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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.53 by root, Tue Apr 22 07:01:47 2008 UTC vs.
Revision 1.76 by root, Sun Dec 28 08:09:49 2008 UTC

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 {
825 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
826 { 832 {
827 sint16 x, y, d; 833 sint16 x, y, d;
828 834
829 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
830 * 0. If this is a rune, we want to hit the person on top 836 * 0. If this is a rune, we want to hit the person on top
831 * of the trap (d==0). If it is not a rune, then we don't want 837 * of the trap (d==0). If it is not a rune, then we don't want
832 * to hit that person. 838 * to hit that person.
833 */ 839 */
834 d = dir + i; 840 d = (dir + i) % 9;
835 while (d < 0)
836 d += 8;
837 while (d > 8)
838 d -= 8;
839 841
840 /* If it's not a rune, we don't want to blast the caster. 842 /* If it's not a rune, we don't want to blast the caster.
841 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
842 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
843 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
863 865
864 success = 1; 866 success = 1;
865 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
866 tmp->set_owner (op); 868 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
870 872
871 /* holy word stuff */ 873 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
1002 int mflags; 1004 int mflags;
1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1005 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1004 maptile *m; 1006 maptile *m;
1005 1007
1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1008 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1009
1010 // when creating a bomb below ourself it should always work, even
1011 // when movement is blocked (somehow we got here, somehow we are here,
1012 // so we should also be able to make a bomb here). (originally added
1013 // to fix create bomb traps in doors, which cast with dir=0).
1014 if (dir)
1015 {
1007 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1016 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1008 { 1017 {
1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1018 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1010 return 0; 1019 return 0;
1020 }
1011 } 1021 }
1012 1022
1013 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1014 1024
1015 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1115 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1116 else 1126 else
1117 return 0; 1127 return 0;
1118 1128
1119 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1120 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1121 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 { 1133 {
1124 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1180 1190
1181/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1182void 1192void
1183move_missile (object *op) 1193move_missile (object *op)
1184{ 1194{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1191 { 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1205 {
1192 op->destroy (); 1206 op->destroy ();
1193 return; 1207 return;
1194 } 1208 }
1195 1209
1196 owner = op->owner; 1210 mapspace &ms = pos.ms ();
1197#if 0
1198 /* It'd make things nastier if this wasn't here - spells cast by
1199 * monster that are then killed would continue to survive
1200 */
1201 if (owner == NULL)
1202 {
1203 op->destroy ();
1204 return;
1205 }
1206#endif
1207 1211
1208 new_x = op->x + DIRX (op); 1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 new_y = op->y + DIRY (op);
1210
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1213 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1217 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1218 */ 1217 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1218 op->destroy ();
1230 return; 1219 return;
1231 } 1220 }
1232 1221
1222 if (!op->direction)
1223 {
1224 op->destroy ();
1225 return;
1226 }
1227
1233 i = spell_find_dir (m, new_x, new_y, op->owner); 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1234 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1235 { 1230 {
1236 op->direction = i; 1231 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1238 } 1233 }
1239 1234
1240 m->insert (op, new_x, new_y, op); 1235 pos.insert (op, op);
1241} 1236}
1242 1237
1243/**************************************************************************** 1238/****************************************************************************
1244 * Destruction 1239 * Destruction
1245 ****************************************************************************/ 1240 ****************************************************************************/
1259 1254
1260 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1261 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1262 tmp->stats.food = time; 1257 tmp->stats.food = time;
1263 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1264 tmp->glow_radius = radius;
1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1266 tmp->glow_radius = MAX_LIGHT_RADII; 1259 tmp->glow_radius = min (MAX_LIGHT_RADIUS, radius);
1267
1268 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1269 1261
1270 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1271 op->glow_radius = tmp->glow_radius; 1263 op->glow_radius = tmp->glow_radius;
1272 1264
1274} 1266}
1275 1267
1276int 1268int
1277cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1278{ 1270{
1279 int i, j, range, mflags, friendly = 0, dam, dur;
1280 sint16 sx, sy;
1281 maptile *m;
1282 object *tmp;
1283 const char *skill;
1284
1285 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1287 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1289 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290 1276
1291 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1292 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1293 * We do some shortcuts here - since this is just temporary
1294 * and we'll reset the values back, we don't need to go through
1295 * the full share string/free_string route.
1296 */ 1279 */
1297 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1298 if (caster == op) 1282 if (caster == op)
1299 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1300 else if (caster->skill) 1284 else if (caster->skill)
1301 op->skill = caster->skill; 1285 op->skill = caster->skill;
1302 else 1286 else
1303 op->skill = NULL; 1287 op->skill = 0;
1304 1288
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1306 1290
1307 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1308 { 1292 {
1309 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1310 {
1311 m = op->map;
1312 sx = op->x + i;
1313 sy = op->y + j;
1314 1294
1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1316 if (mflags & P_OUT_OF_MAP)
1317 continue;
1318
1319 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1320 { 1298 {
1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1323 break;
1324 1300
1325 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1326 { 1303 {
1327 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1328 tmp = tmp->head;
1329
1330 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1332 { 1305 {
1333 if (spell_ob->subtype == SP_DESTRUCTION)
1334 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1336 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1338 } 1310 }
1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1340 { 1312 {
1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1343 }
1344 } 1315 }
1345 } 1316 }
1346 } 1317 }
1347 }
1348 } 1318 }
1349 1319
1350 op->skill = skill; 1320 op->skill = skill;
1351 return 1; 1321 return 1;
1352} 1322}
1459 */ 1429 */
1460int 1430int
1461mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1462{ 1432{
1463 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1464 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1465 sint16 x, y, nx, ny;
1466 maptile *m;
1467 const char *race; 1435 const char *race;
1468 1436
1469 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1470 * doing it over and over again. 1438 * doing it over and over again.
1471 */ 1439 */
1472 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1443
1476 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1477 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1478 * won't ever match anything. 1446 * won't ever match anything.
1484 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1485 race = god->race; 1453 race = god->race;
1486 else 1454 else
1487 race = spell->race; 1455 race = spell->race;
1488 1456
1489 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1490 for (y = op->y - range; y <= op->y + range; y++)
1491 { 1458 {
1492 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1493 m = op->map;
1494 nx = x;
1495 ny = y;
1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1497 if (mflags & P_OUT_OF_MAP)
1498 continue;
1499 1460
1500 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1501 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1502 continue; 1463 continue;
1503 1464
1504 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1505 if (caster && caster->contr 1467 && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1507 continue; 1469 continue;
1508 1470
1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1510 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1511 break; 1473 break;
1512 1474
1513 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1514 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1515 continue; 1477 continue;
1516 1478
1517 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1518 if (tmp->head)
1519 head = tmp->head; 1480 head = tmp->head_ ();
1520 else
1521 head = tmp;
1522 1481
1523 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1524 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1525 continue; 1484 continue;
1526 1485
1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1528 continue; 1487 continue;
1529 1488
1530 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1531 best_at = -1; 1490 best_at = -1;
1532 if (spell->attacktype) 1491 if (spell->attacktype)
1533 { 1492 {
1534 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1535 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1536 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1537 best_at = at; 1496 best_at = at;
1538 1497
1539 if (best_at == -1) 1498 if (best_at == -1)
1540 at = 0; 1499 at = 0;
1541 else 1500 else
1542 { 1501 {
1543 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1544 continue; 1503 continue;
1545 else 1504 else
1546 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1547 } 1506 }
1507
1548 at -= level / 5; 1508 at -= level / 5;
1549 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1550 continue; 1510 continue;
1551 } 1511 }
1552 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1553 { 1513 {
1554 /* 1514 /*
1555 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1556 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1557 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1558 1518
1559 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1560 1520
1561 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1562 charm a level 125 monster... 1522 charm a level 125 monster...
1563 1523
1564 Ryo, august 14th 1524 Ryo, august 14th
1565 */ 1525 */
1566 if (head->level > level) 1526 if (head->level > level)
1567 continue; 1527 continue;
1568 1528
1569 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1570 /* Failed, no effect */ 1530 /* Failed, no effect */
1571 continue; 1531 continue;
1572 } 1532 }
1573 1533
1574 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1575 1536
1576 /* aggravation */ 1537 /* aggravation */
1577 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1578 { 1539 {
1579 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1580 remove_friendly_object (head); 1541 remove_friendly_object (head);
1581 done_one = 1; 1542 done_one = 1;
1582 head->enemy = op; 1543 head->enemy = op;
1583 } 1544 }
1584 1545
1585 /* calm monsters */ 1546 /* calm monsters */
1586 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1587 { 1548 {
1588 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1589 head->enemy = NULL; 1550 head->enemy = NULL;
1590 done_one = 1; 1551 done_one = 1;
1591 } 1552 }
1592 1553
1593 /* berserk monsters */ 1554 /* berserk monsters */
1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1595 { 1556 {
1596 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1597 done_one = 1; 1558 done_one = 1;
1598 } 1559 }
1599 1560
1600 /* charm */ 1561 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1602 { 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1603 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1570 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1572 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1611 done_one = 1; 1574 done_one = 1;
1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1613 head->stats.exp = 0; 1576 head->stats.exp = 0;
1614 } 1577 }
1615 1578
1616 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1619 } /* for y */ 1582 }
1620 1583
1621 return 1; 1584 return 1;
1622} 1585}
1623
1624 1586
1625/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1626 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1627 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1590 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1630 */ 1592 */
1631
1632void 1593void
1633move_ball_spell (object *op) 1594move_ball_spell (object *op)
1634{ 1595{
1635 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1655 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1656 { 1617 {
1657 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1658 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1659 */ 1620 */
1660
1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1662 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1663 1623
1664 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1665 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1667 { 1627 {
1668 dir = tmpdir; 1628 dir = tmpdir;
1669 break; 1629 break;
1670 } 1630 }
1671 } 1631 }
1632
1672 if (dir == 0) 1633 if (dir == 0)
1673 { 1634 {
1674 nx = op->x; 1635 nx = op->x;
1675 ny = op->y; 1636 ny = op->y;
1676 m = op->map; 1637 m = op->map;
1702 1663
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1665 {
1705 if (j) 1666 if (j)
1706 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1707 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1670 }
1710 1671
1711 /* insert the other arch */ 1672 /* insert the other arch */
1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1727 1688
1728 op->direction = i; 1689 op->direction = i;
1729 } 1690 }
1730} 1691}
1731 1692
1732
1733/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1734 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1735 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1736 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1737 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1738 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1739 */ 1699 */
1740
1741void 1700void
1742move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1743{ 1702{
1744#if 0 1703#if 0
1745 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1746 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1747 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1748 int adjustdir; 1707 int adjustdir;
1749 maptile *m; 1708 maptile *m;
1750#endif 1709#endif
1751 int basedir;
1752 object *owner; 1710 object *owner = op->env;
1753 1711
1754 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1755 if (op->duration == 0 || owner == NULL)
1756 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1757 op->destroy (); 1715 op->destroy ();
1758 return; 1716 return;
1759 } 1717 }
1760 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1761 op->duration--; 1725 op->duration--;
1762 1726
1763 basedir = op->direction; 1727 int basedir = op->direction;
1764 if (basedir == 0) 1728 if (!basedir)
1765 { 1729 {
1766 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1767 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1768 } 1733 }
1769 1734
1770#if 0 1735#if 0
1771 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1772 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1833 { 1798 {
1834 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1835 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1836 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1837 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1838 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1839 } 1804 }
1840} 1805}
1841
1842
1843
1844 1806
1845/* fire_swarm: 1807/* fire_swarm:
1846 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1847 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1848 * the parts of the swarm. 1810 * the parts of the swarm.
1851 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1852 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1853 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1854 * n: the number to be fired. 1816 * n: the number to be fired.
1855 */ 1817 */
1856
1857int 1818int
1858fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1859{ 1820{
1860 object *tmp;
1861 int i;
1862
1863 if (!spell->other_arch) 1821 if (!spell->other_arch)
1864 return 0; 1822 return 0;
1865 1823
1866 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1867 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1825
1868 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1869
1870 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1871 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1872
1873 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1874 1830
1875 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1876 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1877 return 1; 1833 return 1;
1878 1834
1879 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1880 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1881 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1882 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1883 tmp->direction = dir; 1841 tmp->direction = dir;
1884 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1885 1844
1886 tmp->insert_at (op, op); 1845 op->insert (tmp);
1846
1887 return 1; 1847 return 1;
1888} 1848}
1889
1890 1849
1891/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1892 * function. 1851 * function.
1893 */ 1852 */
1894int 1853int
1899 int dam, mflags; 1858 int dam, mflags;
1900 maptile *m; 1859 maptile *m;
1901 1860
1902 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1903 1862
1904 if (!dir) 1863 if (dir)
1905 {
1906 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1907 return 0;
1908 } 1864 {
1909
1910 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1911 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1912 m = op->map; 1867 m = op->map;
1913 1868
1914 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1915 1870
1916 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1917 { 1872 {
1918 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1919 return 0; 1874 return 0;
1920 } 1875 }
1921 1876
1922 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1923 { 1878 {
1924 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1925 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1926 { 1881 {
1927 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1928 if (target->head) 1883 if (target->head)
1929 target = target->head; 1884 target = target->head;
1885
1930 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1931 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1932 } 1889 }
1933 }
1934 1890
1935 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1936 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1937 { 1893 {
1938 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1939 return 0; 1895 return 0;
1896 }
1940 } 1897 }
1941 1898
1942 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1943 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1944 if (!tmp) 1901 if (!tmp)
1945 { 1902 {
1946 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1947 return 0; 1904 return 0;
1948 } 1905 }
1906
1949 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1950 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1951 {
1952 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1910 tmp->glow_radius = min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell));
1953 if (tmp->glow_radius > MAX_LIGHT_RADII)
1954 tmp->glow_radius = MAX_LIGHT_RADII;
1955 }
1956 1911
1912 if (dir)
1957 m->insert (tmp, x, y, op); 1913 m->insert (tmp, x, y, op);
1914 else
1915 caster->outer_env ()->insert (tmp);
1916
1958 return 1; 1917 return 1;
1959} 1918}
1960 1919
1961/* cast_cause_disease: this spell looks along <dir> from the 1920/* cast_cause_disease: this spell looks along <dir> from the
1962 * player and infects someone. 1921 * player and infects someone.
2015 object *disease = arch_to_object (spell->other_arch); 1974 object *disease = arch_to_object (spell->other_arch);
2016 1975
2017 disease->set_owner (op); 1976 disease->set_owner (op);
2018 set_spell_skill (op, caster, spell, disease); 1977 set_spell_skill (op, caster, spell, disease);
2019 disease->stats.exp = 0; 1978 disease->stats.exp = 0;
2020 disease->level = caster_level (caster, spell); 1979 disease->level = casting_level (caster, spell);
2021 1980
2022 /* do level adjustments */ 1981 /* do level adjustments */
2023 if (disease->stats.wc) 1982 if (disease->stats.wc)
2024 disease->stats.wc += dur_mod / 2; 1983 disease->stats.wc += dur_mod / 2;
2025 1984

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