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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 2009 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 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 * Deliantra 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
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;
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
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 524 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 526 {
525 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
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 531 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 533 {
530 op->destroy (); 534 op->destroy ();
541 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
542 */ 546 */
543void 547void
544move_bullet (object *op) 548move_bullet (object *op)
545{ 549{
546 sint16 new_x, new_y;
547 int mflags;
548 maptile *m;
549
550#if 0 550#if 0
551 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
552 552
553 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
554 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
569 op->destroy (); 569 op->destroy ();
570 570
571 return; 571 return;
572 } 572 }
573 573
574 new_x = op->x + DIRX (op); 574 mapxy pos (op);
575 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
576 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 576
579 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
580 { 578 {
581 op->destroy (); 579 op->destroy ();
582 return; 580 return;
583 } 581 }
584 582
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
586 { 588 {
587 if (op->other_arch) 589 if (op->other_arch)
588 explode_bullet (op); 590 explode_bullet (op);
589 else 591 else
590 op->destroy (); 592 op->destroy ();
591 593
592 return; 594 return;
593 } 595 }
594 596
595 if (!(op = m->insert (op, new_x, new_y, op))) 597 if (!(op = pos.insert (op, op)))
596 return; 598 return;
597 599
598 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
599 { 601 {
600 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
619 int mflags; 621 int mflags;
620 622
621 if (!spob->other_arch) 623 if (!spob->other_arch)
622 return 0; 624 return 0;
623 625
624 tmp = arch_to_object (spob->other_arch); 626 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 627 if (!tmp)
626 return 0; 628 return 0;
627 629
628 /* peterm: level dependency for bolts */ 630 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 631 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype; 632 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 633 if (spob->slaying)
632 tmp->slaying = spob->slaying; 634 tmp->slaying = spob->slaying;
633 635
643 SET_ANIMATION (tmp, dir); 645 SET_ANIMATION (tmp, dir);
644 646
645 tmp->set_owner (op); 647 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 648 set_spell_skill (op, caster, spob, tmp);
647 649
648 tmp->x = op->x + freearr_x[dir]; 650 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 651 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 652 tmp->map = op->map;
651 653
652 maptile *newmap; 654 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 655 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 656 if (mflags & P_OUT_OF_MAP)
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 706/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 707
706void 708void
707move_cone (object *op) 709move_cone (object *op)
708{ 710{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 712 if (!op->map)
713 { 713 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 715 op->set_speed (0);
735 } 735 }
736#endif 736#endif
737 737
738 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
739 739
740 if (!op->is_on_map ())
741 return;
742
740 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
742 * degree. 745 * degree.
743 */ 746 */
744 if (op->weight) 747 if (op->weight)
748 {
745 check_spell_knockback (op); 749 check_spell_knockback (op);
746 750
747 if (op->destroyed ()) 751 if (!op->is_on_map ())
748 return; 752 return;
753 }
749 754
750 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
751 { 756 {
752 op->destroy (); 757 op->destroy ();
753 return; 758 return;
754 } 759 }
755 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
760 { 765 {
761 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
762 return; 767 return;
763 } 768 }
764 769
765 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
766 { 771 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 773
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 775 {
821 */ 826 */
822 movetype = spell->other_arch->move_type; 827 movetype = spell->other_arch->move_type;
823 828
824 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
825 { 830 {
826 sint16 x, y, d; 831 sint16 x, y;
827 832
828 /* We can't use absdir here, because it never returns 833 /* 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 834 * 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 835 * of the trap (d==0). If it is not a rune, then we don't want
831 * to hit that person. 836 * to hit that person.
832 */ 837 */
833 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838 839
839 /* If it's not a rune, we don't want to blast the caster. 840 /* 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, 841 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
862 863
863 success = 1; 864 success = 1;
864 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 866 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
869 870
870 /* holy word stuff */ 871 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 938 * op is the original bomb object.
938 */ 939 */
939void 940void
940animate_bomb (object *op) 941animate_bomb (object *op)
941{ 942{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 943 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 944 return;
947 945
948 env = object_get_env_recursive (op); 946 object *env = op->outer_env ();
949 947
950 if (op->env) 948 if (op->env)
951 { 949 {
952 if (env->map == NULL) 950 if (!env->map)
953 return; 951 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 952
958 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
959 return; 954 return;
960 } 955 }
961 956
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // 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 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried. 959 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
966 { 961 {
967 op->destroy (); 962 op->destroy ();
968 return; 963 return;
969 } 964 }
970 965
972 * but using the cast_bullet isn't really feasible, 967 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 968 * so just set up the appropriate values.
974 */ 969 */
975 if (archetype *at = archetype::find (SPLINT)) 970 if (archetype *at = archetype::find (SPLINT))
976 { 971 {
977 for (i = 1; i < 9; i++) 972 for (int i = 1; i < 9; i++)
978 { 973 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 974 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 975 continue;
981 976
982 tmp = arch_to_object (at); 977 object *tmp = arch_to_object (at);
983 tmp->direction = i; 978 tmp->direction = i;
984 tmp->range = op->range; 979 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 980 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 981 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 982 tmp->attacktype = op->attacktype;
1001} 996}
1002 997
1003int 998int
1004create_bomb (object *op, object *caster, int dir, object *spell) 999create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1000{
1006
1007 object *tmp; 1001 object *tmp;
1008 int mflags; 1002 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1004 maptile *m;
1011 1005
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1015 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1017 return 0;
1018 }
1017 } 1019 }
1020
1018 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1019 1022
1020 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1024 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1025 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1106 * interesting spell. 1109 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god. 1111 * can't be friendly to your god.
1109 */ 1112 */
1110 1113
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1114 { 1119 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116 return 0; 1121 return 0;
1117 } 1122 }
1118 1123
1120 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1121 else 1126 else
1122 return 0; 1127 return 0;
1123 1128
1124 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1133 {
1129 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1131 else 1136 else
1132 { 1137 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134 return 0; 1139 return 0;
1135 } 1140 }
1185 1190
1186/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1187void 1192void
1188move_missile (object *op) 1193move_missile (object *op)
1189{ 1194{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1196 { 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1205 {
1197 op->destroy (); 1206 op->destroy ();
1198 return; 1207 return;
1199 } 1208 }
1200 1209
1201 owner = op->owner; 1210 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 1211
1213 new_x = op->x + DIRX (op); 1212 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 { 1213 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1223 */ 1217 */
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 (); 1218 op->destroy ();
1235 return; 1219 return;
1236 } 1220 }
1237 1221
1222 if (!op->direction)
1223 {
1224 op->destroy ();
1225 return;
1226 }
1227
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1240 { 1230 {
1241 op->direction = i; 1231 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1243 } 1233 }
1244 1234
1245 m->insert (op, new_x, new_y, op); 1235 pos.insert (op, op);
1246} 1236}
1247 1237
1248/**************************************************************************** 1238/****************************************************************************
1249 * Destruction 1239 * Destruction
1250 ****************************************************************************/ 1240 ****************************************************************************/
1264 1254
1265 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1266 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1267 tmp->stats.food = time; 1257 tmp->stats.food = time;
1268 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1269 tmp->glow_radius = radius; 1259 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); 1260 tmp = insert_ob_in_ob (tmp, op);
1274 1261
1275 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1276 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1277 1264
1278 return 1; 1265 return 1;
1279} 1266}
1280 1267
1281int 1268int
1282cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1283{ 1270{
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); 1271 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); 1272 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); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1294 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1295 1276
1296 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1297 * update op's skill pointer so that exp is properly awarded. 1278 * 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 */ 1279 */
1302 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1303 if (caster == op) 1282 if (caster == op)
1304 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1305 else if (caster->skill) 1284 else if (caster->skill)
1306 op->skill = caster->skill; 1285 op->skill = caster->skill;
1307 else 1286 else
1308 op->skill = NULL; 1287 op->skill = 0;
1309 1288
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1311 1290
1312 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1313 { 1292 {
1314 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1315 {
1316 m = op->map;
1317 sx = op->x + i;
1318 sy = op->y + j;
1319 1294
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) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1325 { 1298 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1328 break;
1329 1300
1330 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1331 { 1303 {
1332 if (tmp->head) 1304 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 { 1305 {
1338 if (spell_ob->subtype == SP_DESTRUCTION)
1339 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1341 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1343 } 1310 }
1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1345 { 1312 {
1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1348 }
1349 } 1315 }
1350 } 1316 }
1351 } 1317 }
1352 }
1353 } 1318 }
1354 1319
1355 op->skill = skill; 1320 op->skill = skill;
1356 return 1; 1321 return 1;
1357} 1322}
1464 */ 1429 */
1465int 1430int
1466mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1467{ 1432{
1468 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1469 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1470 sint16 x, y, nx, ny;
1471 maptile *m;
1472 const char *race; 1435 const char *race;
1473 1436
1474 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1475 * doing it over and over again. 1438 * doing it over and over again.
1476 */ 1439 */
1477 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1478 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1479 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1480 1443
1481 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1482 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1483 * won't ever match anything. 1446 * won't ever match anything.
1484 */ 1447 */
1485 if (!spell->race) 1448 if (!spell->race)
1486 race = NULL; 1449 race = NULL;
1487 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1488 race = god->slaying; 1451 race = god->slaying;
1489 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1490 race = god->race; 1453 race = god->race;
1491 else 1454 else
1492 race = spell->race; 1455 race = spell->race;
1493 1456
1494 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1495 for (y = op->y - range; y <= op->y + range; y++)
1496 { 1458 {
1497 done_one = 0; 1459 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 1460
1505 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1506 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1507 continue; 1463 continue;
1508 1464
1509 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1510 if (caster && caster->contr 1467 && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1512 continue; 1469 continue;
1513 1470
1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1515 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1516 break; 1473 break;
1517 1474
1518 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1519 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1520 continue; 1477 continue;
1521 1478
1522 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1523 if (tmp->head)
1524 head = tmp->head; 1480 head = tmp->head_ ();
1525 else
1526 head = tmp;
1527 1481
1528 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1529 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1530 continue; 1484 continue;
1531 1485
1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1533 continue; 1487 continue;
1534 1488
1535 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1536 best_at = -1; 1490 best_at = -1;
1537 if (spell->attacktype) 1491 if (spell->attacktype)
1538 { 1492 {
1539 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1540 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1541 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1542 best_at = at; 1496 best_at = at;
1543 1497
1544 if (best_at == -1) 1498 if (best_at == -1)
1545 at = 0; 1499 at = 0;
1546 else 1500 else
1547 { 1501 {
1548 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1549 continue; 1503 continue;
1550 else 1504 else
1551 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1552 } 1506 }
1507
1553 at -= level / 5; 1508 at -= level / 5;
1554 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1555 continue; 1510 continue;
1556 } 1511 }
1557 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1558 { 1513 {
1559 /* 1514 /*
1560 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1561 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1563 1518
1564 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1565 1520
1566 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1567 charm a level 125 monster... 1522 charm a level 125 monster...
1568 1523
1569 Ryo, august 14th 1524 Ryo, august 14th
1570 */ 1525 */
1571 if (head->level > level) 1526 if (head->level > level)
1572 continue; 1527 continue;
1573 1528
1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1575 /* Failed, no effect */ 1530 /* Failed, no effect */
1576 continue; 1531 continue;
1577 } 1532 }
1578 1533
1579 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1580 1536
1581 /* aggravation */ 1537 /* aggravation */
1582 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1583 { 1539 {
1584 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1585 remove_friendly_object (head); 1541 remove_friendly_object (head);
1586 done_one = 1; 1542 done_one = 1;
1587 head->enemy = op; 1543 head->enemy = op;
1588 } 1544 }
1589 1545
1590 /* calm monsters */ 1546 /* calm monsters */
1591 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1592 { 1548 {
1593 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1594 head->enemy = NULL; 1550 head->enemy = NULL;
1595 done_one = 1; 1551 done_one = 1;
1596 } 1552 }
1597 1553
1598 /* berserk monsters */ 1554 /* berserk monsters */
1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1600 { 1556 {
1601 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1602 done_one = 1; 1558 done_one = 1;
1603 } 1559 }
1604 1560
1605 /* charm */ 1561 /* charm */
1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1607 { 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1608 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1609 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1610 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1611 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1612 head->set_owner (op); 1570 head->set_owner (op);
1613 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1614 add_friendly_object (head); 1572 add_friendly_object (head);
1615 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1616 done_one = 1; 1574 done_one = 1;
1617 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1618 head->stats.exp = 0; 1576 head->stats.exp = 0;
1619 } 1577 }
1620 1578
1621 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1622 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1624 } /* for y */ 1582 }
1625 1583
1626 return 1; 1584 return 1;
1627} 1585}
1628
1629 1586
1630/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1631 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1632 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1633 * op is the spell effect. 1590 * op is the spell effect.
1634 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1635 */ 1592 */
1636
1637void 1593void
1638move_ball_spell (object *op) 1594move_ball_spell (object *op)
1639{ 1595{
1640 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1641 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1660 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1661 { 1617 {
1662 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1663 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1664 */ 1620 */
1665
1666 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1667 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1668 1623
1669 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1670 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1672 { 1627 {
1673 dir = tmpdir; 1628 dir = tmpdir;
1674 break; 1629 break;
1675 } 1630 }
1676 } 1631 }
1632
1677 if (dir == 0) 1633 if (dir == 0)
1678 { 1634 {
1679 nx = op->x; 1635 nx = op->x;
1680 ny = op->y; 1636 ny = op->y;
1681 m = op->map; 1637 m = op->map;
1707 1663
1708 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1709 { 1665 {
1710 if (j) 1666 if (j)
1711 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1712 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1713
1714 } 1670 }
1715 1671
1716 /* insert the other arch */ 1672 /* insert the other arch */
1717 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1718 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1732 1688
1733 op->direction = i; 1689 op->direction = i;
1734 } 1690 }
1735} 1691}
1736 1692
1737
1738/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1739 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1740 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1741 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1742 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1743 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1744 */ 1699 */
1745
1746void 1700void
1747move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1748{ 1702{
1749#if 0 1703#if 0
1750 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1751 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1752 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1753 int adjustdir; 1707 int adjustdir;
1754 maptile *m; 1708 maptile *m;
1755#endif 1709#endif
1756 int basedir;
1757 object *owner; 1710 object *owner = op->env;
1758 1711
1759 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1760 if (op->duration == 0 || owner == NULL)
1761 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1762 op->destroy (); 1715 op->destroy ();
1763 return; 1716 return;
1764 } 1717 }
1765 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1766 op->duration--; 1725 op->duration--;
1767 1726
1768 basedir = op->direction; 1727 int basedir = op->direction;
1769 if (basedir == 0) 1728 if (!basedir)
1770 { 1729 {
1771 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1773 } 1733 }
1774 1734
1775#if 0 1735#if 0
1776 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1838 { 1798 {
1839 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1840 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1843 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1844 } 1804 }
1845} 1805}
1846
1847
1848
1849 1806
1850/* fire_swarm: 1807/* fire_swarm:
1851 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1852 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1853 * the parts of the swarm. 1810 * the parts of the swarm.
1856 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1857 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1858 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1859 * n: the number to be fired. 1816 * n: the number to be fired.
1860 */ 1817 */
1861
1862int 1818int
1863fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1864{ 1820{
1865 object *tmp;
1866 int i;
1867
1868 if (!spell->other_arch) 1821 if (!spell->other_arch)
1869 return 0; 1822 return 0;
1870 1823
1871 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1825
1873 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1874
1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1876 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1877
1878 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1879 1830
1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1881 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1882 return 1; 1833 return 1;
1883 1834
1884 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1885 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1887 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1888 tmp->direction = dir; 1841 tmp->direction = dir;
1889 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1890 1844
1891 tmp->insert_at (op, op); 1845 op->insert (tmp);
1846
1892 return 1; 1847 return 1;
1893} 1848}
1894
1895 1849
1896/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1897 * function. 1851 * function.
1898 */ 1852 */
1899int 1853int
1904 int dam, mflags; 1858 int dam, mflags;
1905 maptile *m; 1859 maptile *m;
1906 1860
1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1908 1862
1909 if (!dir) 1863 if (dir)
1910 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1912 return 0;
1913 } 1864 {
1914
1915 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1916 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1917 m = op->map; 1867 m = op->map;
1918 1868
1919 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1920 1870
1921 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1922 { 1872 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1924 return 0; 1874 return 0;
1925 } 1875 }
1926 1876
1927 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1928 { 1878 {
1929 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1930 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1931 { 1881 {
1932 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head) 1883 if (target->head)
1934 target = target->head; 1884 target = target->head;
1885
1935 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1936 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1937 } 1889 }
1938 }
1939 1890
1940 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1941 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1942 { 1893 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1944 return 0; 1895 return 0;
1896 }
1945 } 1897 }
1946 1898
1947 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1948 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1949 if (!tmp) 1901 if (!tmp)
1950 { 1902 {
1951 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1952 return 0; 1904 return 0;
1953 } 1905 }
1906
1954 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1955 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1956 { 1910 tmp->set_glow_radius (
1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1958 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1959 tmp->glow_radius = MAX_LIGHT_RADII;
1960 }
1961 1913
1914 if (dir)
1962 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1963 return 1; 1919 return 1;
1964} 1920}
1965 1921
1966/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1923 * player and infects someone.
2020 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
2021 1977
2022 disease->set_owner (op); 1978 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2026 1982
2027 /* do level adjustments */ 1983 /* do level adjustments */
2028 if (disease->stats.wc) 1984 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2030 1986

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