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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.43 by root, Thu Jul 5 08:10:30 2007 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 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 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) 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, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 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 */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*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 */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 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)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* 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
81 * 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
82 * 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.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
173 op->destroy (); 170 op->drop_and_destroy ();
174 return; 171 return;
175 } 172 }
176 173
177 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
251 tmp->duration++; 248 tmp->duration++;
252 249
253 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 251 * going off in other directions.
255 */ 252 */
256 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 255
261 /* 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
262 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
263 */ 258 */
264 op->range = 0; 259 op->range = 0;
288 return 0; 283 return 0;
289 284
290 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
293 if (spob->slaying) 289 if (spob->slaying)
294 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
299 296
310 307
311 maptile *newmap; 308 maptile *newmap;
312 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);
313 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
314 { 311 {
315 tmp->destroy (); 312 tmp->drop_and_destroy ();
316 return 0; 313 return 0;
317 } 314 }
318 315
319 tmp->map = newmap; 316 tmp->map = newmap;
320 317
321 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)))
322 { 319 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 321 {
325 tmp->destroy (); 322 tmp->drop_and_destroy ();
326 return 0; 323 return 0;
327 } 324 }
328 325
329 tmp->x = op->x; 326 tmp->x = op->x;
330 tmp->y = op->y; 327 tmp->y = op->y;
343 * BULLET/BALL CODE 340 * BULLET/BALL CODE
344 * 341 *
345 ***************************************************************************/ 342 ***************************************************************************/
346 343
347/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 346 * At least that is what I think this does.
350 */ 347 */
351void 348void
352explosion (object *op) 349explosion (object *op)
353{ 350{
396void 393void
397explode_bullet (object *op) 394explode_bullet (object *op)
398{ 395{
399 object *tmp, *owner; 396 object *tmp, *owner;
400 397
401 if (op->other_arch == NULL) 398 if (!op->other_arch)
402 { 399 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 401 op->destroy ();
405 return; 402 return;
406 } 403 }
407 404
408 if (op->env) 405 if (op->env)
409 { 406 {
410 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
411 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))
412 { 410 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 412 op->destroy ();
415 return; 413 return;
416 } 414 }
434 } 432 }
435 433
436 if (op->attacktype) 434 if (op->attacktype)
437 { 435 {
438 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
439 if (op->destroyed ()) 438 if (op->destroyed ())
440 return; 439 return;
441 } 440 }
442 441
443 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
446 tmp->set_owner (op); 445 tmp->set_owner (op);
447 tmp->skill = op->skill; 446 tmp->skill = op->skill;
448 447
449 owner = op->owner; 448 owner = op->owner;
450 449
451 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))
452 { 454 {
453 op->destroy (); 455 op->destroy ();
454 return; 456 return;
455 } 457 }
456 458
483 485
484 /* Prevent recursion */ 486 /* Prevent recursion */
485 op->move_on = 0; 487 op->move_on = 0;
486 488
487 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
488 /* remove the firebullet */ 492 /* remove the firebullet */
489 op->destroy (); 493 op->destroy ();
490} 494}
491 495
492/* 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
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 524 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 526 {
523 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
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 531 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 533 {
528 op->destroy (); 534 op->destroy ();
617 int mflags; 623 int mflags;
618 624
619 if (!spob->other_arch) 625 if (!spob->other_arch)
620 return 0; 626 return 0;
621 627
622 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 629 if (!tmp)
624 return 0; 630 return 0;
625 631
626 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
627 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);
628 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 635 if (spob->slaying)
630 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
631 637
641 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
642 648
643 tmp->set_owner (op); 649 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
645 651
646 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 654 tmp->map = op->map;
649 655
650 maptile *newmap; 656 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
702/* 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 */
703 709
704void 710void
705move_cone (object *op) 711move_cone (object *op)
706{ 712{
707 int i;
708
709 /* 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 */
710 if (!op->map) 714 if (!op->map)
711 { 715 {
712 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");
713 op->set_speed (0); 717 op->set_speed (0);
733 } 737 }
734#endif 738#endif
735 739
736 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
737 741
742 if (!op->is_on_map ())
743 return;
744
738 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
740 * degree. 747 * degree.
741 */ 748 */
742 if (op->weight) 749 if (op->weight)
750 {
743 check_spell_knockback (op); 751 check_spell_knockback (op);
744 752
745 if (op->destroyed ()) 753 if (!op->is_on_map ())
746 return; 754 return;
755 }
747 756
748 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
749 { 758 {
750 op->destroy (); 759 op->destroy ();
751 return; 760 return;
752 } 761 }
753 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
758 { 767 {
759 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
760 return; 769 return;
761 } 770 }
762 771
763 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
764 { 773 {
765 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)];
766 775
767 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))
768 { 777 {
860 869
861 success = 1; 870 success = 1;
862 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 872 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
867 876
868 /* holy word stuff */ 877 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 944 * op is the original bomb object.
936 */ 945 */
937void 946void
938animate_bomb (object *op) 947animate_bomb (object *op)
939{ 948{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 950 return;
945 951
946 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
947 953
948 if (op->env) 954 if (op->env)
949 { 955 {
950 if (env->map == NULL) 956 if (env->map == NULL)
951 return; 957 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 958
956 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
957 return; 960 return;
958 } 961 }
959 962
970 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 974 * so just set up the appropriate values.
972 */ 975 */
973 if (archetype *at = archetype::find (SPLINT)) 976 if (archetype *at = archetype::find (SPLINT))
974 { 977 {
975 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
976 { 979 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 981 continue;
979 982
980 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
981 tmp->direction = i; 984 tmp->direction = i;
982 tmp->range = op->range; 985 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 987 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
999} 1002}
1000 1003
1001int 1004int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1006{
1004
1005 object *tmp; 1007 object *tmp;
1006 int mflags; 1008 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m; 1010 maptile *m;
1009 1011
1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1021 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1023 return 0;
1024 }
1015 } 1025 }
1026
1016 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1017 1028
1018 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1085 * op = player 1096 * op = player
1086 * caster = object casting the spell. 1097 * caster = object casting the spell.
1087 * dir = direction being cast 1098 * dir = direction being cast
1088 * spell = spell object 1099 * spell = spell object
1089 */ 1100 */
1090
1091int 1101int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1102cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1103{
1094 object *effect, *target; 1104 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1105 object *god = find_god (determine_god (op));
1119 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1120 else 1130 else
1121 return 0; 1131 return 0;
1122 1132
1123 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1124 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1137 {
1128 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1173 effect->insert_at (target, op); 1183 effect->insert_at (target, op);
1174 1184
1175 return 1; 1185 return 1;
1176} 1186}
1177 1187
1178
1179/**************************************************************************** 1188/****************************************************************************
1180 * 1189 *
1181 * MAGIC MISSILE code. 1190 * MAGIC MISSILE code.
1182 * note that the fire_bullet is used to fire the missile. The 1191 * note that the fire_bullet is used to fire the missile. The
1183 * code here is just to move the missile. 1192 * code here is just to move the missile.
1185 1194
1186/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1187void 1196void
1188move_missile (object *op) 1197move_missile (object *op)
1189{ 1198{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1196 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1197 op->destroy (); 1210 op->destroy ();
1198 return; 1211 return;
1199 } 1212 }
1200 1213
1201 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211#endif
1212 1215
1213 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1217 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1223 */ 1221 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1222 op->destroy ();
1235 return; 1223 return;
1236 } 1224 }
1237 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1240 { 1234 {
1241 op->direction = i; 1235 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1243 } 1237 }
1244 1238
1245 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1246} 1240}
1247 1241
1248/**************************************************************************** 1242/****************************************************************************
1249 * Destruction 1243 * Destruction
1250 ****************************************************************************/ 1244 ****************************************************************************/
1264 1258
1265 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1266 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1267 tmp->stats.food = time; 1261 tmp->stats.food = time;
1268 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1269 tmp->glow_radius = radius;
1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1271 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1272
1273 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1274 1265
1275 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1276 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1277 1268
1279} 1270}
1280 1271
1281int 1272int
1282cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1283{ 1274{
1284 int i, j, range, mflags, friendly = 0, dam, dur;
1285 sint16 sx, sy;
1286 maptile *m;
1287 object *tmp;
1288 const char *skill;
1289
1290 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1291 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1292 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1294 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1295 1280
1296 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1297 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1298 * We do some shortcuts here - since this is just temporary
1299 * and we'll reset the values back, we don't need to go through
1300 * the full share string/free_string route.
1301 */ 1283 */
1302 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1303 if (caster == op) 1286 if (caster == op)
1304 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1305 else if (caster->skill) 1288 else if (caster->skill)
1306 op->skill = caster->skill; 1289 op->skill = caster->skill;
1307 else 1290 else
1308 op->skill = NULL; 1291 op->skill = 0;
1309 1292
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1311 1294
1312 for (i = -range; i < range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1313 { 1296 {
1314 for (j = -range; j < range; j++) 1297 mapspace &ms = m->at (nx, ny);
1315 {
1316 m = op->map;
1317 sx = op->x + i;
1318 sy = op->y + j;
1319 1298
1320 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1321 if (mflags & P_OUT_OF_MAP)
1322 continue;
1323
1324 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1325 { 1302 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1328 break;
1329 1304
1330 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1331 { 1307 {
1332 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1333 tmp = tmp->head;
1334
1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 { 1309 {
1338 if (spell_ob->subtype == SP_DESTRUCTION)
1339 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1341 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1343 } 1314 }
1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1345 { 1316 {
1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1348 }
1349 } 1319 }
1350 } 1320 }
1351 } 1321 }
1352 }
1353 } 1322 }
1354 1323
1355 op->skill = skill; 1324 op->skill = skill;
1356 return 1; 1325 return 1;
1357} 1326}
1373 { 1342 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1343 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1375 return 0; 1344 return 0;
1376 } 1345 }
1377 1346
1347 tmp = tmp->head_ ();
1348
1378 /* If we've already got a force of this type, don't add a new one. */ 1349 /* If we've already got a force of this type, don't add a new one. */
1379 for (force = tmp->inv; force != NULL; force = force->below) 1350 for (force = tmp->inv; force; force = force->below)
1380 { 1351 {
1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1352 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 { 1353 {
1383 if (force->name == spell_ob->name) 1354 if (force->name == spell_ob->name)
1384 { 1355 {
1390 return 0; 1361 return 0;
1391 } 1362 }
1392 } 1363 }
1393 } 1364 }
1394 1365
1395 if (force == NULL) 1366 if (!force)
1396 { 1367 {
1397 force = get_archetype (FORCE_NAME); 1368 force = get_archetype (FORCE_NAME);
1398 force->subtype = FORCE_CHANGE_ABILITY; 1369 force->subtype = FORCE_CHANGE_ABILITY;
1370
1399 if (spell_ob->race) 1371 if (spell_ob->race)
1400 force->name = spell_ob->race; 1372 force->name = spell_ob->race;
1401 else 1373 else
1402 force->name = spell_ob->name; 1374 force->name = spell_ob->name;
1403 1375
1413 { 1385 {
1414 force->duration = duration; 1386 force->duration = duration;
1415 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1416 } 1388 }
1417 else 1389 else
1418 {
1419 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1390 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1420 } 1391
1421 return 1; 1392 return 1;
1422 } 1393 }
1394
1423 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1395 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1424 force->speed = 1.f; 1396 force->speed = 1.f;
1425 force->speed_left = -1.f; 1397 force->speed_left = -1.f;
1426 SET_FLAG (force, FLAG_APPLIED); 1398 SET_FLAG (force, FLAG_APPLIED);
1427 1399
1461 */ 1433 */
1462int 1434int
1463mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1464{ 1436{
1465 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1466 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1467 sint16 x, y, nx, ny;
1468 maptile *m;
1469 const char *race; 1439 const char *race;
1470 1440
1471 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1472 * doing it over and over again. 1442 * doing it over and over again.
1473 */ 1443 */
1474 god = find_god (determine_god (op)); 1444 god = find_god (determine_god (op));
1475 level = caster_level (caster, spell); 1445 level = casting_level (caster, spell);
1476 range = spell->range + SP_level_range_adjust (caster, spell); 1446 range = spell->range + SP_level_range_adjust (caster, spell);
1477 1447
1478 /* On the bright side, no monster should ever have a race of GOD_... 1448 /* On the bright side, no monster should ever have a race of GOD_...
1479 * so even if the player doesn't worship a god, if race=GOD_.., it 1449 * so even if the player doesn't worship a god, if race=GOD_.., it
1480 * won't ever match anything. 1450 * won't ever match anything.
1486 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1487 race = god->race; 1457 race = god->race;
1488 else 1458 else
1489 race = spell->race; 1459 race = spell->race;
1490 1460
1491 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1492 for (y = op->y - range; y <= op->y + range; y++)
1493 { 1462 {
1494 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1495 m = op->map;
1496 nx = x;
1497 ny = y;
1498 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1499 if (mflags & P_OUT_OF_MAP)
1500 continue;
1501 1464
1502 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1503 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1504 continue; 1467 continue;
1505 1468
1506 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1507 if (caster && caster->contr 1471 && caster->contr
1508 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1509 continue; 1473 continue;
1510 1474
1511 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1512 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1513 break; 1477 break;
1514 1478
1515 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1516 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1517 continue; 1481 continue;
1518 1482
1519 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1520 if (tmp->head)
1521 head = tmp->head; 1484 head = tmp->head_ ();
1522 else
1523 head = tmp;
1524 1485
1525 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1526 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1527 continue; 1488 continue;
1528 1489
1529 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1530 continue; 1491 continue;
1531 1492
1532 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1533 best_at = -1; 1494 best_at = -1;
1534 if (spell->attacktype) 1495 if (spell->attacktype)
1535 { 1496 {
1536 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1537 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1538 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1539 best_at = at; 1500 best_at = at;
1540 1501
1541 if (best_at == -1) 1502 if (best_at == -1)
1542 at = 0; 1503 at = 0;
1543 else 1504 else
1544 { 1505 {
1545 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1546 continue; 1507 continue;
1547 else 1508 else
1548 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1549 } 1510 }
1511
1550 at -= level / 5; 1512 at -= level / 5;
1551 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1552 continue; 1514 continue;
1553 } 1515 }
1554 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1555 { 1517 {
1556 /* 1518 /*
1557 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1558 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1559 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1560 1522
1561 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1562 1524
1563 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1564 charm a level 125 monster... 1526 charm a level 125 monster...
1565 1527
1566 Ryo, august 14th 1528 Ryo, august 14th
1567 */ 1529 */
1568 if (head->level > level) 1530 if (head->level > level)
1569 continue; 1531 continue;
1570 1532
1571 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1572 /* Failed, no effect */ 1534 /* Failed, no effect */
1573 continue; 1535 continue;
1574 } 1536 }
1575 1537
1576 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1577 1540
1578 /* aggravation */ 1541 /* aggravation */
1579 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1580 { 1543 {
1581 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1582 remove_friendly_object (head); 1545 remove_friendly_object (head);
1583 done_one = 1; 1546 done_one = 1;
1584 head->enemy = op; 1547 head->enemy = op;
1585 } 1548 }
1586 1549
1587 /* calm monsters */ 1550 /* calm monsters */
1588 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1589 { 1552 {
1590 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1591 head->enemy = NULL; 1554 head->enemy = NULL;
1592 done_one = 1; 1555 done_one = 1;
1593 } 1556 }
1594 1557
1595 /* berserk monsters */ 1558 /* berserk monsters */
1596 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1597 { 1560 {
1598 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1599 done_one = 1; 1562 done_one = 1;
1600 } 1563 }
1601 1564
1602 /* charm */ 1565 /* charm */
1603 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1604 { 1567 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1605 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op); 1574 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1611 add_friendly_object (head); 1576 add_friendly_object (head);
1612 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1613 done_one = 1; 1578 done_one = 1;
1614 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1615 head->stats.exp = 0; 1580 head->stats.exp = 0;
1616 } 1581 }
1617 1582
1618 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1619 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1621 } /* for y */ 1586 }
1622 1587
1623 return 1; 1588 return 1;
1624} 1589}
1625
1626 1590
1627/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1628 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1629 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1630 * op is the spell effect. 1594 * op is the spell effect.
1631 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1632 */ 1596 */
1633
1634void 1597void
1635move_ball_spell (object *op) 1598move_ball_spell (object *op)
1636{ 1599{
1637 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1638 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1657 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1658 { 1621 {
1659 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1660 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1661 */ 1624 */
1662
1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1664 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1665 1627
1666 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1667 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1669 { 1631 {
1670 dir = tmpdir; 1632 dir = tmpdir;
1671 break; 1633 break;
1672 } 1634 }
1673 } 1635 }
1636
1674 if (dir == 0) 1637 if (dir == 0)
1675 { 1638 {
1676 nx = op->x; 1639 nx = op->x;
1677 ny = op->y; 1640 ny = op->y;
1678 m = op->map; 1641 m = op->map;
1704 1667
1705 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1706 { 1669 {
1707 if (j) 1670 if (j)
1708 op->stats.dam = dam_save / 2; 1671 op->stats.dam = dam_save / 2;
1672
1709 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1710
1711 } 1674 }
1712 1675
1713 /* insert the other arch */ 1676 /* insert the other arch */
1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1715 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1729 1692
1730 op->direction = i; 1693 op->direction = i;
1731 } 1694 }
1732} 1695}
1733 1696
1734
1735/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1736 * This is an implementation of the swarm spell. It was written for 1698 * This is an implementation of the swarm spell. It was written for
1737 * meteor swarm, but it could be used for any swarm. A swarm spell 1699 * meteor swarm, but it could be used for any swarm. A swarm spell
1738 * is a special type of object that casts swarms of other types 1700 * is a special type of object that casts swarms of other types
1739 * of spells. Which spell it casts is flexible. It fires the spells 1701 * of spells. Which spell it casts is flexible. It fires the spells
1740 * from a set of squares surrounding the caster, in a given direction. 1702 * from a set of squares surrounding the caster, in a given direction.
1741 */ 1703 */
1742
1743void 1704void
1744move_swarm_spell (object *op) 1705move_swarm_spell (object *op)
1745{ 1706{
1746#if 0 1707#if 0
1747 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1708 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1748 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1709 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1749 sint16 target_x, target_y, origin_x, origin_y; 1710 sint16 target_x, target_y, origin_x, origin_y;
1750 int adjustdir; 1711 int adjustdir;
1751 maptile *m; 1712 maptile *m;
1752#endif 1713#endif
1753 int basedir;
1754 object *owner; 1714 object *owner = op->env;
1755 1715
1756 owner = op->owner; 1716 if (!owner) // MUST not happen, remove when true TODO
1757 if (op->duration == 0 || owner == NULL)
1758 { 1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1759 op->destroy (); 1719 op->destroy ();
1760 return; 1720 return;
1761 } 1721 }
1762 1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1763 op->duration--; 1729 op->duration--;
1764 1730
1765 basedir = op->direction; 1731 int basedir = op->direction;
1766 if (basedir == 0) 1732 if (!basedir)
1767 { 1733 {
1768 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8); 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1770 } 1737 }
1771 1738
1772#if 0 1739#if 0
1773 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1835 { 1802 {
1836 /* Bullet spells have a bunch more customization that needs to be done */ 1803 /* Bullet spells have a bunch more customization that needs to be done */
1837 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1807 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1841 } 1808 }
1842} 1809}
1843
1844
1845
1846 1810
1847/* fire_swarm: 1811/* fire_swarm:
1848 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1849 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1850 * the parts of the swarm. 1814 * the parts of the swarm.
1853 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1854 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1855 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1856 * n: the number to be fired. 1820 * n: the number to be fired.
1857 */ 1821 */
1858
1859int 1822int
1860fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1861{ 1824{
1862 object *tmp;
1863 int i;
1864
1865 if (!spell->other_arch) 1825 if (!spell->other_arch)
1866 return 0; 1826 return 0;
1867 1827
1868 tmp = get_archetype (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1829
1870 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1871
1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1873 tmp->spell = arch_to_object (spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1874
1875 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1876 1834
1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1878 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1879 return 1; 1837 return 1;
1880 1838
1881 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1882 for (i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1884 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1885 tmp->direction = dir; 1845 tmp->direction = dir;
1886 tmp->invisible = 1; 1846 tmp->facing = rndm (1, 8); // initial firing direction
1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1887 1848
1888 tmp->insert_at (op, op); 1849 op->insert (tmp);
1850
1889 return 1; 1851 return 1;
1890} 1852}
1891
1892 1853
1893/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1894 * function. 1855 * function.
1895 */ 1856 */
1896int 1857int
1901 int dam, mflags; 1862 int dam, mflags;
1902 maptile *m; 1863 maptile *m;
1903 1864
1904 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 1866
1906 if (!dir) 1867 if (dir)
1907 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1909 return 0;
1910 } 1868 {
1911
1912 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1913 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1914 m = op->map; 1871 m = op->map;
1915 1872
1916 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1917 1874
1918 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1919 { 1876 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1921 return 0; 1878 return 0;
1922 } 1879 }
1923 1880
1924 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1925 { 1882 {
1926 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1927 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 { 1885 {
1929 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1930 if (target->head) 1887 if (target->head)
1931 target = target->head; 1888 target = target->head;
1889
1932 (void) hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1933 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1934 } 1893 }
1935 }
1936 1894
1937 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1938 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1939 { 1897 {
1940 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1941 return 0; 1899 return 0;
1900 }
1942 } 1901 }
1943 1902
1944 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1945 tmp = arch_to_object (spell->other_arch); 1904 tmp = arch_to_object (spell->other_arch);
1946 if (!tmp) 1905 if (!tmp)
1947 { 1906 {
1948 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1949 return 0; 1908 return 0;
1950 } 1909 }
1910
1951 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1952 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1953 {
1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1955 if (tmp->glow_radius > MAX_LIGHT_RADII)
1956 tmp->glow_radius = MAX_LIGHT_RADII;
1957 }
1958 1915
1916 if (dir)
1959 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1960 return 1; 1921 return 1;
1961} 1922}
1962
1963
1964
1965 1923
1966/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1925 * player and infects someone.
1968 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1969 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1970 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1971 */ 1929 */
1972
1973int 1930int
1974cast_cause_disease (object *op, object *caster, object *spell, int dir) 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975{ 1932{
1976 sint16 x, y; 1933 sint16 x, y;
1977 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
1984 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1985 * direction the player is pointing. 1942 * direction the player is pointing.
1986 */ 1943 */
1987 if (!dir) 1944 if (!dir)
1988 dir = op->facing; 1945 dir = op->facing;
1946
1989 if (!dir) 1947 if (!dir)
1990 return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
1991 1949
1992 /* Calculate these once here */ 1950 /* Calculate these once here */
1993 range = spell->range + SP_level_range_adjust (caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
2020 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
2021 1979
2022 disease->set_owner (op); 1980 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2026 1984
2027 /* do level adjustments */ 1985 /* do level adjustments */
2028 if (disease->stats.wc) 1986 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 1987 disease->stats.wc += dur_mod / 2;
2030 1988
2031 if (disease->magic > 0) 1989 if (disease->magic > 0)
2032 disease->magic += dur_mod / 4; 1990 disease->magic += dur_mod / 8;
2033 1991
2034 if (disease->stats.maxhp > 0) 1992 if (disease->stats.maxhp > 0)
2035 disease->stats.maxhp += dur_mod; 1993 disease->stats.maxhp += dur_mod;
2036 1994
2037 if (disease->stats.maxgrace > 0) 1995 if (disease->stats.maxgrace > 0)

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