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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.116 by root, Sat Sep 16 22:17:42 2017 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42static void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 object *tmp, *tmp2; /* object on the map */
45 int weight_move; 45 int weight_move;
46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
47 47
48 if (!op->weight) 48 if (!op->weight)
49 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
54 { 54 {
55 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
57 } 57 }
58 58
59 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
60 { 60 {
61 int num_sections = 1; 61 int num_sections = 1;
62 62
63 /* don't move DM */ 63 /* don't move DM */
64 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (tmp->flag [FLAG_WIZ])
65 return; 65 return;
66 66
67 /* don't move parts of objects */ 67 /* don't move parts of objects */
68 if (tmp->head) 68 if (tmp->head)
69 continue; 69 continue;
70 70
71 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (tmp->flag [FLAG_IS_FLOOR] || (!tmp->flag [FLAG_ALIVE] && tmp->flag [FLAG_NO_PICK]))
73 continue; 73 continue;
74 74
75 /* count the object's sections */ 75 /* count the object's sections */
76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++; 77 num_sections++;
78 78
79 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
80 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
81 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
86 if (tmp->move_type & MOVE_FLYING) 86 if (tmp->move_type & MOVE_FLYING)
87 frictionmod = 1; /* flying objects loose the friction modifier */ 87 frictionmod = 1; /* flying objects loose the friction modifier */
88 88
89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod)) 89 if (rndm (0, weight_move - 1) > ((tmp->weight / num_sections) * frictionmod))
90 { /* move it. */ 90 { /* move it. */
91 /* move_object is really for monsters, but looking at 91 /* move_object is really for monsters, but looking at
92 * the move_object function, it appears that it should 92 * the move_object function, it appears that it should
93 * also be safe for objects. 93 * also be safe for objects.
94 * This does return if successful or not, but 94 * This does return if successful or not, but
95 * I don't see us doing anything useful with that information 95 * I don't see us doing anything useful with that information
96 * right now. 96 * right now.
97 */ 97 */
98 move_object (tmp, absdir (op->stats.sp)); 98 tmp->move (absdir (op->stats.sp));
99 } 99 }
100 100
101 } 101 }
102} 102}
103 103
108 ***************************************************************************/ 108 ***************************************************************************/
109 109
110/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
111 * is the first piece of the fork. 111 * is the first piece of the fork.
112 */ 112 */
113void 113static void
114forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
115{ 115{
116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
117 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
118 maptile *m; 118 maptile *m;
129 new_dir = -1; 129 new_dir = -1;
130 130
131 /* check the new dir for a wall and in the map */ 131 /* check the new dir for a wall and in the map */
132 t_dir = absdir (tmp->direction + new_dir); 132 t_dir = absdir (tmp->direction + new_dir);
133 133
134 if (get_map_flags (tmp->map, &m, tmp->x + freearr_x[t_dir], tmp->y + freearr_y[t_dir], &sx, &sy) & P_OUT_OF_MAP) 134 if (get_map_flags (tmp->map, &m, tmp->x + DIRX (t_dir), tmp->y + DIRY (t_dir), &sx, &sy) & P_OUT_OF_MAP)
135 return; 135 return;
136 136
137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy))) 137 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (m, sx, sy)))
138 return; 138 return;
139 139
149 new_bolt->duration++; 149 new_bolt->duration++;
150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
151 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
152 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
153 tmp->stats.dam++; 153 tmp->stats.dam++;
154
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
155 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
156} 157}
157 158
158/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
159 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
160 */ 161 */
161
162void 162void
163move_bolt (object *op) 163move_bolt (object *op)
164{ 164{
165 int mflags; 165 int mflags;
166 sint16 x, y; 166 sint16 x, y;
167 maptile *m; 167 maptile *m;
168 168
169 if (--op->duration < 0) 169 if (--op->duration < 0)
170 { 170 {
171 op->destroy (); 171 op->drop_and_destroy ();
172 return; 172 return;
173 } 173 }
174 174
175 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
176 176
179 179
180 if (--op->range < 0) 180 if (--op->range < 0)
181 op->range = 0; 181 op->range = 0;
182 else 182 else
183 { 183 {
184 x = op->x + DIRX (op); 184 x = op->x + DIRX (op->direction);
185 y = op->y + DIRY (op); 185 y = op->y + DIRY (op->direction);
186 m = op->map; 186 m = op->map;
187 mflags = get_map_flags (m, &m, x, y, &x, &y); 187 mflags = get_map_flags (m, &m, x, y, &x, &y);
188 188
189 if (mflags & P_OUT_OF_MAP) 189 if (mflags & P_OUT_OF_MAP)
190 return; 190 return;
194 * on the space. So only call reflwall if we think the data it returns 194 * on the space. So only call reflwall if we think the data it returns
195 * will be useful. 195 * will be useful.
196 */ 196 */
197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 197 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
198 { 198 {
199 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 199 if (!op->flag [FLAG_REFLECTING])
200 return; 200 return;
201 201
202 /* Since walls don't run diagonal, if the bolt is in 202 /* Since walls don't run diagonal, if the bolt is in
203 * one of 4 main directions, it just reflects back in the 203 * one of 4 main directions, it just reflects back in the
204 * opposite direction. However, if the bolt is travelling 204 * opposite direction. However, if the bolt is travelling
217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling 217 /* Need to check for P_OUT_OF_MAP: if the bolt is tavelling
218 * over a corner in a tiled map, it is possible that 218 * over a corner in a tiled map, it is possible that
219 * op->direction is within an adjacent map but either 219 * op->direction is within an adjacent map but either
220 * op->direction-1 or op->direction+1 does not exist. 220 * op->direction-1 or op->direction+1 does not exist.
221 */ 221 */
222 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction - 1)], 222 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction - 1)),
223 op->y + freearr_y[absdir (op->direction - 1)], &x, &y); 223 op->y + DIRY (absdir (op->direction - 1)), &x, &y);
224 224
225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 225 left = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
226 226
227 mflags = get_map_flags (op->map, &m, op->x + freearr_x[absdir (op->direction + 1)], 227 mflags = get_map_flags (op->map, &m, op->x + DIRX (absdir (op->direction + 1)),
228 op->y + freearr_y[absdir (op->direction + 1)], &x, &y); 228 op->y + DIRY (absdir (op->direction + 1)), &x, &y);
229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)); 229 right = (mflags & P_OUT_OF_MAP) ? 0 : OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y));
230 230
231 if (left == right) 231 if (left == right)
232 op->direction = absdir (op->direction + 4); 232 op->direction = absdir (op->direction + 4);
233 else if (left) 233 else if (left)
247 tmp->speed_left = -0.1f; 247 tmp->speed_left = -0.1f;
248 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
249 tmp->duration++; 249 tmp->duration++;
250 250
251 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
252 * going off in other directions. 252 * going off in other directions.
253 */ 253 */
254 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
256 forklightning (op, tmp);
257 }
258 256
259 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
260 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
261 */ 259 */
262 op->range = 0; 260 op->range = 0;
279 int mflags; 277 int mflags;
280 278
281 if (!spob->other_arch) 279 if (!spob->other_arch)
282 return 0; 280 return 0;
283 281
284 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
285 if (tmp == NULL) 283 if (tmp == NULL)
286 return 0; 284 return 0;
287 285
288 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
289 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
290 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
291 if (spob->slaying) 290 if (spob->slaying)
292 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
293 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
296 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
297 297
298 tmp->direction = dir; 298 tmp->direction = dir;
299 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 299 if (tmp->flag [FLAG_IS_TURNABLE])
300 SET_ANIMATION (tmp, dir); 300 SET_ANIMATION (tmp, dir);
301 301
302 tmp->set_owner (op); 302 tmp->set_owner (op);
303 set_spell_skill (op, caster, spob, tmp); 303 set_spell_skill (op, caster, spob, tmp);
304 304
305 tmp->x = op->x + DIRX (tmp); 305 tmp->x = op->x + DIRX (tmp->direction);
306 tmp->y = op->y + DIRY (tmp); 306 tmp->y = op->y + DIRY (tmp->direction);
307 tmp->map = op->map; 307 tmp->map = op->map;
308 308
309 maptile *newmap; 309 maptile *newmap;
310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
311 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
312 { 312 {
313 tmp->destroy (); 313 tmp->drop_and_destroy ();
314 return 0; 314 return 0;
315 } 315 }
316 316
317 tmp->map = newmap; 317 tmp->map = newmap;
318 318
319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
320 { 320 {
321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!tmp->flag [FLAG_REFLECTING])
322 { 322 {
323 tmp->destroy (); 323 tmp->drop_and_destroy ();
324 return 0; 324 return 0;
325 } 325 }
326 326
327 tmp->x = op->x; 327 tmp->x = op->x;
328 tmp->y = op->y; 328 tmp->y = op->y;
364 { 364 {
365 for (i = 1; i < 9; i++) 365 for (i = 1; i < 9; i++)
366 { 366 {
367 sint16 dx, dy; 367 sint16 dx, dy;
368 368
369 dx = op->x + freearr_x[i]; 369 dx = op->x + DIRX (i);
370 dy = op->y + freearr_y[i]; 370 dy = op->y + DIRY (i);
371 371
372 /* ok_to_put_more already does things like checks for walls, 372 /* ok_to_put_more already does things like checks for walls,
373 * out of map, etc. 373 * out of map, etc.
374 */ 374 */
375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
376 { 376 {
377 object *tmp = op->clone (); 377 object *tmp = op->clone ();
389 389
390/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
391 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
392 * explode. 392 * explode.
393 */ 393 */
394void 394static void
395explode_bullet (object *op) 395explode_bullet (object *op)
396{ 396{
397 object *tmp, *owner; 397 object *tmp, *owner;
398 398
399 if (op->other_arch == NULL) 399 if (!op->other_arch)
400 { 400 {
401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
402 op->destroy (); 402 op->destroy ();
403 return; 403 return;
404 } 404 }
433 } 433 }
434 434
435 if (op->attacktype) 435 if (op->attacktype)
436 { 436 {
437 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
443 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
444 445
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
449 450
450 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
451 { 455 {
452 op->destroy (); 456 op->destroy ();
453 return; 457 return;
454 } 458 }
455 459
517 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
518 return; 522 return;
519 523
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (tmp->flag [FLAG_ALIVE])
523 { 527 {
524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 532 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!op->flag [FLAG_REMOVED])
528 { 534 {
529 op->destroy (); 535 op->destroy ();
530 return; 536 return;
531 } 537 }
532 } 538 }
540 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
541 */ 547 */
542void 548void
543move_bullet (object *op) 549move_bullet (object *op)
544{ 550{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 551#if 0
550 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
551 553
552 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
554 if (op->stats.sp == SP_METEOR) 556 if (op->stats.sp == SP_METEOR)
555 { 557 {
556 replace_insert_ob_in_map ("fire_trail", op); 558 replace_insert_ob_in_map ("fire_trail", op);
557 if (op->destroyed ()) 559 if (op->destroyed ())
568 op->destroy (); 570 op->destroy ();
569 571
570 return; 572 return;
571 } 573 }
572 574
573 new_x = op->x + DIRX (op); 575 mapxy pos (op);
574 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 577
578 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 return; 581 return;
582 } 582 }
583 583
584 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
585 { 589 {
586 if (op->other_arch) 590 if (op->other_arch)
587 explode_bullet (op); 591 explode_bullet (op);
588 else 592 else
589 op->destroy (); 593 op->destroy ();
590 594
591 return; 595 return;
592 } 596 }
593 597
594 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
595 return; 599 return;
596 600
597 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
598 { 602 {
599 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
636 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob); 640 tmp->stats.hp = spob->duration + SP_level_duration_adjust (caster, spob);
637 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob); 641 tmp->stats.maxhp = spob->range + SP_level_range_adjust (caster, spob);
638 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob); 642 tmp->dam_modifier = spob->stats.food + SP_level_dam_adjust (caster, spob);
639 643
640 tmp->direction = dir; 644 tmp->direction = dir;
641 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 645 if (tmp->flag [FLAG_IS_TURNABLE])
642 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
643 647
644 tmp->set_owner (op); 648 tmp->set_owner (op);
645 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
646 650
647 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + DIRX (dir);
648 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + DIRY (dir);
649 tmp->map = op->map; 653 tmp->map = op->map;
650 654
651 maptile *newmap; 655 maptile *newmap;
652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
653 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
656 return 0; 660 return 0;
657 } 661 }
658 662
659 tmp->map = newmap; 663 tmp->map = newmap;
660 664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
677
661 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
662 { 679 {
663 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!tmp->flag [FLAG_REFLECTING])
664 { 681 {
665 tmp->destroy (); 682 tmp->destroy ();
666 return 0; 683 return 0;
667 } 684 }
668 685
683 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
684 * 701 *
685 *****************************************************************************/ 702 *****************************************************************************/
686 703
687/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
688void 705static void
689cone_drop (object *op) 706cone_drop (object *op)
690{ 707{
691 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
692 709
693 new_ob->level = op->level; 710 new_ob->level = op->level;
694 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
695 712
696 /* preserve skill ownership */ 713 /* preserve skill ownership */
703/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
704 721
705void 722void
706move_cone (object *op) 723move_cone (object *op)
707{ 724{
708 int i;
709
710 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
711 if (!op->map) 726 if (!op->map)
712 { 727 {
713 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
714 op->set_speed (0); 729 op->set_speed (0);
715 return; 730 return;
716 } 731 }
717 732
718 /* lava saves it's life, but not yours :) */ 733 /* lava saves it's life, but not yours :) */
719 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 734 if (op->flag [FLAG_LIFESAVE])
720 { 735 {
721 hit_map (op, 0, op->attacktype, 0); 736 hit_map (op, 0, op->attacktype, 0);
722 return; 737 return;
723 } 738 }
724 739
734 } 749 }
735#endif 750#endif
736 751
737 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
738 753
754 if (!op->is_on_map ())
755 return;
756
739 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
741 * degree. 759 * degree.
742 */ 760 */
743 if (op->weight) 761 if (op->weight)
762 {
744 check_spell_knockback (op); 763 check_spell_knockback (op);
745 764
746 if (op->destroyed ()) 765 if (!op->is_on_map ())
747 return; 766 return;
767 }
748 768
749 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
750 { 770 {
751 op->destroy (); 771 op->destroy ();
752 return; 772 return;
753 } 773 }
754 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
759 { 779 {
760 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
761 return; 781 return;
762 } 782 }
763 783
764 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
765 { 785 {
766 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + DIRX (absdir (op->stats.sp + i)), y = op->y + DIRY (absdir (op->stats.sp + i));
767 787
768 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
769 { 789 {
770 object *tmp = op->clone (); 790 object *tmp = op->clone ();
771 791
800 MoveType movetype; 820 MoveType movetype;
801 821
802 if (!spell->other_arch) 822 if (!spell->other_arch)
803 return 0; 823 return 0;
804 824
805 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_UNDEAD) && op->attacktype & AT_TURN_UNDEAD) 825 if (op->type == PLAYER && op->flag [FLAG_UNDEAD] && op->attacktype & AT_TURN_UNDEAD)
806 { 826 {
807 new_draw_info (NDI_UNIQUE, 0, op, "Your undead nature prevents you from turning undead!"); 827 op->failmsg ("Your undead nature prevents you from turning undead!");
808 return 0; 828 return 0;
809 } 829 }
810 830
811 if (!dir) 831 if (!dir)
812 { 832 {
820 */ 840 */
821 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
822 842
823 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
824 { 844 {
825 sint16 x, y, d; 845 sint16 x, y;
826 846
827 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
828 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
829 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
830 * to hit that person. 850 * to hit that person.
831 */ 851 */
832 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 853
838 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
839 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
848 d = 8; 864 d = 8;
849 else 865 else
850 continue; 866 continue;
851 } 867 }
852 868
853 x = op->x + freearr_x[d]; 869 x = op->x + DIRX (d);
854 y = op->y + freearr_y[d]; 870 y = op->y + DIRY (d);
855 871
856 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP) 872 if (get_map_flags (op->map, &m, x, y, &sx, &sy) & P_OUT_OF_MAP)
857 continue; 873 continue;
858 874
859 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
860 continue; 876 continue;
861 877
862 success = 1; 878 success = 1;
863 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
864 tmp->set_owner (op); 880 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
868 884
869 /* holy word stuff */ 885 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
943 959
944 object *env = op->outer_env (); 960 object *env = op->outer_env ();
945 961
946 if (op->env) 962 if (op->env)
947 { 963 {
948 if (env->map == NULL) 964 if (!env->map)
949 return; 965 return;
950 966
951 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
952 return; 968 return;
953 } 969 }
954 970
955 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
956 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
957 // as bombs can be carried. 973 // as bombs can be carried.
958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
959 { 975 {
960 op->destroy (); 976 op->destroy ();
961 return; 977 return;
962 } 978 }
963 979
967 */ 983 */
968 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
969 { 985 {
970 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
971 { 987 {
972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + DIRX (i), op->y + DIRX (i)))
973 continue; 989 continue;
974 990
975 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
976 tmp->direction = i; 992 tmp->direction = i;
977 tmp->range = op->range; 993 tmp->range = op->range;
978 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
979 tmp->duration = op->duration; 995 tmp->duration = op->duration;
980 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
981 tmp->set_owner (op); 997 tmp->set_owner (op);
982 if (op->skill && op->skill != tmp->skill) 998 if (op->skill && op->skill != tmp->skill)
983 tmp->skill = op->skill; 999 tmp->skill = op->skill;
984 1000
985 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 1001 if (tmp->flag [FLAG_IS_TURNABLE])
986 SET_ANIMATION (tmp, i); 1002 SET_ANIMATION (tmp, i);
987 1003
988 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op); 1004 op->map->insert (tmp, op->x + DIRX (i), op->y + DIRX (i), op);
989 move_bullet (tmp); 1005 move_bullet (tmp);
990 } 1006 }
991 } 1007 }
992 1008
993 explode_bullet (op); 1009 explode_bullet (op);
996int 1012int
997create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
998{ 1014{
999 object *tmp; 1015 object *tmp;
1000 int mflags; 1016 int mflags;
1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + DIRX (dir), dy = op->y + DIRY (dir);
1002 maptile *m; 1018 maptile *m;
1003 1019
1004 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1006 { 1029 {
1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 op->failmsg ("There is something in the way.");
1008 return 0; 1031 return 0;
1032 }
1009 } 1033 }
1010 1034
1011 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1012 1036
1013 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1016 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1036 * dir is the direction to look in. 1060 * dir is the direction to look in.
1037 * range is how far out to look. 1061 * range is how far out to look.
1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1039 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1040 */ 1064 */
1041object * 1065static object *
1042get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1043{ 1067{
1044 object *target; 1068 object *target;
1045 sint16 x, y; 1069 sint16 x, y;
1046 int dist, mflags; 1070 int dist, mflags;
1049 if (dir == 0) 1073 if (dir == 0)
1050 return NULL; 1074 return NULL;
1051 1075
1052 for (dist = 1; dist < range; dist++) 1076 for (dist = 1; dist < range; dist++)
1053 { 1077 {
1054 x = op->x + freearr_x[dir] * dist; 1078 x = op->x + DIRX (dir) * dist;
1055 y = op->y + freearr_y[dir] * dist; 1079 y = op->y + DIRY (dir) * dist;
1056 mp = op->map; 1080 mp = op->map;
1057 mflags = get_map_flags (op->map, &mp, x, y, &x, &y); 1081 mflags = get_map_flags (op->map, &mp, x, y, &x, &y);
1058 1082
1059 if (mflags & P_OUT_OF_MAP) 1083 if (mflags & P_OUT_OF_MAP)
1060 return NULL; 1084 return NULL;
1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1066 return NULL; 1090 return NULL;
1067 1091
1068 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1070 if (QUERY_FLAG (target, FLAG_MONSTER)) 1094 if (target->flag [FLAG_MONSTER])
1071 return target; 1095 return target;
1072 } 1096 }
1073 1097
1074 return NULL; 1098 return NULL;
1075} 1099}
1076 1100
1077/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_spell() - the priest points to a creature and causes
1078 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1079 * usual params - 1103 * usual params -
1080 * op = player 1104 * op = player
1081 * caster = object casting the spell. 1105 * caster = object casting the spell.
1082 * dir = direction being cast 1106 * dir = direction being cast
1083 * spell = spell object 1107 * spell = spell object
1085int 1109int
1086cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1087{ 1111{
1088 object *effect, *target; 1112 object *effect, *target;
1089 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1090 int range;
1091 1114
1092 range = spell->range + SP_level_range_adjust (caster, spell);
1093 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA); 1115 target = get_pointed_target (op, dir, 50, spell->stats.grace ? SPELL_GRACE : SPELL_MANA);
1094 1116
1095 /* Bunch of conditions for casting this spell. Note that only 1117 /* Bunch of conditions for casting this spell. Note that only
1096 * require a god if this is a cleric spell (requires grace). 1118 * require a god if this is a cleric spell (requires grace).
1097 * This makes this spell much more general purpose - it can be used 1119 * This makes this spell much more general purpose - it can be used
1098 * by wizards also, which is good, because I think this is a very 1120 * by wizards also, which is good, because I think this is a very
1099 * interesting spell. 1121 * interesting spell.
1100 * if it is a cleric spell, you need a god, and the creature 1122 * if it is a cleric spell, you need a god, and the creature
1101 * can't be friendly to your god. 1123 * can't be friendly to your god.
1102 */ 1124 */
1103 1125
1104 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1126 if (!target
1127 || target->flag [FLAG_REFL_SPELL]
1105 || (!god && spell->stats.grace) 1128 || (!god && spell->stats.grace)
1106 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1129 || (god && target->title == god->name)
1130 || (god && target->race.contains (god->race)))
1107 { 1131 {
1108 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1132 op->failmsg ("Your request is unheeded.");
1109 return 0; 1133 return 0;
1110 } 1134 }
1111 1135
1112 if (spell->other_arch) 1136 if (spell->other_arch)
1113 effect = arch_to_object (spell->other_arch); 1137 effect = spell->other_arch->instance ();
1114 else 1138 else
1115 return 0; 1139 return 0;
1116 1140
1117 /* tailor the effect by priest level and worshipped God */ 1141 /* tailor the effect by priest level and worshipped God */
1118 effect->level = caster_level (caster, spell); 1142 effect->level = casting_level (caster, spell);
1119 effect->attacktype = spell->attacktype; 1143 effect->attacktype = spell->attacktype;
1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1144 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 { 1145 {
1122 if (tailor_god_spell (effect, op)) 1146 if (tailor_god_spell (effect, op))
1123 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1147 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1124 else 1148 else
1125 { 1149 {
1126 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1150 op->failmsg ("Your request is ignored.");
1127 return 0; 1151 return 0;
1128 } 1152 }
1129 } 1153 }
1130 1154
1131 /* size of the area of destruction */ 1155 /* size of the area of destruction */
1135 if (effect->attacktype & AT_DEATH) 1159 if (effect->attacktype & AT_DEATH)
1136 { 1160 {
1137 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1161 effect->level = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1138 1162
1139 /* casting death spells at undead isn't a good thing */ 1163 /* casting death spells at undead isn't a good thing */
1140 if (QUERY_FLAG (target, FLAG_UNDEAD)) 1164 if (target->flag [FLAG_UNDEAD])
1141 { 1165 {
1142 if (random_roll (0, 2, op, PREFER_LOW)) 1166 if (random_roll (0, 2, op, PREFER_LOW))
1143 { 1167 {
1144 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!"); 1168 new_draw_info (NDI_UNIQUE, 0, op, "Idiot! Your spell boomerangs!");
1145 effect->x = op->x; 1169 effect->x = op->x;
1178 1202
1179/* op is a missile that needs to be moved */ 1203/* op is a missile that needs to be moved */
1180void 1204void
1181move_missile (object *op) 1205move_missile (object *op)
1182{ 1206{
1183 int i, mflags;
1184 object *owner;
1185 sint16 new_x, new_y;
1186 maptile *m;
1187
1188 if (op->range-- <= 0) 1207 if (op->range-- <= 0)
1189 { 1208 {
1209 op->drop_and_destroy ();
1210 return;
1211 }
1212
1213 mapxy pos (op);
1214 pos.move (op->direction);
1215
1216 if (!pos.normalise ())
1217 {
1190 op->destroy (); 1218 op->destroy ();
1191 return; 1219 return;
1192 } 1220 }
1193 1221
1194 owner = op->owner; 1222 mapspace &ms = pos.ms ();
1195#if 0
1196 /* It'd make things nastier if this wasn't here - spells cast by
1197 * monster that are then killed would continue to survive
1198 */
1199 if (owner == NULL)
1200 {
1201 op->destroy ();
1202 return;
1203 }
1204#endif
1205 1223
1206 new_x = op->x + DIRX (op); 1224 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1207 new_y = op->y + DIRY (op);
1208
1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1210
1211 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1212 { 1225 {
1213 hit_map (op, op->direction, AT_MAGIC, 1); 1226 hit_map (op, op->direction, AT_MAGIC, 1);
1214 /* Basically, missile only hits one thing then goes away. 1227 /* Basically, missile only hits one thing then goes away.
1215 * we need to remove it if someone hasn't already done so. 1228 * we need to remove it if someone hasn't already done so.
1216 */ 1229 */
1217 if (!op->destroyed ())
1218 op->destroy ();
1219
1220 return;
1221 }
1222
1223 op->remove ();
1224
1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1226 {
1227 op->destroy (); 1230 op->destroy ();
1228 return; 1231 return;
1229 } 1232 }
1230 1233
1234 if (!op->direction)
1235 {
1236 op->destroy ();
1237 return;
1238 }
1239
1231 i = spell_find_dir (m, new_x, new_y, op->owner); 1240 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1232 if (i > 0 && i != op->direction) 1241 if (i > 0 && i != op->direction)
1233 { 1242 {
1234 op->direction = i; 1243 op->direction = i;
1235 SET_ANIMATION (op, op->direction); 1244 SET_ANIMATION (op, op->direction);
1236 } 1245 }
1237 1246
1238 m->insert (op, new_x, new_y, op); 1247 pos.insert (op, op);
1239} 1248}
1240 1249
1241/**************************************************************************** 1250/****************************************************************************
1242 * Destruction 1251 * Destruction
1243 ****************************************************************************/ 1252 ****************************************************************************/
1244 1253
1245/* make_object_glow() - currently only makes living objects glow. 1254/* make_object_glow() - currently only makes living objects glow.
1246 * we do this by creating a force and inserting it in the 1255 * we do this by creating a force and inserting it in the
1247 * object. if time is 0, the object glows permanently. To truely 1256 * object. if time is 0, the object glows permanently. To truely
1248 * make this work for non-living objects, we would have to 1257 * make this work for non-living objects, we would have to
1249 * give them the capability to have an inventory. b.t. 1258 * give them the capability to have an inventory. b.t.
1250 */ 1259 */
1251int 1260static int
1252make_object_glow (object *op, int radius, int time) 1261make_object_glow (object *op, int radius, int time)
1253{ 1262{
1254 /* some things are unaffected... */ 1263 /* some things are unaffected... */
1255 if (op->path_denied & PATH_LIGHT) 1264 if (op->path_denied & PATH_LIGHT)
1256 return 0; 1265 return 0;
1257 1266
1258 object *tmp = get_archetype (FORCE_NAME); 1267 object *tmp = archetype::get (FORCE_NAME);
1259 tmp->speed = 0.01; 1268 tmp->set_speed (0.01);
1260 tmp->stats.food = time; 1269 tmp->stats.food = time;
1261 SET_FLAG (tmp, FLAG_IS_USED_UP); 1270 tmp->set_flag (FLAG_IS_USED_UP);
1262 tmp->glow_radius = radius; 1271 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1264 tmp->glow_radius = MAX_LIGHT_RADII;
1265
1266 tmp = insert_ob_in_ob (tmp, op); 1272 tmp = insert_ob_in_ob (tmp, op);
1267 1273
1268 if (tmp->glow_radius > op->glow_radius) 1274 if (tmp->glow_radius > op->glow_radius)
1269 op->glow_radius = tmp->glow_radius; 1275 op->set_glow_radius (tmp->glow_radius);
1270 1276
1271 return 1; 1277 return 1;
1272} 1278}
1273 1279
1274int 1280int
1275cast_destruction (object *op, object *caster, object *spell_ob) 1281cast_destruction (object *op, object *caster, object *spell_ob)
1276{ 1282{
1277 int i, j, range, mflags, friendly = 0, dam, dur;
1278 sint16 sx, sy;
1279 maptile *m;
1280 object *tmp;
1281 const char *skill;
1282
1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1283 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1284 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1284 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1285 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER)
1287 friendly = 1;
1288 1286
1289 /* destruction doesn't use another spell object, so we need 1287 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290 * update op's skill pointer so that exp is properly awarded.
1291 * We do some shortcuts here - since this is just temporary
1292 * and we'll reset the values back, we don't need to go through
1293 * the full share string/free_string route.
1294 */
1295 skill = op->skill;
1296 if (caster == op)
1297 op->skill = spell_ob->skill;
1298 else if (caster->skill)
1299 op->skill = caster->skill;
1300 else
1301 op->skill = NULL;
1302 1288
1303 op->change_skill (find_skill_by_name (op, op->skill)); 1289 dynbuf buf;
1304 1290 unordered_mapwalk (buf, op, -range, -range, range, range)
1305 for (i = -range; i < range; i++)
1306 { 1291 {
1307 for (j = -range; j < range; j++) 1292 mapspace &ms = m->at (nx, ny);
1308 {
1309 m = op->map;
1310 sx = op->x + i;
1311 sy = op->y + j;
1312 1293
1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1317 if (mflags & P_IS_ALIVE) 1294 if (ms.flags () & P_IS_ALIVE)
1295 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1318 { 1296 {
1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1297 next = tmp->above;
1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1321 break;
1322 1298
1323 if (tmp) 1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1324 { 1300 {
1325 if (tmp->head)
1326 tmp = tmp->head; 1301 tmp = tmp->head_ ();
1327 1302
1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1330 { 1305 {
1331 if (spell_ob->subtype == SP_DESTRUCTION) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1332 { 1307 {
1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1334 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1335 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1336 } 1312 }
1337 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1313 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1338 { 1314 {
1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1340 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1341 } 1317 }
1342 } 1318 }
1343 } 1319 }
1344 } 1320 }
1345 }
1346 } 1321 }
1347 1322
1348 op->skill = skill;
1349 return 1; 1323 return 1;
1350} 1324}
1351 1325
1352/*************************************************************************** 1326/***************************************************************************
1353 * 1327 *
1354 * CURSE 1328 * CURSE
1355 * 1329 *
1356 ***************************************************************************/ 1330 ***************************************************************************/
1357
1358int 1331int
1359cast_curse (object *op, object *caster, object *spell_ob, int dir) 1332cast_curse (object *op, object *caster, object *spell_ob, int dir)
1360{ 1333{
1361 object *god = find_god (determine_god (op)); 1334 object *god = find_god (determine_god (op));
1362 object *tmp, *force; 1335 object *tmp, *force;
1363 1336
1364 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE); 1337 tmp = get_pointed_target (op, (dir == 0) ? op->direction : dir, spell_ob->range, SPELL_GRACE);
1365 if (!tmp) 1338 if (!tmp)
1366 { 1339 {
1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 op->failmsg ("There is no one in that direction to curse.");
1368 return 0; 1341 return 0;
1369 } 1342 }
1370 1343
1371 tmp = tmp->head_ (); 1344 tmp = tmp->head_ ();
1372 1345
1387 } 1360 }
1388 } 1361 }
1389 1362
1390 if (!force) 1363 if (!force)
1391 { 1364 {
1392 force = get_archetype (FORCE_NAME); 1365 force = archetype::get (FORCE_NAME);
1393 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1394 1367
1395 if (spell_ob->race) 1368 if (spell_ob->race)
1396 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1397 else 1370 else
1415 1388
1416 return 1; 1389 return 1;
1417 } 1390 }
1418 1391
1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1420 force->speed = 1.f;
1421 force->speed_left = -1.f; 1393 force->speed_left = -1.f;
1422 SET_FLAG (force, FLAG_APPLIED); 1394 force->set_speed (1.f);
1395 force->set_flag (FLAG_APPLIED);
1423 1396
1424 if (god) 1397 if (god)
1425 { 1398 {
1426 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1427 force->path_repelled = god->path_repelled; 1400 force->path_repelled = god->path_repelled;
1440 force->stats.wc = spell_ob->stats.wc; 1413 force->stats.wc = spell_ob->stats.wc;
1441 1414
1442 change_abil (tmp, force); /* Mostly to display any messages */ 1415 change_abil (tmp, force); /* Mostly to display any messages */
1443 insert_ob_in_ob (force, tmp); 1416 insert_ob_in_ob (force, tmp);
1444 tmp->update_stats (); 1417 tmp->update_stats ();
1418
1445 return 1; 1419 return 1;
1446
1447} 1420}
1448 1421
1449/********************************************************************** 1422/**********************************************************************
1450 * mood change 1423 * mood change
1451 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1457 */ 1430 */
1458int 1431int
1459mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1460{ 1433{
1461 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1462 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1463 sint16 x, y, nx, ny;
1464 maptile *m;
1465 const char *race; 1436 const char *race;
1466 1437
1467 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1468 * doing it over and over again. 1439 * doing it over and over again.
1469 */ 1440 */
1470 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1471 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1472 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1473 1444
1474 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1475 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1476 * won't ever match anything. 1447 * won't ever match anything.
1477 */ 1448 */
1478 if (!spell->race) 1449 if (!spell->race)
1479 race = NULL; 1450 race = NULL;
1480 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1481 race = god->slaying; 1452 race = god->slaying;
1482 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1483 race = god->race; 1454 race = god->race;
1484 else 1455 else
1485 race = spell->race; 1456 race = spell->race;
1486 1457
1487 for (x = op->x - range; x <= op->x + range; x++) 1458 dynbuf buf;
1488 for (y = op->y - range; y <= op->y + range; y++) 1459 unordered_mapwalk (buf, op, -range, -range, range, range)
1489 { 1460 {
1490 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1491 m = op->map;
1492 nx = x;
1493 ny = y;
1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1497 1462
1498 /* If there is nothing living on this space, no need to go further */ 1463 /* If there is nothing living on this space, no need to go further */
1499 if (!(mflags & P_IS_ALIVE)) 1464 if (!(ms.flags () & P_IS_ALIVE))
1500 continue; 1465 continue;
1501 1466
1502 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1503 if (caster && caster->contr 1469 && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1471 continue;
1506 1472
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1509 break; 1475 break;
1510 1476
1511 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1513 continue; 1479 continue;
1514 1480
1515 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1482 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1483
1521 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1484 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1522 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1523 continue; 1486 continue;
1524 1487
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (head->flag [FLAG_UNDEAD] && !spell->flag [FLAG_UNDEAD])
1526 continue; 1489 continue;
1527 1490
1528 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1492 best_at = -1;
1530 if (spell->attacktype) 1493 if (spell->attacktype)
1531 { 1494 {
1532 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1498 best_at = at;
1536 1499
1537 if (best_at == -1) 1500 if (best_at == -1)
1538 at = 0; 1501 at = 0;
1539 else 1502 else
1540 { 1503 {
1541 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1542 continue; 1505 continue;
1543 else 1506 else
1544 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1545 } 1508 }
1509
1546 at -= level / 5; 1510 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1548 continue; 1512 continue;
1549 } 1513 }
1550 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1551 { 1515 {
1552 /* 1516 /*
1553 Spell has no attacktype (charm & such), so we'll have a specific saving: 1517 Spell has no attacktype (charm & such), so we'll have a specific saving:
1554 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1555 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1519 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1556 1520
1557 The chance will then be in the range [20-70] percent, not too bad. 1521 The chance will then be in the range [20-70] percent, not too bad.
1558 1522
1559 This is required to fix the 'charm monster' abuse, where a player level 1 can 1523 This is required to fix the 'charm monster' abuse, where a player level 1 can
1560 charm a level 125 monster... 1524 charm a level 125 monster...
1561 1525
1562 Ryo, august 14th 1526 Ryo, august 14th
1563 */ 1527 */
1564 if (head->level > level) 1528 if (head->level > level)
1565 continue; 1529 continue;
1566 1530
1567 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1531 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1568 /* Failed, no effect */ 1532 /* Failed, no effect */
1569 continue; 1533 continue;
1570 } 1534 }
1571 1535
1572 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1573 1538
1574 /* aggravation */ 1539 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (spell->flag [FLAG_MONSTER])
1576 { 1541 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1542 head->clr_flag (FLAG_SLEEP);
1578 remove_friendly_object (head); 1543 remove_friendly_object (head);
1579 done_one = 1; 1544 done_one = 1;
1580 head->enemy = op; 1545 head->enemy = op;
1581 } 1546 }
1582 1547
1583 /* calm monsters */ 1548 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (spell->flag [FLAG_UNAGGRESSIVE] && !head->flag [FLAG_UNAGGRESSIVE])
1585 { 1550 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 head->set_flag (FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1552 head->enemy = NULL;
1588 done_one = 1; 1553 done_one = 1;
1589 } 1554 }
1590 1555
1591 /* berserk monsters */ 1556 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (spell->flag [FLAG_BERSERK] && !head->flag [FLAG_BERSERK])
1593 { 1558 {
1594 SET_FLAG (head, FLAG_BERSERK); 1559 head->set_flag (FLAG_BERSERK);
1595 done_one = 1; 1560 done_one = 1;
1596 } 1561 }
1597 1562
1598 /* charm */ 1563 /* charm */
1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (spell->flag [FLAG_NO_ATTACK] && !head->flag [FLAG_FRIENDLY])
1600 { 1565 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1567
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 Typical use case is charm, go somwhere, use aggravation to make hostile. 1569 Typical use case is charm, go somwhere, use aggravation to make hostile.
1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1570 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 head->clr_flag (FLAG_GENERATOR);
1607 head->set_owner (op); 1572 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1574 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1611 done_one = 1; 1576 done_one = 1;
1612 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1577 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1613 head->stats.exp = 0; 1578 head->stats.exp = 0;
1614 } 1579 }
1615 1580
1616 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (spell->other_arch->instance (), nx, ny, op);
1619 } /* for y */ 1584 }
1620 1585
1621 return 1; 1586 return 1;
1622} 1587}
1623
1624 1588
1625/* Move_ball_spell: This handles ball type spells that just sort of wander 1589/* Move_ball_spell: This handles ball type spells that just sort of wander
1626 * about. was called move_ball_lightning, but since more than the ball 1590 * about. was called move_ball_lightning, but since more than the ball
1627 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1592 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1630 */ 1594 */
1631
1632void 1595void
1633move_ball_spell (object *op) 1596move_ball_spell (object *op)
1634{ 1597{
1635 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1655 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1656 { 1619 {
1657 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1658 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1659 */ 1622 */
1660
1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1662 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1663 1625
1664 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + DIRX (tmpdir);
1665 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + DIRY (tmpdir);
1666 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny)))) 1628 if (!(get_map_flags (op->map, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, nx, ny))))
1667 { 1629 {
1668 dir = tmpdir; 1630 dir = tmpdir;
1669 break; 1631 break;
1670 } 1632 }
1671 } 1633 }
1634
1672 if (dir == 0) 1635 if (dir == 0)
1673 { 1636 {
1674 nx = op->x; 1637 nx = op->x;
1675 ny = op->y; 1638 ny = op->y;
1676 m = op->map; 1639 m = op->map;
1677 } 1640 }
1678 1641
1679 m->insert (op, nx, ny, op); 1642 m->insert (op, nx, ny, op);
1680 1643
1681 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1644 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1682 surrounding squares */ 1645 surrounding squares */
1683 1646
1684 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1685 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1686 * the surround spaces. 1649 * the surround spaces.
1687 */ 1650 */
1688 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1689 { 1652 {
1690 hx = nx + freearr_x[j]; 1653 hx = nx + DIRX (j);
1691 hy = ny + freearr_y[j]; 1654 hy = ny + DIRY (j);
1692 1655
1693 m = op->map; 1656 m = op->map;
1694 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1695 1658
1696 if (mflags & P_OUT_OF_MAP) 1659 if (mflags & P_OUT_OF_MAP)
1702 1665
1703 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1666 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1704 { 1667 {
1705 if (j) 1668 if (j)
1706 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1707 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1672 }
1710 1673
1711 /* insert the other arch */ 1674 /* insert the other arch */
1712 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1675 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (op->other_arch->instance (), hx, hy, op);
1714 } 1677 }
1715 1678
1716 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1717 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1718 1681
1719 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1682 i = spell_find_dir (op->map, op->x, op->y, op->owner);
1720 1683
1721 if (i >= 0) 1684 if (i >= 0)
1722 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1723 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1724 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1687 if (get_map_flags (op->map, &m, nx + DIRX (i), ny + DIRY (i), &hx, &hy) & P_OUT_OF_MAP ||
1725 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1688 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1726 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1727 1690
1728 op->direction = i; 1691 op->direction = i;
1729 } 1692 }
1730} 1693}
1731 1694
1732/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1733 * This is an implementation of the swarm spell. It was written for 1696 * This is an implementation of the swarm spell. It was written for
1734 * meteor swarm, but it could be used for any swarm. A swarm spell 1697 * meteor swarm, but it could be used for any swarm. A swarm spell
1735 * is a special type of object that casts swarms of other types 1698 * is a special type of object that casts swarms of other types
1736 * of spells. Which spell it casts is flexible. It fires the spells 1699 * of spells. Which spell it casts is flexible. It fires the spells
1737 * from a set of squares surrounding the caster, in a given direction. 1700 * from a set of squares surrounding the caster, in a given direction.
1738 */ 1701 */
1739void 1702void
1740move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1741{ 1704{
1742#if 0 1705#if 0
1746 int adjustdir; 1709 int adjustdir;
1747 maptile *m; 1710 maptile *m;
1748#endif 1711#endif
1749 object *owner = op->env; 1712 object *owner = op->env;
1750 1713
1714 if (!owner) // MUST not happen, remove when true TODO
1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1717 op->destroy ();
1718 return;
1719 }
1720
1751 if (!op->duration || !owner->is_on_map ()) 1721 if (!op->duration || !owner->is_on_map ())
1752 { 1722 {
1753 op->destroy (); 1723 op->drop_and_destroy ();
1754 return; 1724 return;
1755 } 1725 }
1756 1726
1757 op->duration--; 1727 op->duration--;
1758 1728
1759 int basedir = op->direction; 1729 int basedir = op->direction;
1760 if (!basedir) 1730 if (!basedir)
1731 {
1761 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1762 basedir = (op->facing += op->state) % 8 + 1; 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1735 }
1763 1736
1764#if 0 1737#if 0
1765 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1740 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1768 // space. 1741 // space.
1769 // should be fixed later, but correctness before features... 1742 // should be fixed later, but correctness before features...
1770 // (schmorp) 1743 // (schmorp)
1771 1744
1772 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1773 * more uniform 1746 * more uniform
1774 */ 1747 */
1775 if (op->duration) 1748 if (op->duration)
1776 { 1749 {
1777 if (basedir & 1) 1750 if (basedir & 1)
1778 { 1751 {
1786 else 1759 else
1787 { 1760 {
1788 adjustdir = 0; /* fire the last one from forward. */ 1761 adjustdir = 0; /* fire the last one from forward. */
1789 } 1762 }
1790 1763
1791 target_x = op->x + freearr_x[absdir (basedir + adjustdir)]; 1764 target_x = op->x + DIRX (absdir (basedir + adjustdir));
1792 target_y = op->y + freearr_y[absdir (basedir + adjustdir)]; 1765 target_y = op->y + DIRY (absdir (basedir + adjustdir));
1793 1766
1794 /* back up one space so we can hit point-blank targets, but this 1767 /* back up one space so we can hit point-blank targets, but this
1795 * necessitates extra out_of_map check below 1768 * necessitates extra out_of_map check below
1796 */ 1769 */
1797 origin_x = target_x - freearr_x[basedir]; 1770 origin_x = target_x - DIRX (basedir);
1798 origin_y = target_y - freearr_y[basedir]; 1771 origin_y = target_y - DIRY (basedir);
1799 1772
1800 1773
1801 /* spell pointer is set up for the spell this casts. Since this 1774 /* spell pointer is set up for the spell this casts. Since this
1802 * should just be a pointer to the spell in some inventory, 1775 * should just be a pointer to the spell in some inventory,
1803 * it is unlikely to disappear by the time we need it. However, 1776 * it is unlikely to disappear by the time we need it. However,
1834} 1807}
1835 1808
1836/* fire_swarm: 1809/* fire_swarm:
1837 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1838 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1839 * the parts of the swarm. 1812 * the parts of the swarm.
1840 * 1813 *
1841 * op: the owner 1814 * op: the owner
1842 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1843 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1844 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1849{ 1822{
1850 if (!spell->other_arch) 1823 if (!spell->other_arch)
1851 return 0; 1824 return 0;
1852 1825
1853 object *tmp = archetype::get (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1827
1854 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */ 1829 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1856 tmp->spell = spell->other_arch->instance (); 1830 tmp->spell = spell->other_arch->instance ();
1857 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1858 1832
1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1860 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1862 1836
1863 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1864 for (int i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1866 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1867 tmp->direction = dir; 1843 tmp->direction = dir;
1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction 1844 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment 1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1871 1846
1872 op->insert (tmp); 1847 op->insert (tmp);
1873 1848
1885 int dam, mflags; 1860 int dam, mflags;
1886 maptile *m; 1861 maptile *m;
1887 1862
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1864
1890 if (!dir) 1865 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1866 {
1895 1867 x = op->x + DIRX (dir);
1896 x = op->x + freearr_x[dir]; 1868 y = op->y + DIRY (dir);
1897 y = op->y + freearr_y[dir];
1898 m = op->map; 1869 m = op->map;
1899 1870
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1872
1902 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1903 { 1874 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 op->failmsg ("Nothing is there.");
1905 return 0; 1876 return 0;
1906 } 1877 }
1907 1878
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1880 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1881 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (target->flag [FLAG_MONSTER])
1912 { 1883 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1885 if (target->head)
1915 target = target->head; 1886 target = target->head;
1887
1916 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1917 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1918 } 1891 }
1919 }
1920 1892
1921 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1922 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1894 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1923 { 1895 {
1924 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 op->failmsg ("Something is in the way.");
1925 return 0; 1897 return 0;
1898 }
1926 } 1899 }
1927 1900
1928 /* ok, looks groovy to just insert a new light on the map */ 1901 /* ok, looks groovy to just insert a new light on the map */
1929 tmp = arch_to_object (spell->other_arch); 1902 tmp = spell->other_arch->instance ();
1930 if (!tmp) 1903 if (!tmp)
1931 { 1904 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1906 return 0;
1934 } 1907 }
1908
1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1936 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1937 { 1912 tmp->set_glow_radius (
1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1939 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1941 }
1942 1915
1916 if (dir)
1943 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env_or_self ()->insert (tmp);
1920
1944 return 1; 1921 return 1;
1945} 1922}
1946 1923
1947/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1948 * player and infects someone. 1925 * player and infects someone.
1949 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1950 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1951 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1952 */ 1929 */
1953int 1930int
1959 maptile *m; 1936 maptile *m;
1960 1937
1961 x = op->x; 1938 x = op->x;
1962 y = op->y; 1939 y = op->y;
1963 1940
1964 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1965 * direction the player is pointing. 1942 * direction the player is pointing.
1966 */ 1943 */
1967 if (!dir) 1944 if (!dir)
1968 dir = op->facing; 1945 dir = op->facing;
1969 1946
1976 dur_mod = SP_level_duration_adjust (caster, spell); 1953 dur_mod = SP_level_duration_adjust (caster, spell);
1977 1954
1978 /* search in a line for a victim */ 1955 /* search in a line for a victim */
1979 for (i = 1; i < range; i++) 1956 for (i = 1; i < range; i++)
1980 { 1957 {
1981 x = op->x + i * freearr_x[dir]; 1958 x = op->x + i * DIRX (dir);
1982 y = op->y + i * freearr_y[dir]; 1959 y = op->y + i * DIRY (dir);
1983 m = op->map; 1960 m = op->map;
1984 1961
1985 mflags = get_map_flags (m, &m, x, y, &x, &y); 1962 mflags = get_map_flags (m, &m, x, y, &x, &y);
1986 1963
1987 if (mflags & P_OUT_OF_MAP) 1964 if (mflags & P_OUT_OF_MAP)
1994 /* Only bother looking on this space if there is something living here */ 1971 /* Only bother looking on this space if there is something living here */
1995 if (mflags & P_IS_ALIVE) 1972 if (mflags & P_IS_ALIVE)
1996 { 1973 {
1997 /* search this square for a victim */ 1974 /* search this square for a victim */
1998 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1975 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1976 if (walk->flag [FLAG_MONSTER] || (walk->type == PLAYER))
2000 { /* found a victim */ 1977 { /* found a victim */
2001 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = spell->other_arch->instance ();
2002 1979
2003 disease->set_owner (op); 1980 disease->set_owner (op);
2004 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2005 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2006 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2007 1984
2008 /* do level adjustments */ 1985 /* do level adjustments */
2009 if (disease->stats.wc) 1986 if (disease->stats.wc ) disease->stats.wc += dur_mod / 2;
2010 disease->stats.wc += dur_mod / 2; 1987 if (disease->magic > 0) disease->magic += dur_mod / 8;
2011 1988 if (disease->stats.maxhp > 0) disease->stats.maxhp += dur_mod;
2012 if (disease->magic > 0) 1989 if (disease->stats.maxgrace > 0) disease->stats.maxgrace += dur_mod;
2013 disease->magic += dur_mod / 8;
2014
2015 if (disease->stats.maxhp > 0)
2016 disease->stats.maxhp += dur_mod;
2017
2018 if (disease->stats.maxgrace > 0)
2019 disease->stats.maxgrace += dur_mod;
2020
2021 if (disease->stats.dam)
2022 {
2023 if (disease->stats.dam > 0)
2024 disease->stats.dam += dam_mod;
2025 else
2026 disease->stats.dam -= dam_mod;
2027 }
2028 1990
2029 if (disease->last_sp) 1991 if (disease->last_sp)
2030 { 1992 {
2031 disease->last_sp -= 2 * dam_mod; 1993 disease->last_sp -= 2 * dam_mod;
1994
2032 if (disease->last_sp < 1) 1995 if (disease->last_sp < 1)
2033 disease->last_sp = 1; 1996 disease->last_sp = 1;
2034 } 1997 }
2035 1998
2036 if (disease->stats.maxsp) 1999 if (disease->stats.dam ) disease->stats.dam += copysignl (disease->stats.dam , dam_mod);
2037 { 2000 if (disease->stats.maxsp) disease->stats.maxsp += copysignl (disease->stats.maxsp, dam_mod);
2038 if (disease->stats.maxsp > 0) 2001 if (disease->stats.ac ) disease->stats.ac += dam_mod;
2039 disease->stats.maxsp += dam_mod; 2002 if (disease->last_eat ) disease->last_eat -= dam_mod;
2040 else 2003 if (disease->stats.hp ) disease->stats.hp -= dam_mod;
2041 disease->stats.maxsp -= dam_mod; 2004 if (disease->stats.sp ) disease->stats.sp -= dam_mod;
2042 }
2043
2044 if (disease->stats.ac)
2045 disease->stats.ac += dam_mod;
2046
2047 if (disease->last_eat)
2048 disease->last_eat -= dam_mod;
2049
2050 if (disease->stats.hp)
2051 disease->stats.hp -= dam_mod;
2052
2053 if (disease->stats.sp)
2054 disease->stats.sp -= dam_mod;
2055 2005
2056 if (infect_object (walk, disease, 1)) 2006 if (infect_object (walk, disease, 1))
2057 { 2007 {
2058 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2008 op->statusmsg (format ("You inflict %s on %s!", &disease->name, &walk->name));
2059 2009
2060 disease->destroy (); /* don't need this one anymore */ 2010 disease->destroy (); /* don't need this one anymore */
2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2011 walk->map->insert (archetype::get (shstr_detect_magic), x, y, op);
2062 return 1; 2012 return 1;
2063 } 2013 }
2064 2014
2065 disease->destroy (); 2015 disease->destroy ();
2066 } 2016 }

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