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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 1.88 by root, Mon Oct 12 14:00:59 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 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
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
42void 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 (QUERY_FLAG (tmp, FLAG_WIZ))
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 (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, 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.
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
115void 113void
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 */
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
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;
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
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 (!QUERY_FLAG (tmp, 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;
396void 394void
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 */
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
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 (QUERY_FLAG (tmp, 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 (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 534 {
530 op->destroy (); 535 op->destroy ();
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
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)
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 708
706void 709void
707move_cone (object *op) 710move_cone (object *op)
708{ 711{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 713 if (!op->map)
713 { 714 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 716 op->set_speed (0);
735 } 736 }
736#endif 737#endif
737 738
738 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
739 740
741 if (!op->is_on_map ())
742 return;
743
740 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
742 * degree. 746 * degree.
743 */ 747 */
744 if (op->weight) 748 if (op->weight)
749 {
745 check_spell_knockback (op); 750 check_spell_knockback (op);
746 751
747 if (op->destroyed ()) 752 if (!op->is_on_map ())
748 return; 753 return;
754 }
749 755
750 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
751 { 757 {
752 op->destroy (); 758 op->destroy ();
753 return; 759 return;
754 } 760 }
755 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
760 { 766 {
761 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
762 return; 768 return;
763 } 769 }
764 770
765 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
766 { 772 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 774
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 776 {
821 */ 827 */
822 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
823 829
824 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
825 { 831 {
826 sint16 x, y, d; 832 sint16 x, y;
827 833
828 /* We can't use absdir here, because it never returns 834 /* 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 835 * 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 836 * of the trap (d==0). If it is not a rune, then we don't want
831 * to hit that person. 837 * to hit that person.
832 */ 838 */
833 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838 840
839 /* If it's not a rune, we don't want to blast the caster. 841 /* 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, 842 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
862 864
863 success = 1; 865 success = 1;
864 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 867 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
869 871
870 /* holy word stuff */ 872 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 939 * op is the original bomb object.
938 */ 940 */
939void 941void
940animate_bomb (object *op) 942animate_bomb (object *op)
941{ 943{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 945 return;
947 946
948 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
949 948
950 if (op->env) 949 if (op->env)
951 { 950 {
952 if (env->map == NULL) 951 if (!env->map)
953 return; 952 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 953
958 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
959 return; 955 return;
960 } 956 }
961 957
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // 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 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried. 960 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
966 { 962 {
967 op->destroy (); 963 op->destroy ();
968 return; 964 return;
969 } 965 }
970 966
972 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 969 * so just set up the appropriate values.
974 */ 970 */
975 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
976 { 972 {
977 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
978 { 974 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 976 continue;
981 977
982 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
983 tmp->direction = i; 979 tmp->direction = i;
984 tmp->range = op->range; 980 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 982 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1001} 997}
1002 998
1003int 999int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1001{
1006
1007 object *tmp; 1002 object *tmp;
1008 int mflags; 1003 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1005 maptile *m;
1011 1006
1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1016 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1018 return 0;
1019 }
1017 } 1020 }
1021
1018 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1019 1023
1020 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1106 * interesting spell. 1110 * interesting spell.
1107 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1108 * can't be friendly to your god. 1112 * can't be friendly to your god.
1109 */ 1113 */
1110 1114
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1113 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1114 { 1120 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116 return 0; 1122 return 0;
1117 } 1123 }
1118 1124
1120 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1121 else 1127 else
1122 return 0; 1128 return 0;
1123 1129
1124 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1134 {
1129 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1131 else 1137 else
1132 { 1138 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134 return 0; 1140 return 0;
1135 } 1141 }
1185 1191
1186/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1187void 1193void
1188move_missile (object *op) 1194move_missile (object *op)
1189{ 1195{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1196 { 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1197 op->destroy (); 1207 op->destroy ();
1198 return; 1208 return;
1199 } 1209 }
1200 1210
1201 owner = op->owner; 1211 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 1212
1213 new_x = op->x + DIRX (op); 1213 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 { 1214 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1223 */ 1218 */
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 (); 1219 op->destroy ();
1235 return; 1220 return;
1236 } 1221 }
1237 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1240 { 1231 {
1241 op->direction = i; 1232 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1243 } 1234 }
1244 1235
1245 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1246} 1237}
1247 1238
1248/**************************************************************************** 1239/****************************************************************************
1249 * Destruction 1240 * Destruction
1250 ****************************************************************************/ 1241 ****************************************************************************/
1264 1255
1265 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1266 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1267 tmp->stats.food = time; 1258 tmp->stats.food = time;
1268 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1269 tmp->glow_radius = radius; 1260 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); 1261 tmp = insert_ob_in_ob (tmp, op);
1274 1262
1275 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1276 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1277 1265
1278 return 1; 1266 return 1;
1279} 1267}
1280 1268
1281int 1269int
1282cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1283{ 1271{
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); 1272 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); 1273 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); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1293 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1294 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1295 1277
1296 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1297 * update op's skill pointer so that exp is properly awarded. 1279 * 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 */ 1280 */
1302 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1303 if (caster == op) 1283 if (caster == op)
1304 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1305 else if (caster->skill) 1285 else if (caster->skill)
1306 op->skill = caster->skill; 1286 op->skill = caster->skill;
1307 else 1287 else
1308 op->skill = NULL; 1288 op->skill = 0;
1309 1289
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1311 1291
1312 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1313 { 1293 {
1314 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1315 {
1316 m = op->map;
1317 sx = op->x + i;
1318 sy = op->y + j;
1319 1295
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) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1325 { 1299 {
1326 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1327 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1328 break;
1329 1301
1330 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1331 { 1304 {
1332 if (tmp->head) 1305 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 { 1306 {
1338 if (spell_ob->subtype == SP_DESTRUCTION)
1339 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1341 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1343 } 1311 }
1344 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1345 { 1313 {
1346 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1347 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1348 }
1349 } 1316 }
1350 } 1317 }
1351 } 1318 }
1352 }
1353 } 1319 }
1354 1320
1355 op->skill = skill; 1321 op->skill = skill;
1356 return 1; 1322 return 1;
1357} 1323}
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 unordered_mapwalk (op, -range, -range, range, range)
1495 for (y = op->y - range; y <= op->y + range; y++)
1496 { 1459 {
1497 done_one = 0; 1460 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 1461
1505 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1506 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1507 continue; 1464 continue;
1508 1465
1509 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1510 if (caster && caster->contr 1468 && caster->contr
1511 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1512 continue; 1470 continue;
1513 1471
1514 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1515 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1516 break; 1474 break;
1517 1475
1518 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1519 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1520 continue; 1478 continue;
1521 1479
1522 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1523 if (tmp->head)
1524 head = tmp->head; 1481 head = tmp->head_ ();
1525 else
1526 head = tmp;
1527 1482
1528 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1529 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1530 continue; 1485 continue;
1531 1486
1532 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1533 continue; 1488 continue;
1534 1489
1535 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1536 best_at = -1; 1491 best_at = -1;
1537 if (spell->attacktype) 1492 if (spell->attacktype)
1538 { 1493 {
1539 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1540 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1541 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1542 best_at = at; 1497 best_at = at;
1543 1498
1544 if (best_at == -1) 1499 if (best_at == -1)
1545 at = 0; 1500 at = 0;
1546 else 1501 else
1547 { 1502 {
1548 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1549 continue; 1504 continue;
1550 else 1505 else
1551 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1552 } 1507 }
1508
1553 at -= level / 5; 1509 at -= level / 5;
1554 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1555 continue; 1511 continue;
1556 } 1512 }
1557 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1558 { 1514 {
1559 /* 1515 /*
1560 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1561 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1563 1519
1564 The chance will then be in the range [20-70] percent, not too bad. 1520 The chance will then be in the range [20-70] percent, not too bad.
1565 1521
1566 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1567 charm a level 125 monster... 1523 charm a level 125 monster...
1568 1524
1569 Ryo, august 14th 1525 Ryo, august 14th
1570 */ 1526 */
1571 if (head->level > level) 1527 if (head->level > level)
1572 continue; 1528 continue;
1573 1529
1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1575 /* Failed, no effect */ 1531 /* Failed, no effect */
1576 continue; 1532 continue;
1577 } 1533 }
1578 1534
1579 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1580 1537
1581 /* aggravation */ 1538 /* aggravation */
1582 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1583 { 1540 {
1584 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1585 remove_friendly_object (head); 1542 remove_friendly_object (head);
1586 done_one = 1; 1543 done_one = 1;
1587 head->enemy = op; 1544 head->enemy = op;
1588 } 1545 }
1589 1546
1590 /* calm monsters */ 1547 /* calm monsters */
1591 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1592 { 1549 {
1593 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1594 head->enemy = NULL; 1551 head->enemy = NULL;
1595 done_one = 1; 1552 done_one = 1;
1596 } 1553 }
1597 1554
1598 /* berserk monsters */ 1555 /* berserk monsters */
1599 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1600 { 1557 {
1601 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1602 done_one = 1; 1559 done_one = 1;
1603 } 1560 }
1604 1561
1605 /* charm */ 1562 /* charm */
1606 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1607 { 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1608 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1609 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 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. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1611 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1612 head->set_owner (op); 1571 head->set_owner (op);
1613 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1614 add_friendly_object (head); 1573 add_friendly_object (head);
1615 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1616 done_one = 1; 1575 done_one = 1;
1617 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1618 head->stats.exp = 0; 1577 head->stats.exp = 0;
1619 } 1578 }
1620 1579
1621 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1622 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1623 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1624 } /* for y */ 1583 }
1625 1584
1626 return 1; 1585 return 1;
1627} 1586}
1628
1629 1587
1630/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* 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 1589 * about. was called move_ball_lightning, but since more than the ball
1632 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1633 * op is the spell effect. 1591 * op is the spell effect.
1634 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1635 */ 1593 */
1636
1637void 1594void
1638move_ball_spell (object *op) 1595move_ball_spell (object *op)
1639{ 1596{
1640 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1641 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1660 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1661 { 1618 {
1662 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1663 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1664 */ 1621 */
1665
1666 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1667 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1668 1624
1669 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1670 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1672 { 1628 {
1673 dir = tmpdir; 1629 dir = tmpdir;
1674 break; 1630 break;
1675 } 1631 }
1676 } 1632 }
1633
1677 if (dir == 0) 1634 if (dir == 0)
1678 { 1635 {
1679 nx = op->x; 1636 nx = op->x;
1680 ny = op->y; 1637 ny = op->y;
1681 m = op->map; 1638 m = op->map;
1707 1664
1708 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1665 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1709 { 1666 {
1710 if (j) 1667 if (j)
1711 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1712 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1713
1714 } 1671 }
1715 1672
1716 /* insert the other arch */ 1673 /* insert the other arch */
1717 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1674 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); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1732 1689
1733 op->direction = i; 1690 op->direction = i;
1734 } 1691 }
1735} 1692}
1736 1693
1737
1738/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1739 * This is an implementation of the swarm spell. It was written for 1695 * 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 1696 * 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 1697 * 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 1698 * 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. 1699 * from a set of squares surrounding the caster, in a given direction.
1744 */ 1700 */
1745
1746void 1701void
1747move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1748{ 1703{
1749#if 0 1704#if 0
1750 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1705 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 }; 1706 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; 1707 sint16 target_x, target_y, origin_x, origin_y;
1753 int adjustdir; 1708 int adjustdir;
1754 maptile *m; 1709 maptile *m;
1755#endif 1710#endif
1756 int basedir;
1757 object *owner; 1711 object *owner = op->env;
1758 1712
1759 owner = op->owner; 1713 if (!owner) // MUST not happen, remove when true TODO
1760 if (op->duration == 0 || owner == NULL)
1761 { 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1762 op->destroy (); 1716 op->destroy ();
1763 return; 1717 return;
1764 } 1718 }
1765 1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1766 op->duration--; 1726 op->duration--;
1767 1727
1768 basedir = op->direction; 1728 int basedir = op->direction;
1769 if (basedir == 0) 1729 if (!basedir)
1770 { 1730 {
1771 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1772 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1773 } 1734 }
1774 1735
1775#if 0 1736#if 0
1776 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1777 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1838 { 1799 {
1839 /* Bullet spells have a bunch more customization that needs to be done */ 1800 /* Bullet spells have a bunch more customization that needs to be done */
1840 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1841 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1842 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1843 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1804 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1844 } 1805 }
1845} 1806}
1846
1847
1848
1849 1807
1850/* fire_swarm: 1808/* fire_swarm:
1851 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1852 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1853 * the parts of the swarm. 1811 * the parts of the swarm.
1856 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1857 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1858 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1859 * n: the number to be fired. 1817 * n: the number to be fired.
1860 */ 1818 */
1861
1862int 1819int
1863fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1864{ 1821{
1865 object *tmp;
1866 int i;
1867
1868 if (!spell->other_arch) 1822 if (!spell->other_arch)
1869 return 0; 1823 return 0;
1870 1824
1871 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1872 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1826
1873 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1874
1875 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1828 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1876 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1877
1878 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1879 1831
1880 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1881 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1882 return 1; 1834 return 1;
1883 1835
1884 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1885 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1886 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1887 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1888 tmp->direction = dir; 1842 tmp->direction = dir;
1889 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1890 1845
1891 tmp->insert_at (op, op); 1846 op->insert (tmp);
1847
1892 return 1; 1848 return 1;
1893} 1849}
1894
1895 1850
1896/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1897 * function. 1852 * function.
1898 */ 1853 */
1899int 1854int
1904 int dam, mflags; 1859 int dam, mflags;
1905 maptile *m; 1860 maptile *m;
1906 1861
1907 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1908 1863
1909 if (!dir) 1864 if (dir)
1910 {
1911 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1912 return 0;
1913 } 1865 {
1914
1915 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1916 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1917 m = op->map; 1868 m = op->map;
1918 1869
1919 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1920 1871
1921 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1922 { 1873 {
1923 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1924 return 0; 1875 return 0;
1925 } 1876 }
1926 1877
1927 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1928 { 1879 {
1929 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1880 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1930 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1931 { 1882 {
1932 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1933 if (target->head) 1884 if (target->head)
1934 target = target->head; 1885 target = target->head;
1886
1935 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1936 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1937 } 1890 }
1938 }
1939 1891
1940 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1941 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1893 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1942 { 1894 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1944 return 0; 1896 return 0;
1897 }
1945 } 1898 }
1946 1899
1947 /* ok, looks groovy to just insert a new light on the map */ 1900 /* ok, looks groovy to just insert a new light on the map */
1948 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1949 if (!tmp) 1902 if (!tmp)
1950 { 1903 {
1951 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1952 return 0; 1905 return 0;
1953 } 1906 }
1907
1954 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1955 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1956 { 1911 tmp->set_glow_radius (
1957 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1958 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1959 tmp->glow_radius = MAX_LIGHT_RADII;
1960 }
1961 1914
1915 if (dir)
1962 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1963 return 1; 1920 return 1;
1964} 1921}
1965 1922
1966/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1924 * player and infects someone.
2020 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2021 1978
2022 disease->set_owner (op); 1979 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2026 1983
2027 /* do level adjustments */ 1984 /* do level adjustments */
2028 if (disease->stats.wc) 1985 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2030 1987

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