ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC vs.
Revision 1.113 by root, Wed Nov 16 22:14:06 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
66 return; 65 return;
67 66
68 /* don't move parts of objects */ 67 /* don't move parts of objects */
69 if (tmp->head) 68 if (tmp->head)
70 continue; 69 continue;
71 70
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
94 * also be safe for objects. 93 * also be safe for objects.
95 * This does return if successful or not, but 94 * This does return if successful or not, but
96 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
97 * right now. 96 * right now.
98 */ 97 */
99 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
100 } 99 }
101 100
102 } 101 }
103} 102}
104 103
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
196 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
197 * will be useful. 195 * will be useful.
198 */ 196 */
199 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
200 { 198 {
201 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
202 return; 200 return;
203 201
204 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
205 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
206 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
300 tmp->direction = dir; 298 tmp->direction = dir;
301 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
302 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
303 301
304 tmp->set_owner (op); 302 tmp->set_owner (op);
305 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
306 304
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
434 } 433 }
435 434
436 if (op->attacktype) 435 if (op->attacktype)
437 { 436 {
438 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ()) 439 if (op->destroyed ())
440 return; 440 return;
441 } 441 }
442 442
443 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
445 445
446 tmp->set_owner (op); 446 tmp->set_owner (op);
447 tmp->skill = op->skill; 447 tmp->skill = op->skill;
448 448
449 owner = op->owner; 449 owner = op->owner;
450 450
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
452 { 455 {
453 op->destroy (); 456 op->destroy ();
454 return; 457 return;
455 } 458 }
456 459
518 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
519 return; 522 return;
520 523
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 525 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
524 { 527 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 532 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
529 { 534 {
530 op->destroy (); 535 op->destroy ();
531 return; 536 return;
532 } 537 }
533 } 538 }
541 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
542 */ 547 */
543void 548void
544move_bullet (object *op) 549move_bullet (object *op)
545{ 550{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 551#if 0
551 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
552 553
553 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
569 op->destroy (); 570 op->destroy ();
570 571
571 return; 572 return;
572 } 573 }
573 574
574 new_x = op->x + DIRX (op); 575 mapxy pos (op);
575 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 577
579 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
580 { 579 {
581 op->destroy (); 580 op->destroy ();
582 return; 581 return;
583 } 582 }
584 583
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
586 { 589 {
587 if (op->other_arch) 590 if (op->other_arch)
588 explode_bullet (op); 591 explode_bullet (op);
589 else 592 else
590 op->destroy (); 593 op->destroy ();
591 594
592 return; 595 return;
593 } 596 }
594 597
595 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
596 return; 599 return;
597 600
598 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
599 { 602 {
600 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
619 int mflags; 622 int mflags;
620 623
621 if (!spob->other_arch) 624 if (!spob->other_arch)
622 return 0; 625 return 0;
623 626
624 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 628 if (!tmp)
626 return 0; 629 return 0;
627 630
628 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 634 if (spob->slaying)
632 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
633 636
637 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
638 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
639 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
640 643
641 tmp->direction = dir; 644 tmp->direction = dir;
642 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
643 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
644 647
645 tmp->set_owner (op); 648 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
647 650
648 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 653 tmp->map = op->map;
651 654
652 maptile *newmap; 655 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
657 return 0; 660 return 0;
658 } 661 }
659 662
660 tmp->map = newmap; 663 tmp->map = newmap;
661 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 { 679 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
665 { 681 {
666 tmp->destroy (); 682 tmp->destroy ();
667 return 0; 683 return 0;
668 } 684 }
669 685
684 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
685 * 701 *
686 *****************************************************************************/ 702 *****************************************************************************/
687 703
688/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
689void 705static void
690cone_drop (object *op) 706cone_drop (object *op)
691{ 707{
692 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
693 709
694 new_ob->level = op->level; 710 new_ob->level = op->level;
695 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
696 712
697 /* preserve skill ownership */ 713 /* preserve skill ownership */
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 721
706void 722void
707move_cone (object *op) 723move_cone (object *op)
708{ 724{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 726 if (!op->map)
713 { 727 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 729 op->set_speed (0);
716 return; 730 return;
717 } 731 }
718 732
719 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
720 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
721 { 735 {
722 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
723 return; 737 return;
724 } 738 }
725 739
735 } 749 }
736#endif 750#endif
737 751
738 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
739 753
754 if (!op->is_on_map ())
755 return;
756
740 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
742 * degree. 759 * degree.
743 */ 760 */
744 if (op->weight) 761 if (op->weight)
762 {
745 check_spell_knockback (op); 763 check_spell_knockback (op);
746 764
747 if (op->destroyed ()) 765 if (!op->is_on_map ())
748 return; 766 return;
767 }
749 768
750 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
751 { 770 {
752 op->destroy (); 771 op->destroy ();
753 return; 772 return;
754 } 773 }
755 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
760 { 779 {
761 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
762 return; 781 return;
763 } 782 }
764 783
765 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
766 { 785 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 787
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 789 {
801 MoveType movetype; 820 MoveType movetype;
802 821
803 if (!spell->other_arch) 822 if (!spell->other_arch)
804 return 0; 823 return 0;
805 824
806 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
807 { 826 {
808 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
809 return 0; 828 return 0;
810 } 829 }
811 830
812 if (!dir) 831 if (!dir)
813 { 832 {
821 */ 840 */
822 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
823 842
824 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
825 { 844 {
826 sint16 x, y, d; 845 sint16 x, y;
827 846
828 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
829 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
830 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
831 * to hit that person. 850 * to hit that person.
832 */ 851 */
833 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838 853
839 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
840 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
859 874
860 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
861 continue; 876 continue;
862 877
863 success = 1; 878 success = 1;
864 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
865 tmp->set_owner (op); 880 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
869 884
870 /* holy word stuff */ 885 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 952 * op is the original bomb object.
938 */ 953 */
939void 954void
940animate_bomb (object *op) 955animate_bomb (object *op)
941{ 956{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 958 return;
947 959
948 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
949 961
950 if (op->env) 962 if (op->env)
951 { 963 {
952 if (env->map == NULL) 964 if (!env->map)
953 return; 965 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 966
958 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
959 return; 968 return;
960 } 969 }
961 970
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried. 973 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
966 { 975 {
967 op->destroy (); 976 op->destroy ();
968 return; 977 return;
969 } 978 }
970 979
972 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 982 * so just set up the appropriate values.
974 */ 983 */
975 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
976 { 985 {
977 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
978 { 987 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 989 continue;
981 990
982 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
983 tmp->direction = i; 992 tmp->direction = i;
984 tmp->range = op->range; 993 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 995 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
988 tmp->set_owner (op); 997 tmp->set_owner (op);
989 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
990 tmp->skill = op->skill; 999 tmp->skill = op->skill;
991 1000
992 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
993 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
994 1003
995 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
996 move_bullet (tmp); 1005 move_bullet (tmp);
997 } 1006 }
1001} 1010}
1002 1011
1003int 1012int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1014{
1006
1007 object *tmp; 1015 object *tmp;
1008 int mflags; 1016 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1018 maptile *m;
1011 1019
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1029 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1016 return 0; 1031 return 0;
1032 }
1017 } 1033 }
1018 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1019 1036
1020 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1023 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1043 * dir is the direction to look in. 1060 * dir is the direction to look in.
1044 * range is how far out to look. 1061 * range is how far out to look.
1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1046 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1047 */ 1064 */
1048object * 1065static object *
1049get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1050{ 1067{
1051 object *target; 1068 object *target;
1052 sint16 x, y; 1069 sint16 x, y;
1053 int dist, mflags; 1070 int dist, mflags;
1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1073 return NULL; 1090 return NULL;
1074 1091
1075 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1076 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1077 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1078 return target; 1095 return target;
1079 } 1096 }
1080 1097
1081 return NULL; 1098 return NULL;
1082} 1099}
1083 1100
1084/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1085 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1086 * usual params - 1103 * usual params -
1087 * op = player 1104 * op = player
1088 * caster = object casting the spell. 1105 * caster = object casting the spell.
1089 * dir = direction being cast 1106 * dir = direction being cast
1092int 1109int
1093cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1094{ 1111{
1095 object *effect, *target; 1112 object *effect, *target;
1096 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1097 int range;
1098 1114
1099 range = spell->range + SP_level_range_adjust (caster, spell);
1100 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1115 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1101 1116
1102 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1103 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1104 * This makes this spell much more general purpose - it can be used 1119 * This makes this spell much more general purpose - it can be used
1106 * interesting spell. 1121 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature 1122 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god. 1123 * can't be friendly to your god.
1109 */ 1124 */
1110 1125
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1129 || (god && target->title == god->name)
1130 || (god && target->race.contains (god->race)))
1114 { 1131 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1116 return 0; 1133 return 0;
1117 } 1134 }
1118 1135
1119 if (spell->other_arch) 1136 if (spell->other_arch)
1120 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1121 else 1138 else
1122 return 0; 1139 return 0;
1123 1140
1124 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1145 {
1129 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1131 else 1148 else
1132 { 1149 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1134 return 0; 1151 return 0;
1135 } 1152 }
1136 } 1153 }
1137 1154
1138 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1142 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1143 { 1160 {
1144 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1145 1162
1146 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1147 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1148 { 1165 {
1149 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1150 { 1167 {
1151 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1152 effect->x = op->x; 1169 effect->x = op->x;
1185 1202
1186/* op is a missile that needs to be moved */ 1203/* op is a missile that needs to be moved */
1187void 1204void
1188move_missile (object *op) 1205move_missile (object *op)
1189{ 1206{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1207 if (op->range-- <= 0)
1196 { 1208 {
1209 op->drop_and_destroy ();
1210 return;
1211 }
1212
1213 mapxy pos (op);
1214 pos.move (op->direction);
1215
1216 if (!pos.normalise ())
1217 {
1197 op->destroy (); 1218 op->destroy ();
1198 return; 1219 return;
1199 } 1220 }
1200 1221
1201 owner = op->owner; 1222 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 1223
1213 new_x = op->x + DIRX (op); 1224 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 { 1225 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1226 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1227 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1228 * we need to remove it if someone hasn't already done so.
1223 */ 1229 */
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 (); 1230 op->destroy ();
1235 return; 1231 return;
1236 } 1232 }
1237 1233
1234 if (!op->direction)
1235 {
1236 op->destroy ();
1237 return;
1238 }
1239
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1240 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1241 if (i > 0 && i != op->direction)
1240 { 1242 {
1241 op->direction = i; 1243 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1244 SET_ANIMATION (op, op->direction);
1243 } 1245 }
1244 1246
1245 m->insert (op, new_x, new_y, op); 1247 pos.insert (op, op);
1246} 1248}
1247 1249
1248/**************************************************************************** 1250/****************************************************************************
1249 * Destruction 1251 * Destruction
1250 ****************************************************************************/ 1252 ****************************************************************************/
1253 * we do this by creating a force and inserting it in the 1255 * we do this by creating a force and inserting it in the
1254 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1257 */ 1259 */
1258int 1260static int
1259make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1260{ 1262{
1261 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1262 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1263 return 0; 1265 return 0;
1264 1266
1265 object *tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1266 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1267 tmp->stats.food = time; 1269 tmp->stats.food = time;
1268 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1269 tmp->glow_radius = radius; 1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1271 tmp->glow_radius = MAX_LIGHT_RADII;
1272
1273 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1274 1273
1275 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1276 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1277 1276
1278 return 1; 1277 return 1;
1279} 1278}
1280 1279
1281int 1280int
1282cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1283{ 1282{
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); 1283 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); 1284 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); 1285 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1294 friendly = 1;
1295 1286
1296 /* destruction doesn't use another spell object, so we need 1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1297 * 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 */
1302 skill = op->skill;
1303 if (caster == op)
1304 op->skill = spell_ob->skill;
1305 else if (caster->skill)
1306 op->skill = caster->skill;
1307 else
1308 op->skill = NULL;
1309 1288
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1289 dynbuf buf;
1311 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1312 for (i = -range; i < range; i++)
1313 { 1291 {
1314 for (j = -range; j < range; j++) 1292 mapspace &ms = m->at (nx, ny);
1315 {
1316 m = op->map;
1317 sx = op->x + i;
1318 sy = op->y + j;
1319 1293
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) 1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1325 { 1296 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1297 next = tmp->above;
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1328 break;
1329 1298
1330 if (tmp) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1331 { 1300 {
1332 if (tmp->head)
1333 tmp = tmp->head; 1301 tmp = tmp->head_ ();
1334 1302
1335 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1337 { 1305 {
1338 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1339 { 1307 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1341 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1343 } 1312 }
1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1345 { 1314 {
1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1348 } 1317 }
1349 } 1318 }
1350 } 1319 }
1351 } 1320 }
1352 }
1353 } 1321 }
1354 1322
1355 op->skill = skill;
1356 return 1; 1323 return 1;
1357} 1324}
1358 1325
1359/*************************************************************************** 1326/***************************************************************************
1360 * 1327 *
1361 * CURSE 1328 * CURSE
1362 * 1329 *
1363 ***************************************************************************/ 1330 ***************************************************************************/
1364
1365int 1331int
1366cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1367{ 1333{
1368 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1369 object *tmp, *force; 1335 object *tmp, *force;
1370 1336
1371 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1372 if (!tmp) 1338 if (!tmp)
1373 { 1339 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 op->failmsg ("There is no one in that direction to curse.");
1375 return 0; 1341 return 0;
1376 } 1342 }
1377 1343
1378 tmp = tmp->head_ (); 1344 tmp = tmp->head_ ();
1379 1345
1394 } 1360 }
1395 } 1361 }
1396 1362
1397 if (!force) 1363 if (!force)
1398 { 1364 {
1399 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1400 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1401 1367
1402 if (spell_ob->race) 1368 if (spell_ob->race)
1403 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1404 else 1370 else
1422 1388
1423 return 1; 1389 return 1;
1424 } 1390 }
1425 1391
1426 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1427 force->speed = 1.f;
1428 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1429 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1430 1396
1431 if (god) 1397 if (god)
1432 { 1398 {
1433 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1434 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1447 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1448 1414
1449 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1450 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1451 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1452 return 1; 1419 return 1;
1453
1454} 1420}
1455 1421
1456/********************************************************************** 1422/**********************************************************************
1457 * mood change 1423 * mood change
1458 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1464 */ 1430 */
1465int 1431int
1466mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1467{ 1433{
1468 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1469 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1470 sint16 x, y, nx, ny;
1471 maptile *m;
1472 const char *race; 1436 const char *race;
1473 1437
1474 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1475 * doing it over and over again. 1439 * doing it over and over again.
1476 */ 1440 */
1477 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1478 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1479 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1480 1444
1481 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1482 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1483 * won't ever match anything. 1447 * won't ever match anything.
1484 */ 1448 */
1485 if (!spell->race) 1449 if (!spell->race)
1486 race = NULL; 1450 race = NULL;
1487 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1488 race = god->slaying; 1452 race = god->slaying;
1489 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1490 race = god->race; 1454 race = god->race;
1491 else 1455 else
1492 race = spell->race; 1456 race = spell->race;
1493 1457
1494 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1495 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1496 { 1460 {
1497 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1498 m = op->map;
1499 nx = x;
1500 ny = y;
1501 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1502 if (mflags & P_OUT_OF_MAP)
1503 continue;
1504 1462
1505 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1506 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1507 continue; 1465 continue;
1508 1466
1509 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1510 if (caster && caster->contr 1469 && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1512 continue; 1471 continue;
1513 1472
1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1515 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1516 break; 1475 break;
1517 1476
1518 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1519 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1520 continue; 1479 continue;
1521 1480
1522 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1523 if (tmp->head)
1524 head = tmp->head; 1482 head = tmp->head_ ();
1525 else
1526 head = tmp;
1527 1483
1528 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1529 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1530 continue; 1486 continue;
1531 1487
1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1533 continue; 1489 continue;
1534 1490
1535 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1536 best_at = -1; 1492 best_at = -1;
1537 if (spell->attacktype) 1493 if (spell->attacktype)
1538 { 1494 {
1539 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1540 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1541 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1542 best_at = at; 1498 best_at = at;
1543 1499
1544 if (best_at == -1) 1500 if (best_at == -1)
1545 at = 0; 1501 at = 0;
1546 else 1502 else
1547 { 1503 {
1548 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1549 continue; 1505 continue;
1550 else 1506 else
1551 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1552 } 1508 }
1509
1553 at -= level / 5; 1510 at -= level / 5;
1554 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1555 continue; 1512 continue;
1556 } 1513 }
1557 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1558 { 1515 {
1559 /* 1516 /*
1560 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1561 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1563 1520
1564 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1565 1522
1566 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1567 charm a level 125 monster... 1524 charm a level 125 monster...
1568 1525
1569 Ryo, august 14th 1526 Ryo, august 14th
1570 */ 1527 */
1571 if (head->level > level) 1528 if (head->level > level)
1572 continue; 1529 continue;
1573 1530
1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1575 /* Failed, no effect */ 1532 /* Failed, no effect */
1576 continue; 1533 continue;
1577 } 1534 }
1578 1535
1579 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1580 1538
1581 /* aggravation */ 1539 /* aggravation */
1582 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1583 { 1541 {
1584 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1585 remove_friendly_object (head); 1543 remove_friendly_object (head);
1586 done_one = 1; 1544 done_one = 1;
1587 head->enemy = op; 1545 head->enemy = op;
1588 } 1546 }
1589 1547
1590 /* calm monsters */ 1548 /* calm monsters */
1591 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1592 { 1550 {
1593 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1594 head->enemy = NULL; 1552 head->enemy = NULL;
1595 done_one = 1; 1553 done_one = 1;
1596 } 1554 }
1597 1555
1598 /* berserk monsters */ 1556 /* berserk monsters */
1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1600 { 1558 {
1601 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1602 done_one = 1; 1560 done_one = 1;
1603 } 1561 }
1604 1562
1605 /* charm */ 1563 /* charm */
1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1607 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1608 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1609 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1610 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1611 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1612 head->set_owner (op); 1572 head->set_owner (op);
1613 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1614 add_friendly_object (head); 1574 add_friendly_object (head);
1615 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1616 done_one = 1; 1576 done_one = 1;
1617 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1618 head->stats.exp = 0; 1578 head->stats.exp = 0;
1619 } 1579 }
1620 1580
1621 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1622 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1624 } /* for y */ 1584 }
1625 1585
1626 return 1; 1586 return 1;
1627} 1587}
1628
1629 1588
1630/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1631 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1632 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1633 * op is the spell effect. 1592 * op is the spell effect.
1634 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1635 */ 1594 */
1636
1637void 1595void
1638move_ball_spell (object *op) 1596move_ball_spell (object *op)
1639{ 1597{
1640 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1641 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1660 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1661 { 1619 {
1662 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1663 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1664 */ 1622 */
1665
1666 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1667 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1668 1625
1669 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1670 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1672 { 1629 {
1673 dir = tmpdir; 1630 dir = tmpdir;
1674 break; 1631 break;
1675 } 1632 }
1676 } 1633 }
1634
1677 if (dir == 0) 1635 if (dir == 0)
1678 { 1636 {
1679 nx = op->x; 1637 nx = op->x;
1680 ny = op->y; 1638 ny = op->y;
1681 m = op->map; 1639 m = op->map;
1707 1665
1708 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1709 { 1667 {
1710 if (j) 1668 if (j)
1711 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1712 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1713
1714 } 1672 }
1715 1673
1716 /* insert the other arch */ 1674 /* insert the other arch */
1717 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1718 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1719 } 1677 }
1720 1678
1721 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1722 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1723 1681
1732 1690
1733 op->direction = i; 1691 op->direction = i;
1734 } 1692 }
1735} 1693}
1736 1694
1737
1738/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1739 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1740 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1741 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1742 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1743 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1744 */ 1701 */
1745
1746void 1702void
1747move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1748{ 1704{
1749#if 0 1705#if 0
1750 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1751 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1752 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1753 int adjustdir; 1709 int adjustdir;
1754 maptile *m; 1710 maptile *m;
1755#endif 1711#endif
1756 int basedir;
1757 object *owner; 1712 object *owner = op->env;
1758 1713
1759 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1760 if (op->duration == 0 || owner == NULL)
1761 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1762 op->destroy (); 1717 op->destroy ();
1763 return; 1718 return;
1764 } 1719 }
1765 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1766 op->duration--; 1727 op->duration--;
1767 1728
1768 basedir = op->direction; 1729 int basedir = op->direction;
1769 if (basedir == 0) 1730 if (!basedir)
1770 { 1731 {
1771 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1773 } 1735 }
1774 1736
1775#if 0 1737#if 0
1776 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1838 { 1800 {
1839 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1840 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1843 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1844 } 1806 }
1845} 1807}
1846
1847
1848
1849 1808
1850/* fire_swarm: 1809/* fire_swarm:
1851 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1852 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1853 * the parts of the swarm. 1812 * the parts of the swarm.
1856 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1857 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1858 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1859 * n: the number to be fired. 1818 * n: the number to be fired.
1860 */ 1819 */
1861
1862int 1820int
1863fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1864{ 1822{
1865 object *tmp;
1866 int i;
1867
1868 if (!spell->other_arch) 1823 if (!spell->other_arch)
1869 return 0; 1824 return 0;
1870 1825
1871 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1873 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1874
1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1876 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1877
1878 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1879 1832
1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1881 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1882 return 1; 1835 return 1;
1883 1836
1884 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1885 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1887 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1888 tmp->direction = dir; 1843 tmp->direction = dir;
1889 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1890 1846
1891 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1892 return 1; 1849 return 1;
1893} 1850}
1894
1895 1851
1896/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1897 * function. 1853 * function.
1898 */ 1854 */
1899int 1855int
1904 int dam, mflags; 1860 int dam, mflags;
1905 maptile *m; 1861 maptile *m;
1906 1862
1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1908 1864
1909 if (!dir) 1865 if (dir)
1910 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1912 return 0;
1913 } 1866 {
1914
1915 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1916 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1917 m = op->map; 1869 m = op->map;
1918 1870
1919 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1920 1872
1921 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1922 { 1874 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1924 return 0; 1876 return 0;
1925 } 1877 }
1926 1878
1927 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1928 { 1880 {
1929 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1930 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1931 { 1883 {
1932 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head) 1885 if (target->head)
1934 target = target->head; 1886 target = target->head;
1887
1935 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1936 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1937 } 1891 }
1938 }
1939 1892
1940 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1941 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1942 { 1895 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1944 return 0; 1897 return 0;
1898 }
1945 } 1899 }
1946 1900
1947 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1948 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1949 if (!tmp) 1903 if (!tmp)
1950 { 1904 {
1951 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1952 return 0; 1906 return 0;
1953 } 1907 }
1908
1954 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1955 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1956 { 1912 tmp->set_glow_radius (
1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1958 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1959 tmp->glow_radius = MAX_LIGHT_RADII;
1960 }
1961 1915
1916 if (dir)
1962 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1963 return 1; 1921 return 1;
1964} 1922}
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.
2013 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
2014 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
2015 { 1973 {
2016 /* search this square for a victim */ 1974 /* search this square for a victim */
2017 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2018 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2019 { /* found a victim */ 1977 { /* found a victim */
2020 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
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 ) disease->stats.wc += dur_mod / 2;
2029 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
2030 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2031 if (disease->magic > 0) 1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2032 disease->magic += dur_mod / 8;
2033
2034 if (disease->stats.maxhp > 0)
2035 disease->stats.maxhp += dur_mod;
2036
2037 if (disease->stats.maxgrace > 0)
2038 disease->stats.maxgrace += dur_mod;
2039
2040 if (disease->stats.dam)
2041 {
2042 if (disease->stats.dam > 0)
2043 disease->stats.dam += dam_mod;
2044 else
2045 disease->stats.dam -= dam_mod;
2046 }
2047 1990
2048 if (disease->last_sp) 1991 if (disease->last_sp)
2049 { 1992 {
2050 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2051 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2052 disease->last_sp = 1; 1996 disease->last_sp = 1;
2053 } 1997 }
2054 1998
2055 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2056 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2057 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2058 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2059 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2060 disease->stats.maxsp -= dam_mod; 2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2061 }
2062
2063 if (disease->stats.ac)
2064 disease->stats.ac += dam_mod;
2065
2066 if (disease->last_eat)
2067 disease->last_eat -= dam_mod;
2068
2069 if (disease->stats.hp)
2070 disease->stats.hp -= dam_mod;
2071
2072 if (disease->stats.sp)
2073 disease->stats.sp -= dam_mod;
2074 2005
2075 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2076 { 2007 {
2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2008 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2078 2009
2079 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2081 return 1; 2012 return 1;
2082 } 2013 }
2083 2014
2084 disease->destroy (); 2015 disease->destroy ();
2085 } 2016 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines