owner; 1210 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 1211
1214 new_x = op->x + DIRX (op); 1212 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 { 1213 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1223 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1224 */ 1217 */
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 (); 1218 op->destroy ();
1236 return; 1219 return;
1237 } 1220 }
1238 1221
1222 if (!op->direction)
1223 {
1224 op->destroy ();
1225 return;
1226 }
1227
1239 i = spell_find_dir (m, new_x, new_y, op->owner); 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1240 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1241 { 1230 {
1242 op->direction = i; 1231 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1244 } 1233 }
1245 1234
1246 m->insert (op, new_x, new_y, op); 1235 pos.insert (op, op);
1247} 1236}
1248 1237
1249/**************************************************************************** 1238/****************************************************************************
1250 * Destruction 1239 * Destruction
1251 ****************************************************************************/ 1240 ****************************************************************************/
1254 * we do this by creating a force and inserting it in the 1243 * we do this by creating a force and inserting it in the
1255 * object. if time is 0, the object glows permanently. To truely 1244 * object. if time is 0, the object glows permanently. To truely
1256 * make this work for non-living objects, we would have to 1245 * make this work for non-living objects, we would have to
1257 * give them the capability to have an inventory. b.t. 1246 * give them the capability to have an inventory. b.t.
1258 */ 1247 */
1259
1260int 1248int
1261make_object_glow (object *op, int radius, int time) 1249make_object_glow (object *op, int radius, int time)
1262{ 1250{
1263 object *tmp;
1264
1265 /* some things are unaffected... */ 1251 /* some things are unaffected... */
1266 if (op->path_denied & PATH_LIGHT) 1252 if (op->path_denied & PATH_LIGHT)
1267 return 0; 1253 return 0;
1268 1254
1269 tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1270 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1271 tmp->stats.food = time; 1257 tmp->stats.food = time;
1272 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1273 tmp->glow_radius = radius;
1274 if (tmp->glow_radius > MAX_LIGHT_RADII)
1275 tmp->glow_radius = MAX_LIGHT_RADII; 1259 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
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); 1260 tmp = insert_ob_in_ob (tmp, op);
1261
1282 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1283 op->glow_radius = tmp->glow_radius; 1263 op->glow_radius = tmp->glow_radius;
1284 1264
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; 1265 return 1;
1291} 1266}
1292 1267
1293int 1268int
1294cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1295{ 1270{
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); 1271 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); 1272 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); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1305 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1306 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1307 1276
1308 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1309 * update op's skill pointer so that exp is properly awarded. 1278 * 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 */ 1279 */
1314 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1315 if (caster == op) 1282 if (caster == op)
1316 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1317 else if (caster->skill) 1284 else if (caster->skill)
1318 op->skill = caster->skill; 1285 op->skill = caster->skill;
1319 else 1286 else
1320 op->skill = NULL; 1287 op->skill = 0;
1321 1288
1322 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1323 1290
1324 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1325 { 1292 {
1326 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1327 {
1328 m = op->map;
1329 sx = op->x + i;
1330 sy = op->y + j;
1331 1294
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) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1337 { 1298 {
1338 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1339 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1340 break;
1341 1300
1342 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1343 { 1303 {
1344 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1345 tmp = tmp->head;
1346
1347 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1348 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1349 { 1305 {
1350 if (spell_ob->subtype == SP_DESTRUCTION)
1351 {
1352 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1353 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1354 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1355 } 1310 }
1356 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1357 { 1312 {
1358 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1359 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1360 }
1361 } 1315 }
1362 } 1316 }
1363 } 1317 }
1364 }
1365 } 1318 }
1366 1319
1367 op->skill = skill; 1320 op->skill = skill;
1368 return 1; 1321 return 1;
1369} 1322}
1385 { 1338 {
1386 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1387 return 0; 1340 return 0;
1388 } 1341 }
1389 1342
1343 tmp = tmp->head_ ();
1344
1390 /* If we've already got a force of this type, don't add a new one. */ 1345 /* 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) 1346 for (force = tmp->inv; force; force = force->below)
1392 { 1347 {
1393 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1394 { 1349 {
1395 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1396 { 1351 {
1402 return 0; 1357 return 0;
1403 } 1358 }
1404 } 1359 }
1405 } 1360 }
1406 1361
1407 if (force == NULL) 1362 if (!force)
1408 { 1363 {
1409 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1410 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1411 if (spell_ob->race) 1367 if (spell_ob->race)
1412 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1413 else 1369 else
1414 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1415 1371
1425 { 1381 {
1426 force->duration = duration; 1382 force->duration = duration;
1427 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1428 } 1384 }
1429 else 1385 else
1430 {
1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1432 } 1387
1433 return 1; 1388 return 1;
1434 } 1389 }
1390
1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1436 force->speed = 1.f; 1392 force->speed = 1.f;
1437 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1438 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1439 1395
1473 */ 1429 */
1474int 1430int
1475mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1476{ 1432{
1477 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1478 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1479 sint16 x, y, nx, ny;
1480 maptile *m;
1481 const char *race; 1435 const char *race;
1482 1436
1483 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1484 * doing it over and over again. 1438 * doing it over and over again.
1485 */ 1439 */
1486 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1487 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1488 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1489 1443
1490 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* 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 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1492 * won't ever match anything. 1446 * won't ever match anything.
1498 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1499 race = god->race; 1453 race = god->race;
1500 else 1454 else
1501 race = spell->race; 1455 race = spell->race;
1502 1456
1503 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1504 for (y = op->y - range; y <= op->y + range; y++)
1505 { 1458 {
1506 done_one = 0; 1459 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 1460
1514 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1515 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1516 continue; 1463 continue;
1517 1464
1518 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1519 if (caster && caster->contr 1467 && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1521 continue; 1469 continue;
1522 1470
1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1524 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1525 break; 1473 break;
1526 1474
1527 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1528 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1529 continue; 1477 continue;
1530 1478
1531 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1532 if (tmp->head)
1533 head = tmp->head; 1480 head = tmp->head_ ();
1534 else
1535 head = tmp;
1536 1481
1537 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1538 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1539 continue; 1484 continue;
1540 1485
1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1542 continue; 1487 continue;
1543 1488
1544 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1545 best_at = -1; 1490 best_at = -1;
1546 if (spell->attacktype) 1491 if (spell->attacktype)
1547 { 1492 {
1548 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1549 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1550 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1551 best_at = at; 1496 best_at = at;
1552 1497
1553 if (best_at == -1) 1498 if (best_at == -1)
1554 at = 0; 1499 at = 0;
1555 else 1500 else
1556 { 1501 {
1557 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1558 continue; 1503 continue;
1559 else 1504 else
1560 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1561 } 1506 }
1507
1562 at -= level / 5; 1508 at -= level / 5;
1563 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1564 continue; 1510 continue;
1565 } 1511 }
1566 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1567 { 1513 {
1568 /* 1514 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572 1518
1573 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1574 1520
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster... 1522 charm a level 125 monster...
1577 1523
1578 Ryo, august 14th 1524 Ryo, august 14th
1579 */ 1525 */
1580 if (head->level > level) 1526 if (head->level > level)
1581 continue; 1527 continue;
1582 1528
1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1584 /* Failed, no effect */ 1530 /* Failed, no effect */
1585 continue; 1531 continue;
1586 } 1532 }
1587 1533
1588 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1589 1536
1590 /* aggravation */ 1537 /* aggravation */
1591 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1592 { 1539 {
1593 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1594 remove_friendly_object (head); 1541 remove_friendly_object (head);
1595 done_one = 1; 1542 done_one = 1;
1596 head->enemy = op; 1543 head->enemy = op;
1597 } 1544 }
1598 1545
1599 /* calm monsters */ 1546 /* calm monsters */
1600 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1601 { 1548 {
1602 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1603 head->enemy = NULL; 1550 head->enemy = NULL;
1604 done_one = 1; 1551 done_one = 1;
1605 } 1552 }
1606 1553
1607 /* berserk monsters */ 1554 /* berserk monsters */
1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1609 { 1556 {
1610 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1611 done_one = 1; 1558 done_one = 1;
1612 } 1559 }
1613 1560
1614 /* charm */ 1561 /* charm */
1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1616 { 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1617 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1618 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 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. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1620 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1621 head->set_owner (op); 1570 head->set_owner (op);
1622 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1623 add_friendly_object (head); 1572 add_friendly_object (head);
1624 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1625 done_one = 1; 1574 done_one = 1;
1626 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1627 head->stats.exp = 0; 1576 head->stats.exp = 0;
1628 } 1577 }
1629 1578
1630 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1631 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1632 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1633 } /* for y */ 1582 }
1634 1583
1635 return 1; 1584 return 1;
1636} 1585}
1637
1638 1586
1639/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* 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 1588 * about. was called move_ball_lightning, but since more than the ball
1641 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1642 * op is the spell effect. 1590 * op is the spell effect.
1643 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1644 */ 1592 */
1645
1646void 1593void
1647move_ball_spell (object *op) 1594move_ball_spell (object *op)
1648{ 1595{
1649 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1650 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1669 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1670 { 1617 {
1671 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1672 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1673 */ 1620 */
1674
1675 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1676 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1677 1623
1678 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1679 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1681 { 1627 {
1682 dir = tmpdir; 1628 dir = tmpdir;
1683 break; 1629 break;
1684 } 1630 }
1685 } 1631 }
1632
1686 if (dir == 0) 1633 if (dir == 0)
1687 { 1634 {
1688 nx = op->x; 1635 nx = op->x;
1689 ny = op->y; 1636 ny = op->y;
1690 m = op->map; 1637 m = op->map;
1716 1663
1717 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1718 { 1665 {
1719 if (j) 1666 if (j)
1720 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1721 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1722
1723 } 1670 }
1724 1671
1725 /* insert the other arch */ 1672 /* insert the other arch */
1726 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 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); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1741 1688
1742 op->direction = i; 1689 op->direction = i;
1743 } 1690 }
1744} 1691}
1745 1692
1746
1747/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1748 * This is an implementation of the swarm spell. It was written for 1694 * 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 1695 * 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 1696 * 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 1697 * 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. 1698 * from a set of squares surrounding the caster, in a given direction.
1753 */ 1699 */
1754
1755void 1700void
1756move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1757{ 1702{
1758#if 0 1703#if 0
1759 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 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 }; 1705 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; 1706 sint16 target_x, target_y, origin_x, origin_y;
1762 int adjustdir; 1707 int adjustdir;
1763 maptile *m; 1708 maptile *m;
1764#endif 1709#endif
1765 int basedir;
1766 object *owner; 1710 object *owner = op->env;
1767 1711
1768 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1769 if (op->duration == 0 || owner == NULL)
1770 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1771 op->destroy (); 1715 op->destroy ();
1772 return; 1716 return;
1773 } 1717 }
1774 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1775 op->duration--; 1725 op->duration--;
1776 1726
1777 basedir = op->direction; 1727 int basedir = op->direction;
1778 if (basedir == 0) 1728 if (!basedir)
1779 { 1729 {
1780 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1781 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1782 } 1733 }
1783 1734
1784#if 0 1735#if 0
1785 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1786 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1847 { 1798 {
1848 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1849 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1850 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1851 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1852 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1853 } 1804 }
1854} 1805}
1855
1856
1857
1858 1806
1859/* fire_swarm: 1807/* fire_swarm:
1860 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1861 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1862 * the parts of the swarm. 1810 * the parts of the swarm.
1865 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1866 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1867 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1868 * n: the number to be fired. 1816 * n: the number to be fired.
1869 */ 1817 */
1870
1871int 1818int
1872fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1873{ 1820{
1874 object *tmp;
1875 int i;
1876
1877 if (!spell->other_arch) 1821 if (!spell->other_arch)
1878 return 0; 1822 return 0;
1879 1823
1880 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1881 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1825
1882 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1883
1884 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1885 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1886
1887 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1888 1830
1889 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1890 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1891 return 1; 1833 return 1;
1892 1834
1893 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1894 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1895 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1896 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1897 tmp->direction = dir; 1841 tmp->direction = dir;
1898 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1899 1844
1900 tmp->insert_at (op, op); 1845 op->insert (tmp);
1846
1901 return 1; 1847 return 1;
1902} 1848}
1903
1904 1849
1905/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1906 * function. 1851 * function.
1907 */ 1852 */
1908int 1853int
1913 int dam, mflags; 1858 int dam, mflags;
1914 maptile *m; 1859 maptile *m;
1915 1860
1916 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1917 1862
1918 if (!dir) 1863 if (dir)
1919 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1921 return 0;
1922 } 1864 {
1923
1924 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1925 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1926 m = op->map; 1867 m = op->map;
1927 1868
1928 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1929 1870
1930 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1931 { 1872 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1933 return 0; 1874 return 0;
1934 } 1875 }
1935 1876
1936 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1937 { 1878 {
1938 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1939 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1940 { 1881 {
1941 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1942 if (target->head) 1883 if (target->head)
1943 target = target->head; 1884 target = target->head;
1885
1944 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1945 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1946 } 1889 }
1947 }
1948 1890
1949 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1950 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1951 { 1893 {
1952 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1953 return 0; 1895 return 0;
1896 }
1954 } 1897 }
1955 1898
1956 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1957 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1958 if (!tmp) 1901 if (!tmp)
1959 { 1902 {
1960 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1961 return 0; 1904 return 0;
1962 } 1905 }
1906
1963 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1964 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1965 {
1966 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1910 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1967 if (tmp->glow_radius > MAX_LIGHT_RADII)
1968 tmp->glow_radius = MAX_LIGHT_RADII;
1969 }
1970 1911
1912 if (dir)
1971 m->insert (tmp, x, y, op); 1913 m->insert (tmp, x, y, op);
1914 else
1915 caster->outer_env ()->insert (tmp);
1916
1972 return 1; 1917 return 1;
1973} 1918}
1974
1975
1976
1977 1919
1978/* cast_cause_disease: this spell looks along <dir> from the 1920/* cast_cause_disease: this spell looks along <dir> from the
1979 * player and infects someone. 1921 * player and infects someone.
1980 * op is the player/monster, caster is the object, dir is the direction 1922 * 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 1923 * to cast, disease_arch is the specific disease, and type is the spell number
1982 * perhaps this should actually be in disease.c? 1924 * perhaps this should actually be in disease.c?
1983 */ 1925 */
1984
1985int 1926int
1986cast_cause_disease (object *op, object *caster, object *spell, int dir) 1927cast_cause_disease (object *op, object *caster, object *spell, int dir)
1987{ 1928{
1988 sint16 x, y; 1929 sint16 x, y;
1989 int i, mflags, range, dam_mod, dur_mod; 1930 int i, mflags, range, dam_mod, dur_mod;
1996 /* If casting from a scroll, no direction will be available, so refer to the 1937 /* If casting from a scroll, no direction will be available, so refer to the
1997 * direction the player is pointing. 1938 * direction the player is pointing.
1998 */ 1939 */
1999 if (!dir) 1940 if (!dir)
2000 dir = op->facing; 1941 dir = op->facing;
1942
2001 if (!dir) 1943 if (!dir)
2002 return 0; /* won't find anything if casting on ourself, so just return */ 1944 return 0; /* won't find anything if casting on ourself, so just return */
2003 1945
2004 /* Calculate these once here */ 1946 /* Calculate these once here */
2005 range = spell->range + SP_level_range_adjust (caster, spell); 1947 range = spell->range + SP_level_range_adjust (caster, spell);
2032 object *disease = arch_to_object (spell->other_arch); 1974 object *disease = arch_to_object (spell->other_arch);
2033 1975
2034 disease->set_owner (op); 1976 disease->set_owner (op);
2035 set_spell_skill (op, caster, spell, disease); 1977 set_spell_skill (op, caster, spell, disease);
2036 disease->stats.exp = 0; 1978 disease->stats.exp = 0;
2037 disease->level = caster_level (caster, spell); 1979 disease->level = casting_level (caster, spell);
2038 1980
2039 /* do level adjustments */ 1981 /* do level adjustments */
2040 if (disease->stats.wc) 1982 if (disease->stats.wc)
2041 disease->stats.wc += dur_mod / 2; 1983 disease->stats.wc += dur_mod / 2;
2042 1984
2043 if (disease->magic > 0) 1985 if (disease->magic > 0)
2044 disease->magic += dur_mod / 4; 1986 disease->magic += dur_mod / 8;
2045 1987
2046 if (disease->stats.maxhp > 0) 1988 if (disease->stats.maxhp > 0)
2047 disease->stats.maxhp += dur_mod; 1989 disease->stats.maxhp += dur_mod;
2048 1990
2049 if (disease->stats.maxgrace > 0) 1991 if (disease->stats.maxgrace > 0)

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