ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.83 by root, Mon Mar 2 11:45:19 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* 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
39 * 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)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 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 */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*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 */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*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); */
60 } 56 }
61 57
62 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)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 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)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* 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
83 * 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
84 * 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.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 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 */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
146 141
147 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
153 new_bolt->duration++; 148 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 152 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
162} 156}
163 157
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
166 */ 160 */
167
168void 161void
169move_bolt (object *op) 162move_bolt (object *op)
170{ 163{
171 object *tmp;
172 int mflags; 164 int mflags;
173 sint16 x, y; 165 sint16 x, y;
174 maptile *m; 166 maptile *m;
175 167
176 if (--(op->duration) < 0) 168 if (--op->duration < 0)
177 { 169 {
178 op->destroy (); 170 op->drop_and_destroy ();
179 return; 171 return;
180 } 172 }
181 173
182 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
183 175
184 if (!op->direction) 176 if (!op->direction)
185 return; 177 return;
186 178
187 if (--op->range < 0) 179 if (--op->range < 0)
188 {
189 op->range = 0; 180 op->range = 0;
190 }
191 else 181 else
192 { 182 {
193 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
195 m = op->map; 185 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 194 * will be useful.
205 */ 195 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 197 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 199 return;
211 200
212 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
243 else if (left) 232 else if (left)
244 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
245 else if (right) 234 else if (right)
246 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
247 } 236 }
237
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 239 return;
250 } 240 }
251 else 241 else
252 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 243 object *tmp = op->clone ();
254 244
245 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 248 tmp->duration++;
260 249
261 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 251 * going off in other directions.
263 */ 252 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 255
268 }
269 /* 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
270 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
271 */ 258 */
272 op->range = 0; 259 op->range = 0;
273 } /* copy object and move it along */ 260 } /* copy object and move it along */
296 return 0; 283 return 0;
297 284
298 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
299 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);
300 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
301 if (spob->slaying) 289 if (spob->slaying)
302 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
303 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
305 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
306 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
307 296
318 307
319 maptile *newmap; 308 maptile *newmap;
320 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);
321 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
322 { 311 {
323 tmp->destroy (); 312 tmp->drop_and_destroy ();
324 return 0; 313 return 0;
325 } 314 }
326 315
327 tmp->map = newmap; 316 tmp->map = newmap;
328 317
329 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)))
330 { 319 {
331 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
332 { 321 {
333 tmp->destroy (); 322 tmp->drop_and_destroy ();
334 return 0; 323 return 0;
335 } 324 }
336 325
337 tmp->x = op->x; 326 tmp->x = op->x;
338 tmp->y = op->y; 327 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 329 tmp->map = op->map;
341 } 330 }
342 331
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 333 move_bolt (tmp);
345 334
346 return 1; 335 return 1;
347} 336}
348
349
350 337
351/*************************************************************************** 338/***************************************************************************
352 * 339 *
353 * BULLET/BALL CODE 340 * BULLET/BALL CODE
354 * 341 *
355 ***************************************************************************/ 342 ***************************************************************************/
356 343
357/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
359 * At least that is what I think this does. 346 * At least that is what I think this does.
360 */ 347 */
361void 348void
362explosion (object *op) 349explosion (object *op)
363{ 350{
364 object *tmp;
365 maptile *m = op->map; 351 maptile *m = op->map;
366 int i; 352 int i;
367 353
368 if (--(op->duration) < 0) 354 if (--op->duration < 0)
369 { 355 {
370 op->destroy (); 356 op->destroy ();
371 return; 357 return;
372 } 358 }
373 359
379 { 365 {
380 sint16 dx, dy; 366 sint16 dx, dy;
381 367
382 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
384 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 372 * out of map, etc.
386 */ 373 */
387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
388 { 375 {
389 tmp = op->clone (); 376 object *tmp = op->clone ();
377
390 tmp->state = 0; 378 tmp->state = 0;
391 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
392 tmp->range--; 380 tmp->range--;
393 tmp->value = 0; 381 tmp->value = 0;
394 tmp->x = dx; 382
395 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 384 }
398 } 385 }
399 } 386 }
400} 387}
401
402 388
403/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
405 * explode. 391 * explode.
406 */ 392 */
407void 393void
408explode_bullet (object *op) 394explode_bullet (object *op)
409{ 395{
410 object *tmp, *owner; 396 object *tmp, *owner;
411 397
412 if (op->other_arch == NULL) 398 if (!op->other_arch)
413 { 399 {
414 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
415 op->destroy (); 401 op->destroy ();
416 return; 402 return;
417 } 403 }
418 404
419 if (op->env) 405 if (op->env)
420 { 406 {
421 object *env; 407 object *env = op->outer_env ();
422 408
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
425 { 410 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 412 op->destroy ();
428 return; 413 return;
429 } 414 }
430 415
431 op->remove (); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 417 }
436 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
437 { 419 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 421 op->destroy ();
450 } 432 }
451 433
452 if (op->attacktype) 434 if (op->attacktype)
453 { 435 {
454 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
455 if (op->destroyed ()) 438 if (op->destroyed ())
456 return; 439 return;
457 } 440 }
458 441
459 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
462 tmp->set_owner (op); 445 tmp->set_owner (op);
463 tmp->skill = op->skill; 446 tmp->skill = op->skill;
464 447
465 owner = op->owner; 448 owner = op->owner;
466 449
467 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))
468 { 454 {
469 op->destroy (); 455 op->destroy ();
470 return; 456 return;
471 } 457 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 458
476 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 461 {
479 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
483 } 466 }
484 else 467 else
485 { 468 {
486 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
488 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
501 485
502 /* Prevent recursion */ 486 /* Prevent recursion */
503 op->move_on = 0; 487 op->move_on = 0;
504 488
505 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
506 /* remove the firebullet */ 492 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 493 op->destroy ();
510 }
511} 494}
512
513
514 495
515/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
517 */ 498 */
518
519void 499void
520check_bullet (object *op) 500check_bullet (object *op)
521{ 501{
522 object *tmp; 502 object *tmp;
523 int dam, mflags; 503 int dam, mflags;
538 518
539 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
541 return; 521 return;
542 522
543 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 524 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 526 {
547 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
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 531 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 533 {
552 op->destroy (); 534 op->destroy ();
612 op->destroy (); 594 op->destroy ();
613 595
614 return; 596 return;
615 } 597 }
616 598
617 op->remove (); 599 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 600 return;
622 601
623 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
624 { 603 {
625 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 605 update_turn_face (op);
627 } 606 }
628 else 607 else
629 check_bullet (op); 608 check_bullet (op);
630} 609}
631
632
633
634 610
635/* fire_bullet 611/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 615 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
641 * pointers. 617 * pointers.
642 */ 618 */
643
644int 619int
645fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 621{
647 object *tmp = NULL; 622 object *tmp = NULL;
648 int mflags; 623 int mflags;
649 624
650 if (!spob->other_arch) 625 if (!spob->other_arch)
651 return 0; 626 return 0;
652 627
653 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
654 if (tmp == NULL) 629 if (!tmp)
655 return 0; 630 return 0;
656 631
657 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
658 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);
659 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
660 if (spob->slaying) 635 if (spob->slaying)
661 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
662 637
672 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
673 648
674 tmp->set_owner (op); 649 tmp->set_owner (op);
675 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
676 651
677 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
678 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
679 tmp->map = op->map; 654 tmp->map = op->map;
680 655
681 maptile *newmap; 656 maptile *newmap;
682 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);
683 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
700 tmp->y = op->y; 675 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 677 tmp->map = op->map;
703 } 678 }
704 679
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 680 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 681 check_bullet (tmp);
707 682
708 return 1; 683 return 1;
709} 684}
710
711
712
713 685
714/***************************************************************************** 686/*****************************************************************************
715 * 687 *
716 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
717 * 689 *
718 *****************************************************************************/ 690 *****************************************************************************/
719 691
720
721/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
722void 693void
723cone_drop (object *op) 694cone_drop (object *op)
724{ 695{
725 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
726 697
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 698 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 699 new_ob->set_owner (op->owner);
731 700
732 /* preserve skill ownership */ 701 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 704
705 new_ob->insert_at (op, op);
739} 706}
740 707
741/* 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 */
742 709
743void 710void
744move_cone (object *op) 711move_cone (object *op)
745{ 712{
746 int i;
747
748 /* 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 */
749 if (!op->map) 714 if (!op->map)
750 { 715 {
751 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");
752 op->speed = 0; 717 op->set_speed (0);
753 update_ob_speed (op);
754 return; 718 return;
755 } 719 }
756 720
757 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
773 } 737 }
774#endif 738#endif
775 739
776 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
777 741
742 if (!op->is_on_map ())
743 return;
744
778 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
779 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
780 * degree. 747 * degree.
781 */ 748 */
782 if (op->weight) 749 if (op->weight)
750 {
783 check_spell_knockback (op); 751 check_spell_knockback (op);
784 752
785 if (op->destroyed ()) 753 if (!op->is_on_map ())
786 return; 754 return;
755 }
787 756
788 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
789 { 758 {
790 op->destroy (); 759 op->destroy ();
791 return; 760 return;
792 } 761 }
793 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
798 { 767 {
799 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
800 return; 769 return;
801 } 770 }
802 771
803 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
804 { 773 {
805 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)];
806 775
807 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))
808 { 777 {
809 object *tmp = op->clone (); 778 object *tmp = op->clone ();
810
811 tmp->x = x;
812 tmp->y = y;
813 779
814 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
815 781
816 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
819 if (tmp->other_arch) 787 if (tmp->other_arch)
820 cone_drop (tmp); 788 cone_drop (tmp);
821 } 789 }
822 } 790 }
823} 791}
856 824
857 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
858 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
859 * insert it into is blocked. 827 * insert it into is blocked.
860 */ 828 */
861 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
862 830
863 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
864 { 832 {
865 sint16 x, y, d; 833 sint16 x, y;
866 834
867 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
868 * 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
869 * 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
870 * to hit that person. 838 * to hit that person.
871 */ 839 */
872 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
873 while (d < 0)
874 d += 8;
875 while (d > 8)
876 d -= 8;
877 841
878 /* 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.
879 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
880 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
881 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
901 865
902 success = 1; 866 success = 1;
903 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 868 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
910 872
911 /* holy word stuff */ 873 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
947 else 909 else
948 tmp->duration += caster->level / 3; 910 tmp->duration += caster->level / 3;
949 } 911 }
950 912
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 913 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
953 915
954 if (!tmp->move_on && tmp->stats.dam) 916 if (!tmp->move_on && tmp->stats.dam)
955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
957 }
958 918
959 insert_ob_in_map (tmp, m, op, 0); 919 m->insert (tmp, sx, sy, op);
960 920
961 /* This is used for tracking spells so that one effect doesn't hit 921 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times. 922 * a single space too many times.
963 */ 923 */
964 tmp->stats.maxhp = tmp->count; 924 tmp->stats.maxhp = tmp->count;
974 * 934 *
975 * BOMB related code 935 * BOMB related code
976 * 936 *
977 ****************************************************************************/ 937 ****************************************************************************/
978 938
979
980/* This handles an exploding bomb. 939/* This handles an exploding bomb.
981 * op is the original bomb object. 940 * op is the original bomb object.
982 */ 941 */
983void 942void
984animate_bomb (object *op) 943animate_bomb (object *op)
985{ 944{
986 int i;
987 object *env, *tmp;
988 archetype *at;
989
990 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 946 return;
992 947
993 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
994 949
995 if (op->env) 950 if (op->env)
996 { 951 {
997 if (env->map == NULL) 952 if (env->map == NULL)
998 return; 953 return;
999 954
1000 if (env->type == PLAYER) 955 if (!(op = op->insert_at (env, op)))
1001 esrv_del_item (env->contr, op->count);
1002
1003 op->remove ();
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 956 return;
1008 } 957 }
1009 958
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1011 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
1018 967
1019 /* This copies a lot of the code from the fire bullet, 968 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 970 * so just set up the appropriate values.
1022 */ 971 */
1023 at = archetype::find (SPLINT); 972 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 973 {
1026 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
1027 { 975 {
1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 976 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1029 continue; 977 continue;
978
1030 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
1031 tmp->direction = i; 980 tmp->direction = i;
1032 tmp->range = op->range; 981 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 983 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 985 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 986 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 987 tmp->skill = op->skill;
1040 } 988
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 989 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 990 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 991
1044 tmp->y = op->y + freearr_x[i]; 992 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 993 move_bullet (tmp);
1047 } 994 }
1048 } 995 }
1049 996
1050 explode_bullet (op); 997 explode_bullet (op);
1051} 998}
1052 999
1053int 1000int
1054create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1055{ 1002{
1056
1057 object *tmp; 1003 object *tmp;
1058 int mflags; 1004 int mflags;
1059 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];
1060 maptile *m; 1006 maptile *m;
1061 1007
1062 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 {
1063 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))
1064 { 1017 {
1065 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.");
1066 return 0; 1019 return 0;
1020 }
1067 } 1021 }
1022
1068 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1069 1024
1070 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1072 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1027 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1028 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1029 tmp->attacktype = spell->attacktype;
1075 1030
1076 tmp->set_owner (op); 1031 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1032 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1033
1079 tmp->y = dy; 1034 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1035 return 1;
1082} 1036}
1083 1037
1084/**************************************************************************** 1038/****************************************************************************
1085 * 1039 *
1094 * dir is the direction to look in. 1048 * dir is the direction to look in.
1095 * range is how far out to look. 1049 * range is how far out to look.
1096 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1050 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1097 * this info is used for blocked magic/unholy spaces. 1051 * this info is used for blocked magic/unholy spaces.
1098 */ 1052 */
1099
1100object * 1053object *
1101get_pointed_target (object *op, int dir, int range, int type) 1054get_pointed_target (object *op, int dir, int range, int type)
1102{ 1055{
1103 object *target; 1056 object *target;
1104 sint16 x, y; 1057 sint16 x, y;
1123 return NULL; 1076 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1078 return NULL;
1126 1079
1127 if (mflags & P_IS_ALIVE) 1080 if (mflags & P_IS_ALIVE)
1128 {
1129 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1081 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1130 { 1082 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1083 return target;
1134 }
1135 }
1136 }
1137 } 1084 }
1085
1138 return NULL; 1086 return NULL;
1139} 1087}
1140
1141 1088
1142/* cast_smite_arch() - the priest points to a creature and causes 1089/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1090 * a 'godly curse' to decend.
1144 * usual params - 1091 * usual params -
1145 * op = player 1092 * op = player
1146 * caster = object casting the spell. 1093 * caster = object casting the spell.
1147 * dir = direction being cast 1094 * dir = direction being cast
1148 * spell = spell object 1095 * spell = spell object
1149 */ 1096 */
1150
1151int 1097int
1152cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{ 1099{
1154 object *effect, *target; 1100 object *effect, *target;
1155 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1165 * interesting spell. 1111 * interesting spell.
1166 * if it is a cleric spell, you need a god, and the creature 1112 * if it is a cleric spell, you need a god, and the creature
1167 * can't be friendly to your god. 1113 * can't be friendly to your god.
1168 */ 1114 */
1169 1115
1170 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1171 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1172 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1119 || (god && target->title == god->name)
1120 || (god && target->race.contains (god->race)))
1173 { 1121 {
1174 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1175 return 0; 1123 return 0;
1176 } 1124 }
1177 1125
1179 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1180 else 1128 else
1181 return 0; 1129 return 0;
1182 1130
1183 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1184 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1185 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1186 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1187 { 1135 {
1188 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1189 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1137 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1190 else 1138 else
1191 { 1139 {
1192 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1193 return 0; 1141 return 0;
1194 } 1142 }
1228 1176
1229 effect->set_owner (op); 1177 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1178 set_spell_skill (op, caster, spell, effect);
1231 1179
1232 /* ok, tell it where to be, and insert! */ 1180 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1181 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1182
1237 return 1; 1183 return 1;
1238} 1184}
1239
1240 1185
1241/**************************************************************************** 1186/****************************************************************************
1242 * 1187 *
1243 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1244 * note that the fire_bullet is used to fire the missile. The 1189 * note that the fire_bullet is used to fire the missile. The
1247 1192
1248/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1249void 1194void
1250move_missile (object *op) 1195move_missile (object *op)
1251{ 1196{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1258 { 1198 {
1199 op->drop_and_destroy ();
1200 return;
1201 }
1202
1203 mapxy pos (op);
1204 pos.move (op->direction);
1205
1206 if (!pos.normalise ())
1207 {
1259 op->destroy (); 1208 op->destroy ();
1260 return; 1209 return;
1261 } 1210 }
1262 1211
1263 owner = op->owner; 1212 mapspace &ms = pos.ms ();
1264#if 0
1265 /* It'd make things nastier if this wasn't here - spells cast by
1266 * monster that are then killed would continue to survive
1267 */
1268 if (owner == NULL)
1269 {
1270 op->destroy ();
1271 return;
1272 }
1273#endif
1274 1213
1275 new_x = op->x + DIRX (op); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1276 new_y = op->y + DIRY (op);
1277
1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1279
1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1281 { 1215 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1284 * we need to remove it if someone hasn't already done so. 1218 * we need to remove it if someone hasn't already done so.
1285 */ 1219 */
1286 if (!op->destroyed ())
1287 op->destroy ();
1288
1289 return;
1290 }
1291
1292 op->remove ();
1293
1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1295 {
1296 op->destroy (); 1220 op->destroy ();
1297 return; 1221 return;
1298 } 1222 }
1299 1223
1300 op->x = new_x; 1224 if (!op->direction)
1301 op->y = new_y; 1225 {
1302 op->map = m; 1226 op->destroy ();
1227 return;
1228 }
1229
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1304 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1305 { 1232 {
1306 op->direction = i; 1233 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1308 } 1235 }
1309 1236
1310 insert_ob_in_map (op, op->map, op, 0); 1237 pos.insert (op, op);
1311} 1238}
1312 1239
1313/**************************************************************************** 1240/****************************************************************************
1314 * Destruction 1241 * Destruction
1315 ****************************************************************************/ 1242 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1245 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1322 */ 1249 */
1323
1324int 1250int
1325make_object_glow (object *op, int radius, int time) 1251make_object_glow (object *op, int radius, int time)
1326{ 1252{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1255 return 0;
1332 1256
1333 tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1259 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1338 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII;
1340
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1346 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1348 1266
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1267 return 1;
1355} 1268}
1356
1357
1358
1359 1269
1360int 1270int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1272{
1363 int i, j, range, mflags, friendly = 0, dam, dur;
1364 sint16 sx, sy;
1365 maptile *m;
1366 object *tmp;
1367 const char *skill;
1368
1369 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1370 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1274 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1371 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1372 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1373 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1374 1278
1375 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1376 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1377 * We do some shortcuts here - since this is just temporary
1378 * and we'll reset the values back, we don't need to go through
1379 * the full share string/free_string route.
1380 */ 1281 */
1381 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1382 if (caster == op) 1284 if (caster == op)
1383 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1384 else if (caster->skill) 1286 else if (caster->skill)
1385 op->skill = caster->skill; 1287 op->skill = caster->skill;
1386 else 1288 else
1387 op->skill = NULL; 1289 op->skill = 0;
1388 1290
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1390 1292
1391 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1392 { 1294 {
1393 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1394 { 1296
1395 m = op->map;
1396 sx = op->x + i;
1397 sy = op->y + j;
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP)
1400 continue;
1401 if (mflags & P_IS_ALIVE) 1297 if (ms.flags () & P_IS_ALIVE)
1298 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1299 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1402 { 1300 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1302
1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1404 { 1305 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1406 break;
1407 }
1408 if (tmp)
1409 {
1410 if (tmp->head)
1411 tmp = tmp->head;
1412
1413 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 { 1307 {
1416 if (spell_ob->subtype == SP_DESTRUCTION)
1417 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1419 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1312 }
1427 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)
1428 { 1314 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 }
1438 } 1317 }
1439 } 1318 }
1440 } 1319 }
1441 }
1442 } 1320 }
1321
1443 op->skill = skill; 1322 op->skill = skill;
1444 return 1; 1323 return 1;
1445} 1324}
1446 1325
1447/*************************************************************************** 1326/***************************************************************************
1461 { 1340 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1341 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0; 1342 return 0;
1464 } 1343 }
1465 1344
1345 tmp = tmp->head_ ();
1346
1466 /* If we've already got a force of this type, don't add a new one. */ 1347 /* If we've already got a force of this type, don't add a new one. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1468 { 1349 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1351 {
1471 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1472 { 1353 {
1478 return 0; 1359 return 0;
1479 } 1360 }
1480 } 1361 }
1481 } 1362 }
1482 1363
1483 if (force == NULL) 1364 if (!force)
1484 { 1365 {
1485 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1487 if (spell_ob->race) 1369 if (spell_ob->race)
1488 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1489 else 1371 else
1490 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1491 1373
1501 { 1383 {
1502 force->duration = duration; 1384 force->duration = duration;
1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1385 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 } 1386 }
1505 else 1387 else
1506 {
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1388 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1389
1509 return 1; 1390 return 1;
1510 } 1391 }
1392
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1393 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1394 force->speed = 1.f;
1513 force->speed_left = -1.0; 1395 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1515 1397
1516 if (god) 1398 if (god)
1517 { 1399 {
1518 if (spell_ob->last_grace) 1400 if (spell_ob->last_grace)
1536 tmp->update_stats (); 1418 tmp->update_stats ();
1537 return 1; 1419 return 1;
1538 1420
1539} 1421}
1540 1422
1541
1542/********************************************************************** 1423/**********************************************************************
1543 * mood change 1424 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1425 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1426 * effects monsters, it seems best to put it into this file
1546 ***********************************************************************/ 1427 ***********************************************************************/
1550 */ 1431 */
1551int 1432int
1552mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1553{ 1434{
1554 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1555 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1556 sint16 x, y, nx, ny;
1557 maptile *m;
1558 const char *race; 1437 const char *race;
1559 1438
1560 /* We precompute some values here so that we don't have to keep 1439 /* We precompute some values here so that we don't have to keep
1561 * doing it over and over again. 1440 * doing it over and over again.
1562 */ 1441 */
1563 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1564 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1565 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1566 1445
1567 /* On the bright side, no monster should ever have a race of GOD_... 1446 /* On the bright side, no monster should ever have a race of GOD_...
1568 * so even if the player doesn't worship a god, if race=GOD_.., it 1447 * so even if the player doesn't worship a god, if race=GOD_.., it
1569 * won't ever match anything. 1448 * won't ever match anything.
1570 */ 1449 */
1571 if (!spell->race) 1450 if (!spell->race)
1572 race = NULL; 1451 race = NULL;
1573 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1574 race = god->slaying; 1453 race = god->slaying;
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1576 race = god->race; 1455 race = god->race;
1577 else 1456 else
1578 race = spell->race; 1457 race = spell->race;
1579 1458
1580 1459 unordered_mapwalk (op, -range, -range, range, range)
1581 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1460 {
1461 mapspace &ms = m->at (nx, ny);
1584 1462
1585 done_one = 0;
1586 m = op->map;
1587 nx = x;
1588 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1590 if (mflags & P_OUT_OF_MAP)
1591 continue;
1592
1593 /* 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 */
1594 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1595 continue; 1465 continue;
1596 1466
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1467 // players can only affect spaces that they can actually see
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1468 if (caster
1469 && caster->contr
1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1471 continue;
1472
1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1474 if (tmp->flag [FLAG_MONSTER])
1599 break; 1475 break;
1600 1476
1601 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1603 continue; 1479 continue;
1604 1480
1605 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1606 if (tmp->head)
1607 head = tmp->head; 1482 head = tmp->head_ ();
1608 else
1609 head = tmp;
1610 1483
1611 /* 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 */
1612 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1613 continue; 1486 continue;
1487
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1489 continue;
1616 1490
1617 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1492 best_at = -1;
1619 if (spell->attacktype) 1493 if (spell->attacktype)
1620 { 1494 {
1621 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1622 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1623 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1624 best_at = at; 1498 best_at = at;
1625 1499
1626 if (best_at == -1) 1500 if (best_at == -1)
1627 at = 0; 1501 at = 0;
1628 else 1502 else
1629 { 1503 {
1630 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1631 continue; 1505 continue;
1632 else 1506 else
1633 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1634 } 1508 }
1509
1635 at -= level / 5; 1510 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1637 continue; 1512 continue;
1638 } 1513 }
1639 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1515 {
1640 /* 1516 /*
1641 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:
1642 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1643 * 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 ) )
1644 1520
1646 1522
1647 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
1648 charm a level 125 monster... 1524 charm a level 125 monster...
1649 1525
1650 Ryo, august 14th 1526 Ryo, august 14th
1651 */ 1527 */
1652 {
1653 if (head->level > level) 1528 if (head->level > level)
1654 continue; 1529 continue;
1530
1655 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))))
1656 /* Failed, no effect */ 1532 /* Failed, no effect */
1657 continue; 1533 continue;
1658 } 1534 }
1659 1535
1660 /* Done with saving throw. Now start effecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1661 1538
1662 /* aggravation */ 1539 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1541 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1543 remove_friendly_object (head);
1668
1669 done_one = 1; 1544 done_one = 1;
1670 head->enemy = op; 1545 head->enemy = op;
1671 } 1546 }
1672 1547
1673 /* calm monsters */ 1548 /* calm monsters */
1674 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1675 { 1550 {
1676 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1677 head->enemy = NULL; 1552 head->enemy = NULL;
1678 done_one = 1; 1553 done_one = 1;
1679 } 1554 }
1680 1555
1681 /* berserk monsters */ 1556 /* berserk monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1558 {
1684 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1560 done_one = 1;
1686 } 1561 }
1562
1687 /* charm */ 1563 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1564 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1565 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 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.
1693 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. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1572 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1697 add_friendly_object (head); 1574 add_friendly_object (head);
1698 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1699 done_one = 1; 1576 done_one = 1;
1700 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);
1701 head->stats.exp = 0; 1578 head->stats.exp = 0;
1702 } 1579 }
1703 1580
1704 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1706 { 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp = arch_to_object (spell->other_arch); 1584 }
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */
1713 1585
1714 return 1; 1586 return 1;
1715} 1587}
1716
1717 1588
1718/* 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
1719 * 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
1720 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1721 * op is the spell effect. 1592 * op is the spell effect.
1722 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1723 */ 1594 */
1724
1725void 1595void
1726move_ball_spell (object *op) 1596move_ball_spell (object *op)
1727{ 1597{
1728 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1729 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1748 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1749 { 1619 {
1750 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1751 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1752 */ 1622 */
1753
1754 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1755 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1756 1625
1757 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1758 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1760 { 1629 {
1761 dir = tmpdir; 1630 dir = tmpdir;
1762 break; 1631 break;
1763 } 1632 }
1764 } 1633 }
1634
1765 if (dir == 0) 1635 if (dir == 0)
1766 { 1636 {
1767 nx = op->x; 1637 nx = op->x;
1768 ny = op->y; 1638 ny = op->y;
1769 m = op->map; 1639 m = op->map;
1770 } 1640 }
1771 1641
1772 op->remove (); 1642 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1643
1777 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
1778 surrounding squares */ 1645 surrounding squares */
1779 1646
1780 /* loop over current square and neighbors to hit. 1647 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1648 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1649 * the surround spaces.
1783 */ 1650 */
1784 for (j = 0; j < 9; j++) 1651 for (j = 0; j < 9; j++)
1785 { 1652 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1653 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1654 hy = ny + freearr_y[j];
1790 1655
1791 m = op->map; 1656 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1657 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1800 1665
1801 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)))
1802 { 1667 {
1803 if (j) 1668 if (j)
1804 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1805 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1672 }
1808 1673
1809 /* insert the other arch */ 1674 /* insert the other arch */
1810 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))))
1811 { 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1677 }
1818 1678
1819 /* restore to the center location and damage */ 1679 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1680 op->stats.dam = dam_save;
1821 1681
1824 if (i >= 0) 1684 if (i >= 0)
1825 { /* we have a preferred direction! */ 1685 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1686 /* pick another direction if the preferred dir is blocked. */
1827 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 + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 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)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1689 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1690
1832 op->direction = i; 1691 op->direction = i;
1833 } 1692 }
1834} 1693}
1835 1694
1836
1837/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1838 * 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
1839 * 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
1840 * 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
1841 * 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
1842 * 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.
1843 */ 1701 */
1844
1845void 1702void
1846move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1847{ 1704{
1848#if 0 1705#if 0
1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1706 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1850 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1707 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1851 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1709 int adjustdir;
1853 maptile *m; 1710 maptile *m;
1854#endif 1711#endif
1855 int basedir;
1856 object *owner; 1712 object *owner = op->env;
1857 1713
1858 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1859 if (op->duration == 0 || owner == NULL)
1860 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1861 op->destroy (); 1717 op->destroy ();
1862 return; 1718 return;
1863 } 1719 }
1864 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1865 op->duration--; 1727 op->duration--;
1866 1728
1867 basedir = op->direction; 1729 int basedir = op->direction;
1868 if (basedir == 0) 1730 if (!basedir)
1869 { 1731 {
1870 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1872 } 1735 }
1873 1736
1874#if 0 1737#if 0
1875 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1877 // 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
1878 // space. 1741 // space.
1879 // should be fixed later, but correctness before featurs... 1742 // should be fixed later, but correctness before features...
1880 // (schmorp) 1743 // (schmorp)
1881 1744
1882 /* new offset calculation to make swarm element distribution 1745 /* new offset calculation to make swarm element distribution
1883 * more uniform 1746 * more uniform
1884 */ 1747 */
1937 { 1800 {
1938 /* Bullet spells have a bunch more customization that needs to be done */ 1801 /* Bullet spells have a bunch more customization that needs to be done */
1939 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1805 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1943 } 1806 }
1944} 1807}
1945
1946
1947
1948 1808
1949/* fire_swarm: 1809/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1812 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1818 * n: the number to be fired.
1959 */ 1819 */
1960
1961int 1820int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1822{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1823 if (!spell->other_arch)
1968 return 0; 1824 return 0;
1969 1825
1970 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x; 1827
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1975
1976 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. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1980 1832
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1984 return 1; 1835 return 1;
1985 } 1836
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1990 tmp->direction = dir; 1843 tmp->direction = dir;
1991 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1992 insert_ob_in_map (tmp, op->map, op, 0); 1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1846
1847 op->insert (tmp);
1848
1993 return 1; 1849 return 1;
1994} 1850}
1995
1996 1851
1997/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1998 * function. 1853 * function.
1999 */ 1854 */
2000int 1855int
2005 int dam, mflags; 1860 int dam, mflags;
2006 maptile *m; 1861 maptile *m;
2007 1862
2008 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
2009 1864
2010 if (!dir) 1865 if (dir)
2011 {
2012 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
2013 return 0;
2014 } 1866 {
2015
2016 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
2017 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
2018 m = op->map; 1869 m = op->map;
2019 1870
2020 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
2021 1872
2022 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
2023 { 1874 {
2024 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
2025 return 0; 1876 return 0;
2026 } 1877 }
2027 1878
2028 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
2029 { 1880 {
2030 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)
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1883 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1885 if (target->head)
2035 target = target->head; 1886 target = target->head;
1887
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
2038 } 1891 }
2039 }
2040 1892
2041 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
2042 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)))
2043 { 1895 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1896 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
2045 return 0; 1897 return 0;
1898 }
2046 } 1899 }
2047 1900
2048 /* 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 */
2049 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
2050 if (!tmp) 1903 if (!tmp)
2051 { 1904 {
2052 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
2053 return 0; 1906 return 0;
2054 } 1907 }
1908
2055 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
2056 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
2057 { 1912 tmp->set_glow_radius (
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)));
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1915 if (dir)
2061 } 1916 m->insert (tmp, x, y, op);
2062 tmp->x = x; 1917 else
2063 tmp->y = y; 1918 caster->outer_env ()->insert (tmp);
2064 insert_ob_in_map (tmp, m, op, 0); 1919
2065 return 1; 1920 return 1;
2066} 1921}
2067
2068
2069
2070 1922
2071/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1924 * player and infects someone.
2073 * op is the player/monster, caster is the object, dir is the direction 1925 * op is the player/monster, caster is the object, dir is the direction
2074 * to cast, disease_arch is the specific disease, and type is the spell number 1926 * to cast, disease_arch is the specific disease, and type is the spell number
2075 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2076 */ 1928 */
2077
2078int 1929int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1931{
2081 sint16 x, y; 1932 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2089 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
2090 * direction the player is pointing. 1941 * direction the player is pointing.
2091 */ 1942 */
2092 if (!dir) 1943 if (!dir)
2093 dir = op->facing; 1944 dir = op->facing;
1945
2094 if (!dir) 1946 if (!dir)
2095 return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
2096 1948
2097 /* Calculate these once here */ 1949 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2125 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2126 1978
2127 disease->set_owner (op); 1979 disease->set_owner (op);
2128 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2129 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2130 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2131 1983
2132 /* do level adjustments */ 1984 /* do level adjustments */
2133 if (disease->stats.wc) 1985 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2135 1987
2136 if (disease->magic > 0) 1988 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2138 1990
2139 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2141 1993
2142 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2029 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2179 2031
2180 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2181 { 2033 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2035
2186 disease->destroy (); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2038 return 1;
2193 } 2039 }
2194 2040
2195 disease->destroy (); 2041 disease->destroy ();
2196 } 2042 }
2197 } /* if living creature */ 2043 } /* if living creature */
2198 } /* for range of spaces */ 2044 } /* for range of spaces */
2045
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2046 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2047 return 1;
2201} 2048}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines