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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.50 by root, Sun Apr 20 23:25:09 2008 UTC vs.
Revision 1.75 by root, Sun Dec 28 08:08:25 2008 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 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 }
435 } 432 }
436 433
437 if (op->attacktype) 434 if (op->attacktype)
438 { 435 {
439 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
440 if (op->destroyed ()) 438 if (op->destroyed ())
441 return; 439 return;
442 } 440 }
443 441
444 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
447 tmp->set_owner (op); 445 tmp->set_owner (op);
448 tmp->skill = op->skill; 446 tmp->skill = op->skill;
449 447
450 owner = op->owner; 448 owner = op->owner;
451 449
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
453 { 454 {
454 op->destroy (); 455 op->destroy ();
455 return; 456 return;
456 } 457 }
457 458
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 524 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 526 {
526 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
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 531 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 533 {
531 op->destroy (); 534 op->destroy ();
620 int mflags; 623 int mflags;
621 624
622 if (!spob->other_arch) 625 if (!spob->other_arch)
623 return 0; 626 return 0;
624 627
625 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 629 if (!tmp)
627 return 0; 630 return 0;
628 631
629 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
631 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 635 if (spob->slaying)
633 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
634 637
644 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
645 648
646 tmp->set_owner (op); 649 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
648 651
649 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 654 tmp->map = op->map;
652 655
653 maptile *newmap; 656 maptile *newmap;
654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
655 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
705/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
706 709
707void 710void
708move_cone (object *op) 711move_cone (object *op)
709{ 712{
710 int i;
711
712 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map) 714 if (!op->map)
714 { 715 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0); 717 op->set_speed (0);
736 } 737 }
737#endif 738#endif
738 739
739 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
740 741
742 if (!op->is_on_map ())
743 return;
744
741 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
742 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
743 * degree. 747 * degree.
744 */ 748 */
745 if (op->weight) 749 if (op->weight)
750 {
746 check_spell_knockback (op); 751 check_spell_knockback (op);
747 752
748 if (op->destroyed ()) 753 if (!op->is_on_map ())
749 return; 754 return;
755 }
750 756
751 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
752 { 758 {
753 op->destroy (); 759 op->destroy ();
754 return; 760 return;
755 } 761 }
756 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
761 { 767 {
762 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
763 return; 769 return;
764 } 770 }
765 771
766 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
767 { 773 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
769 775
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 777 {
863 869
864 success = 1; 870 success = 1;
865 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
866 tmp->set_owner (op); 872 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
870 876
871 /* holy word stuff */ 877 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
947 953
948 if (op->env) 954 if (op->env)
949 { 955 {
950 if (env->map == NULL) 956 if (env->map == NULL)
951 return; 957 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 958
956 if (!(op = op->insert_at (env, op))) 959 if (!(op = op->insert_at (env, op)))
957 return; 960 return;
958 } 961 }
959 962
999} 1002}
1000 1003
1001int 1004int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1006{
1004
1005 object *tmp; 1007 object *tmp;
1006 int mflags; 1008 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m; 1010 maptile *m;
1009 1011
1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1012 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1013
1014 // when creating a bomb below ourself it should always work, even
1015 // when movement is blocked (somehow we got here, somehow we are here,
1016 // so we should also be able to make a bomb here). (originally added
1017 // to fix create bomb traps in doors, which cast with dir=0).
1018 if (dir)
1019 {
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1020 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1021 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1022 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1023 return 0;
1024 }
1015 } 1025 }
1026
1016 tmp = arch_to_object (spell->other_arch); 1027 tmp = arch_to_object (spell->other_arch);
1017 1028
1018 /* level dependencies for bomb */ 1029 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1030 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1031 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1118 effect = arch_to_object (spell->other_arch); 1129 effect = arch_to_object (spell->other_arch);
1119 else 1130 else
1120 return 0; 1131 return 0;
1121 1132
1122 /* tailor the effect by priest level and worshipped God */ 1133 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1134 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1135 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1136 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1137 {
1127 if (tailor_god_spell (effect, op)) 1138 if (tailor_god_spell (effect, op))
1128 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1139 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1183 1194
1184/* op is a missile that needs to be moved */ 1195/* op is a missile that needs to be moved */
1185void 1196void
1186move_missile (object *op) 1197move_missile (object *op)
1187{ 1198{
1188 int i, mflags;
1189 object *owner;
1190 sint16 new_x, new_y;
1191 maptile *m;
1192
1193 if (op->range-- <= 0) 1199 if (op->range-- <= 0)
1194 { 1200 {
1201 op->drop_and_destroy ();
1202 return;
1203 }
1204
1205 mapxy pos (op);
1206 pos.move (op->direction);
1207
1208 if (!pos.normalise ())
1209 {
1195 op->destroy (); 1210 op->destroy ();
1196 return; 1211 return;
1197 } 1212 }
1198 1213
1199 owner = op->owner; 1214 mapspace &ms = pos.ms ();
1200#if 0
1201 /* It'd make things nastier if this wasn't here - spells cast by
1202 * monster that are then killed would continue to survive
1203 */
1204 if (owner == NULL)
1205 {
1206 op->destroy ();
1207 return;
1208 }
1209#endif
1210 1215
1211 new_x = op->x + DIRX (op); 1216 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1212 new_y = op->y + DIRY (op);
1213
1214 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1215
1216 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1217 { 1217 {
1218 hit_map (op, op->direction, AT_MAGIC, 1); 1218 hit_map (op, op->direction, AT_MAGIC, 1);
1219 /* Basically, missile only hits one thing then goes away. 1219 /* Basically, missile only hits one thing then goes away.
1220 * we need to remove it if someone hasn't already done so. 1220 * we need to remove it if someone hasn't already done so.
1221 */ 1221 */
1222 if (!op->destroyed ())
1223 op->destroy ();
1224
1225 return;
1226 }
1227
1228 op->remove ();
1229
1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1231 {
1232 op->destroy (); 1222 op->destroy ();
1233 return; 1223 return;
1234 } 1224 }
1235 1225
1226 if (!op->direction)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231
1236 i = spell_find_dir (m, new_x, new_y, op->owner); 1232 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1237 if (i > 0 && i != op->direction) 1233 if (i > 0 && i != op->direction)
1238 { 1234 {
1239 op->direction = i; 1235 op->direction = i;
1240 SET_ANIMATION (op, op->direction); 1236 SET_ANIMATION (op, op->direction);
1241 } 1237 }
1242 1238
1243 m->insert (op, new_x, new_y, op); 1239 pos.insert (op, op);
1244} 1240}
1245 1241
1246/**************************************************************************** 1242/****************************************************************************
1247 * Destruction 1243 * Destruction
1248 ****************************************************************************/ 1244 ****************************************************************************/
1262 1258
1263 object *tmp = get_archetype (FORCE_NAME); 1259 object *tmp = get_archetype (FORCE_NAME);
1264 tmp->speed = 0.01; 1260 tmp->speed = 0.01;
1265 tmp->stats.food = time; 1261 tmp->stats.food = time;
1266 SET_FLAG (tmp, FLAG_IS_USED_UP); 1262 SET_FLAG (tmp, FLAG_IS_USED_UP);
1267 tmp->glow_radius = radius;
1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1269 tmp->glow_radius = MAX_LIGHT_RADII; 1263 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1270
1271 tmp = insert_ob_in_ob (tmp, op); 1264 tmp = insert_ob_in_ob (tmp, op);
1272 1265
1273 if (tmp->glow_radius > op->glow_radius) 1266 if (tmp->glow_radius > op->glow_radius)
1274 op->glow_radius = tmp->glow_radius; 1267 op->glow_radius = tmp->glow_radius;
1275 1268
1277} 1270}
1278 1271
1279int 1272int
1280cast_destruction (object *op, object *caster, object *spell_ob) 1273cast_destruction (object *op, object *caster, object *spell_ob)
1281{ 1274{
1282 int i, j, range, mflags, friendly = 0, dam, dur;
1283 sint16 sx, sy;
1284 maptile *m;
1285 object *tmp;
1286 const char *skill;
1287
1288 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1275 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1289 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1276 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1290 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1277 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1291 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1278
1292 friendly = 1; 1279 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1293 1280
1294 /* destruction doesn't use another spell object, so we need 1281 /* destruction doesn't use another spell object, so we need
1295 * update op's skill pointer so that exp is properly awarded. 1282 * update op's skill pointer so that exp is properly awarded.
1296 * We do some shortcuts here - since this is just temporary
1297 * and we'll reset the values back, we don't need to go through
1298 * the full share string/free_string route.
1299 */ 1283 */
1300 skill = op->skill; 1284 const shstr skill = op->skill;
1285
1301 if (caster == op) 1286 if (caster == op)
1302 op->skill = spell_ob->skill; 1287 op->skill = spell_ob->skill;
1303 else if (caster->skill) 1288 else if (caster->skill)
1304 op->skill = caster->skill; 1289 op->skill = caster->skill;
1305 else 1290 else
1306 op->skill = NULL; 1291 op->skill = 0;
1307 1292
1308 op->change_skill (find_skill_by_name (op, op->skill)); 1293 op->change_skill (find_skill_by_name (op, op->skill));
1309 1294
1310 for (i = -range; i < range; i++) 1295 unordered_mapwalk (op, -range, -range, range, range)
1311 { 1296 {
1312 for (j = -range; j < range; j++) 1297 mapspace &ms = m->at (nx, ny);
1313 {
1314 m = op->map;
1315 sx = op->x + i;
1316 sy = op->y + j;
1317 1298
1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1319 if (mflags & P_OUT_OF_MAP)
1320 continue;
1321
1322 if (mflags & P_IS_ALIVE) 1299 if (ms.flags () & P_IS_ALIVE)
1300 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1301 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1323 { 1302 {
1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1303 tmp = tmp->head_ ();
1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1326 break;
1327 1304
1328 if (tmp) 1305 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1306 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1329 { 1307 {
1330 if (tmp->head) 1308 if (spell_ob->subtype == SP_DESTRUCTION)
1331 tmp = tmp->head;
1332
1333 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1334 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1335 { 1309 {
1336 if (spell_ob->subtype == SP_DESTRUCTION)
1337 {
1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1310 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1311
1339 if (spell_ob->other_arch) 1312 if (spell_ob->other_arch)
1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1313 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1341 } 1314 }
1342 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1315 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1343 { 1316 {
1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1317 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1345 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1318 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1346 }
1347 } 1319 }
1348 } 1320 }
1349 } 1321 }
1350 }
1351 } 1322 }
1352 1323
1353 op->skill = skill; 1324 op->skill = skill;
1354 return 1; 1325 return 1;
1355} 1326}
1462 */ 1433 */
1463int 1434int
1464mood_change (object *op, object *caster, object *spell) 1435mood_change (object *op, object *caster, object *spell)
1465{ 1436{
1466 object *tmp, *god, *head; 1437 object *tmp, *god, *head;
1467 int done_one, range, mflags, level, at, best_at; 1438 int done_one, range, level, at, best_at;
1468 sint16 x, y, nx, ny;
1469 maptile *m;
1470 const char *race; 1439 const char *race;
1471 1440
1472 /* We precompute some values here so that we don't have to keep 1441 /* We precompute some values here so that we don't have to keep
1473 * doing it over and over again. 1442 * doing it over and over again.
1474 */ 1443 */
1475 god = find_god (determine_god (op)); 1444 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1445 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1446 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1447
1479 /* On the bright side, no monster should ever have a race of GOD_... 1448 /* On the bright side, no monster should ever have a race of GOD_...
1480 * so even if the player doesn't worship a god, if race=GOD_.., it 1449 * so even if the player doesn't worship a god, if race=GOD_.., it
1481 * won't ever match anything. 1450 * won't ever match anything.
1487 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1456 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1488 race = god->race; 1457 race = god->race;
1489 else 1458 else
1490 race = spell->race; 1459 race = spell->race;
1491 1460
1492 for (x = op->x - range; x <= op->x + range; x++) 1461 unordered_mapwalk (op, -range, -range, range, range)
1493 for (y = op->y - range; y <= op->y + range; y++)
1494 { 1462 {
1495 done_one = 0; 1463 mapspace &ms = m->at (nx, ny);
1496 m = op->map;
1497 nx = x;
1498 ny = y;
1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1502 1464
1503 /* If there is nothing living on this space, no need to go further */ 1465 /* If there is nothing living on this space, no need to go further */
1504 if (!(mflags & P_IS_ALIVE)) 1466 if (!ms.flags () & P_IS_ALIVE)
1505 continue; 1467 continue;
1506 1468
1507 // players can only affect spaces that they can actually see 1469 // players can only affect spaces that they can actually see
1470 if (caster
1508 if (caster && caster->contr 1471 && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70) 1472 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1510 continue; 1473 continue;
1511 1474
1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1475 for (tmp = ms.top; tmp; tmp = tmp->below)
1513 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1476 if (tmp->flag [FLAG_MONSTER])
1514 break; 1477 break;
1515 1478
1516 /* There can be living objects that are not monsters */ 1479 /* There can be living objects that are not monsters */
1517 if (!tmp || tmp->type == PLAYER) 1480 if (!tmp)
1518 continue; 1481 continue;
1519 1482
1520 /* Only the head has meaningful data, so resolve to that */ 1483 /* Only the head has meaningful data, so resolve to that */
1521 if (tmp->head)
1522 head = tmp->head; 1484 head = tmp->head_ ();
1523 else
1524 head = tmp;
1525 1485
1526 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1486 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1527 if (race && head->race && !strstr (race, head->race)) 1487 if (race && head->race && !strstr (race, head->race))
1528 continue; 1488 continue;
1529 1489
1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1490 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531 continue; 1491 continue;
1532 1492
1533 /* Now do a bunch of stuff related to saving throws */ 1493 /* Now do a bunch of stuff related to saving throws */
1534 best_at = -1; 1494 best_at = -1;
1535 if (spell->attacktype) 1495 if (spell->attacktype)
1536 { 1496 {
1537 for (at = 0; at < NROFATTACKS; at++) 1497 for (at = 0; at < NROFATTACKS; at++)
1538 if (spell->attacktype & (1 << at)) 1498 if (spell->attacktype & (1 << at))
1539 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1499 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at; 1500 best_at = at;
1541 1501
1542 if (best_at == -1) 1502 if (best_at == -1)
1543 at = 0; 1503 at = 0;
1544 else 1504 else
1545 { 1505 {
1546 if (head->resist[best_at] == 100) 1506 if (head->resist[best_at] == 100)
1547 continue; 1507 continue;
1548 else 1508 else
1549 at = head->resist[best_at] / 5; 1509 at = head->resist[best_at] / 5;
1550 } 1510 }
1511
1551 at -= level / 5; 1512 at -= level / 5;
1552 if (did_make_save (head, head->level, at)) 1513 if (did_make_save (head, head->level, at))
1553 continue; 1514 continue;
1554 } 1515 }
1555 else /* spell->attacktype */ 1516 else /* spell->attacktype */
1556 { 1517 {
1557 /* 1518 /*
1558 Spell has no attacktype (charm & such), so we'll have a specific saving: 1519 Spell has no attacktype (charm & such), so we'll have a specific saving:
1559 * if spell level < monster level, no go 1520 * if spell level < monster level, no go
1560 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1521 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1561 1522
1562 The chance will then be in the range [20-70] percent, not too bad. 1523 The chance will then be in the range [20-70] percent, not too bad.
1563 1524
1564 This is required to fix the 'charm monster' abuse, where a player level 1 can 1525 This is required to fix the 'charm monster' abuse, where a player level 1 can
1565 charm a level 125 monster... 1526 charm a level 125 monster...
1566 1527
1567 Ryo, august 14th 1528 Ryo, august 14th
1568 */ 1529 */
1569 if (head->level > level) 1530 if (head->level > level)
1570 continue; 1531 continue;
1571 1532
1572 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1533 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1573 /* Failed, no effect */ 1534 /* Failed, no effect */
1574 continue; 1535 continue;
1575 } 1536 }
1576 1537
1577 /* Done with saving throw. Now start affecting the monster */ 1538 /* Done with saving throw. Now start affecting the monster */
1539 done_one = 0;
1578 1540
1579 /* aggravation */ 1541 /* aggravation */
1580 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1542 if (QUERY_FLAG (spell, FLAG_MONSTER))
1581 { 1543 {
1582 CLEAR_FLAG (head, FLAG_SLEEP); 1544 CLEAR_FLAG (head, FLAG_SLEEP);
1583 remove_friendly_object (head); 1545 remove_friendly_object (head);
1584 done_one = 1; 1546 done_one = 1;
1585 head->enemy = op; 1547 head->enemy = op;
1586 } 1548 }
1587 1549
1588 /* calm monsters */ 1550 /* calm monsters */
1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1551 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590 { 1552 {
1591 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1553 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1592 head->enemy = NULL; 1554 head->enemy = NULL;
1593 done_one = 1; 1555 done_one = 1;
1594 } 1556 }
1595 1557
1596 /* berserk monsters */ 1558 /* berserk monsters */
1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1559 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598 { 1560 {
1599 SET_FLAG (head, FLAG_BERSERK); 1561 SET_FLAG (head, FLAG_BERSERK);
1600 done_one = 1; 1562 done_one = 1;
1601 } 1563 }
1602 1564
1603 /* charm */ 1565 /* charm */
1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1566 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1605 { 1567 {
1568 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1569
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1570 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 Typical use case is charm, go somwhere, use aggravation to make hostile. 1571 Typical use case is charm, go somwhere, use aggravation to make hostile.
1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1572 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1573 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1574 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1575 set_spell_skill (op, caster, spell, head);
1612 add_friendly_object (head); 1576 add_friendly_object (head);
1613 head->attack_movement = PETMOVE; 1577 head->attack_movement = PETMOVE;
1614 done_one = 1; 1578 done_one = 1;
1615 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1579 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1616 head->stats.exp = 0; 1580 head->stats.exp = 0;
1617 } 1581 }
1618 1582
1619 /* If a monster was effected, put an effect in */ 1583 /* If a monster was effected, put an effect in */
1620 if (done_one && spell->other_arch) 1584 if (done_one && spell->other_arch)
1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1585 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1622 } /* for y */ 1586 }
1623 1587
1624 return 1; 1588 return 1;
1625} 1589}
1626
1627 1590
1628/* Move_ball_spell: This handles ball type spells that just sort of wander 1591/* Move_ball_spell: This handles ball type spells that just sort of wander
1629 * about. was called move_ball_lightning, but since more than the ball 1592 * about. was called move_ball_lightning, but since more than the ball
1630 * lightning spell used it, that seemed misnamed. 1593 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1594 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1595 * note that duration is handled by process_object() in time.c
1633 */ 1596 */
1634
1635void 1597void
1636move_ball_spell (object *op) 1598move_ball_spell (object *op)
1637{ 1599{
1638 int i, j, dam_save, dir, mflags; 1600 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1601 sint16 nx, ny, hx, hy;
1658 for (i = 1; i < 9; i++) 1620 for (i = 1; i < 9; i++)
1659 { 1621 {
1660 /* i bit 0: alters sign of offset 1622 /* i bit 0: alters sign of offset
1661 * other bits (i / 2): absolute value of offset 1623 * other bits (i / 2): absolute value of offset
1662 */ 1624 */
1663
1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1625 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665 int tmpdir = absdir (op->direction + offset); 1626 int tmpdir = absdir (op->direction + offset);
1666 1627
1667 nx = op->x + freearr_x[tmpdir]; 1628 nx = op->x + freearr_x[tmpdir];
1668 ny = op->y + freearr_y[tmpdir]; 1629 ny = op->y + freearr_y[tmpdir];
1670 { 1631 {
1671 dir = tmpdir; 1632 dir = tmpdir;
1672 break; 1633 break;
1673 } 1634 }
1674 } 1635 }
1636
1675 if (dir == 0) 1637 if (dir == 0)
1676 { 1638 {
1677 nx = op->x; 1639 nx = op->x;
1678 ny = op->y; 1640 ny = op->y;
1679 m = op->map; 1641 m = op->map;
1705 1667
1706 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1668 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1707 { 1669 {
1708 if (j) 1670 if (j)
1709 op->stats.dam = dam_save / 2; 1671 op->stats.dam = dam_save / 2;
1672
1710 hit_map (op, j, op->attacktype, 1); 1673 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1674 }
1713 1675
1714 /* insert the other arch */ 1676 /* insert the other arch */
1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1677 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1678 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1692
1731 op->direction = i; 1693 op->direction = i;
1732 } 1694 }
1733} 1695}
1734 1696
1735
1736/* move_swarm_spell: peterm 1697/* move_swarm_spell: peterm
1737 * This is an implementation of the swarm spell. It was written for 1698 * This is an implementation of the swarm spell. It was written for
1738 * meteor swarm, but it could be used for any swarm. A swarm spell 1699 * meteor swarm, but it could be used for any swarm. A swarm spell
1739 * is a special type of object that casts swarms of other types 1700 * is a special type of object that casts swarms of other types
1740 * of spells. Which spell it casts is flexible. It fires the spells 1701 * of spells. Which spell it casts is flexible. It fires the spells
1741 * from a set of squares surrounding the caster, in a given direction. 1702 * from a set of squares surrounding the caster, in a given direction.
1742 */ 1703 */
1743
1744void 1704void
1745move_swarm_spell (object *op) 1705move_swarm_spell (object *op)
1746{ 1706{
1747#if 0 1707#if 0
1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1708 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1749 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1709 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1710 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1711 int adjustdir;
1752 maptile *m; 1712 maptile *m;
1753#endif 1713#endif
1754 int basedir;
1755 object *owner; 1714 object *owner = op->env;
1756 1715
1757 owner = op->owner; 1716 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1717 {
1718 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1719 op->destroy ();
1761 return; 1720 return;
1762 } 1721 }
1763 1722
1723 if (!op->duration || !owner->is_on_map ())
1724 {
1725 op->drop_and_destroy ();
1726 return;
1727 }
1728
1764 op->duration--; 1729 op->duration--;
1765 1730
1766 basedir = op->direction; 1731 int basedir = op->direction;
1767 if (basedir == 0) 1732 if (!basedir)
1768 { 1733 {
1769 /* spray in all directions! 8) */ 1734 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1735 op->facing = (op->facing + op->state) & 7;
1736 basedir = op->facing + 1;
1771 } 1737 }
1772 1738
1773#if 0 1739#if 0
1774 // this is bogus: it causes wrong places to be checked below 1740 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1741 // (a wall 2 cells away will block the effect...) and
1836 { 1802 {
1837 /* Bullet spells have a bunch more customization that needs to be done */ 1803 /* Bullet spells have a bunch more customization that needs to be done */
1838 if (op->spell->subtype == SP_BULLET) 1804 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1805 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1806 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1807 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1842 } 1808 }
1843} 1809}
1844
1845
1846
1847 1810
1848/* fire_swarm: 1811/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1812 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1813 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1814 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1817 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1818 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1819 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1820 * n: the number to be fired.
1858 */ 1821 */
1859
1860int 1822int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1823fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1824{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1825 if (!spell->other_arch)
1867 return 0; 1826 return 0;
1868 1827
1869 tmp = get_archetype (SWARM_SPELL); 1828 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1829
1871 set_spell_skill (op, caster, spell, tmp); 1830 set_spell_skill (op, caster, spell, tmp);
1872
1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1831 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1832 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1833 tmp->attacktype = tmp->spell->attacktype;
1877 1834
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1835 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1836 if (!tailor_god_spell (tmp, op))
1880 return 1; 1837 return 1;
1881 1838
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1839 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1840 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1841 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1842
1843 tmp->invisible = 1;
1844 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1845 tmp->direction = dir;
1887 tmp->invisible = 1; 1846 tmp->facing = rndm (1, 8); // initial firing direction
1847 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1848
1889 tmp->insert_at (op, op); 1849 op->insert (tmp);
1850
1890 return 1; 1851 return 1;
1891} 1852}
1892
1893 1853
1894/* See the spells documentation file for why this is its own 1854/* See the spells documentation file for why this is its own
1895 * function. 1855 * function.
1896 */ 1856 */
1897int 1857int
1902 int dam, mflags; 1862 int dam, mflags;
1903 maptile *m; 1863 maptile *m;
1904 1864
1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1865 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 1866
1907 if (!dir) 1867 if (dir)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910 return 0;
1911 } 1868 {
1912
1913 x = op->x + freearr_x[dir]; 1869 x = op->x + freearr_x[dir];
1914 y = op->y + freearr_y[dir]; 1870 y = op->y + freearr_y[dir];
1915 m = op->map; 1871 m = op->map;
1916 1872
1917 mflags = get_map_flags (m, &m, x, y, &x, &y); 1873 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 1874
1919 if (mflags & P_OUT_OF_MAP) 1875 if (mflags & P_OUT_OF_MAP)
1920 { 1876 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1877 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1922 return 0; 1878 return 0;
1923 } 1879 }
1924 1880
1925 if (mflags & P_IS_ALIVE && spell->attacktype) 1881 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 { 1882 {
1927 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1883 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1884 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1885 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1886 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1887 if (target->head)
1932 target = target->head; 1888 target = target->head;
1889
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1890 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1891 return 1; /* one success only! */
1892 }
1935 } 1893 }
1936 }
1937 1894
1938 /* no live target, perhaps a wall is in the way? */ 1895 /* no live target, perhaps a wall is in the way? */
1939 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1896 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1940 { 1897 {
1941 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1898 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1942 return 0; 1899 return 0;
1900 }
1943 } 1901 }
1944 1902
1945 /* ok, looks groovy to just insert a new light on the map */ 1903 /* ok, looks groovy to just insert a new light on the map */
1946 tmp = arch_to_object (spell->other_arch); 1904 tmp = arch_to_object (spell->other_arch);
1947 if (!tmp) 1905 if (!tmp)
1948 { 1906 {
1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1907 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950 return 0; 1908 return 0;
1951 } 1909 }
1910
1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1911 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1912
1953 if (tmp->glow_radius) 1913 if (tmp->glow_radius)
1954 {
1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1914 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1956 if (tmp->glow_radius > MAX_LIGHT_RADII)
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1958 }
1959 1915
1916 if (dir)
1960 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1961 return 1; 1921 return 1;
1962} 1922}
1963 1923
1964/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1965 * player and infects someone. 1925 * player and infects someone.
2018 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
2019 1979
2020 disease->set_owner (op); 1980 disease->set_owner (op);
2021 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2022 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2023 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2024 1984
2025 /* do level adjustments */ 1985 /* do level adjustments */
2026 if (disease->stats.wc) 1986 if (disease->stats.wc)
2027 disease->stats.wc += dur_mod / 2; 1987 disease->stats.wc += dur_mod / 2;
2028 1988

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