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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.83 by root, Mon Mar 2 11:45:19 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
36/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
173 op->destroy (); 170 op->drop_and_destroy ();
174 return; 171 return;
175 } 172 }
176 173
177 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
178 175
251 tmp->duration++; 248 tmp->duration++;
252 249
253 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 251 * going off in other directions.
255 */ 252 */
256 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 255
261 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
263 */ 258 */
264 op->range = 0; 259 op->range = 0;
288 return 0; 283 return 0;
289 284
290 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
293 if (spob->slaying) 289 if (spob->slaying)
294 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
299 296
310 307
311 maptile *newmap; 308 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
314 { 311 {
315 tmp->destroy (); 312 tmp->drop_and_destroy ();
316 return 0; 313 return 0;
317 } 314 }
318 315
319 tmp->map = newmap; 316 tmp->map = newmap;
320 317
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 319 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 321 {
325 tmp->destroy (); 322 tmp->drop_and_destroy ();
326 return 0; 323 return 0;
327 } 324 }
328 325
329 tmp->x = op->x; 326 tmp->x = op->x;
330 tmp->y = op->y; 327 tmp->y = op->y;
343 * BULLET/BALL CODE 340 * BULLET/BALL CODE
344 * 341 *
345 ***************************************************************************/ 342 ***************************************************************************/
346 343
347/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 346 * At least that is what I think this does.
350 */ 347 */
351void 348void
352explosion (object *op) 349explosion (object *op)
353{ 350{
396void 393void
397explode_bullet (object *op) 394explode_bullet (object *op)
398{ 395{
399 object *tmp, *owner; 396 object *tmp, *owner;
400 397
401 if (op->other_arch == NULL) 398 if (!op->other_arch)
402 { 399 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 401 op->destroy ();
405 return; 402 return;
406 } 403 }
407 404
408 if (op->env) 405 if (op->env)
409 { 406 {
410 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
411 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))
412 { 410 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 412 op->destroy ();
415 return; 413 return;
416 } 414 }
434 } 432 }
435 433
436 if (op->attacktype) 434 if (op->attacktype)
437 { 435 {
438 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
439 if (op->destroyed ()) 438 if (op->destroyed ())
440 return; 439 return;
441 } 440 }
442 441
443 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
446 tmp->set_owner (op); 445 tmp->set_owner (op);
447 tmp->skill = op->skill; 446 tmp->skill = op->skill;
448 447
449 owner = op->owner; 448 owner = op->owner;
450 449
451 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))
452 { 454 {
453 op->destroy (); 455 op->destroy ();
454 return; 456 return;
455 } 457 }
456 458
483 485
484 /* Prevent recursion */ 486 /* Prevent recursion */
485 op->move_on = 0; 487 op->move_on = 0;
486 488
487 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
488 /* remove the firebullet */ 492 /* remove the firebullet */
489 op->destroy (); 493 op->destroy ();
490} 494}
491 495
492/* 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
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 524 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 526 {
523 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
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 531 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 533 {
528 op->destroy (); 534 op->destroy ();
617 int mflags; 623 int mflags;
618 624
619 if (!spob->other_arch) 625 if (!spob->other_arch)
620 return 0; 626 return 0;
621 627
622 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 629 if (!tmp)
624 return 0; 630 return 0;
625 631
626 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
627 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);
628 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 635 if (spob->slaying)
630 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
631 637
641 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
642 648
643 tmp->set_owner (op); 649 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
645 651
646 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 654 tmp->map = op->map;
649 655
650 maptile *newmap; 656 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
702/* 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 */
703 709
704void 710void
705move_cone (object *op) 711move_cone (object *op)
706{ 712{
707 int i;
708
709 /* 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 */
710 if (!op->map) 714 if (!op->map)
711 { 715 {
712 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");
713 op->set_speed (0); 717 op->set_speed (0);
733 } 737 }
734#endif 738#endif
735 739
736 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
737 741
742 if (!op->is_on_map ())
743 return;
744
738 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
740 * degree. 747 * degree.
741 */ 748 */
742 if (op->weight) 749 if (op->weight)
750 {
743 check_spell_knockback (op); 751 check_spell_knockback (op);
744 752
745 if (op->destroyed ()) 753 if (!op->is_on_map ())
746 return; 754 return;
755 }
747 756
748 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
749 { 758 {
750 op->destroy (); 759 op->destroy ();
751 return; 760 return;
752 } 761 }
753 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
758 { 767 {
759 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
760 return; 769 return;
761 } 770 }
762 771
763 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
764 { 773 {
765 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)];
766 775
767 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))
768 { 777 {
819 */ 828 */
820 movetype = spell->other_arch->move_type; 829 movetype = spell->other_arch->move_type;
821 830
822 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
823 { 832 {
824 sint16 x, y, d; 833 sint16 x, y;
825 834
826 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
827 * 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
828 * 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
829 * to hit that person. 838 * to hit that person.
830 */ 839 */
831 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 841
837 /* 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.
838 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
860 865
861 success = 1; 866 success = 1;
862 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 868 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
867 872
868 /* holy word stuff */ 873 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 940 * op is the original bomb object.
936 */ 941 */
937void 942void
938animate_bomb (object *op) 943animate_bomb (object *op)
939{ 944{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 946 return;
945 947
946 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
947 949
948 if (op->env) 950 if (op->env)
949 { 951 {
950 if (env->map == NULL) 952 if (env->map == NULL)
951 return; 953 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 954
956 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
957 return; 956 return;
958 } 957 }
959 958
970 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 970 * so just set up the appropriate values.
972 */ 971 */
973 if (archetype *at = archetype::find (SPLINT)) 972 if (archetype *at = archetype::find (SPLINT))
974 { 973 {
975 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
976 { 975 {
977 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]))
978 continue; 977 continue;
979 978
980 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
981 tmp->direction = i; 980 tmp->direction = i;
982 tmp->range = op->range; 981 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 983 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
999} 998}
1000 999
1001int 1000int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1002{
1004
1005 object *tmp; 1003 object *tmp;
1006 int mflags; 1004 int mflags;
1007 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];
1008 maptile *m; 1006 maptile *m;
1009 1007
1010 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 {
1011 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))
1012 { 1017 {
1013 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.");
1014 return 0; 1019 return 0;
1020 }
1015 } 1021 }
1022
1016 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1017 1024
1018 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1085 * op = player 1092 * op = player
1086 * caster = object casting the spell. 1093 * caster = object casting the spell.
1087 * dir = direction being cast 1094 * dir = direction being cast
1088 * spell = spell object 1095 * spell = spell object
1089 */ 1096 */
1090
1091int 1097int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1098cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1099{
1094 object *effect, *target; 1100 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1101 object *god = find_god (determine_god (op));
1105 * interesting spell. 1111 * interesting spell.
1106 * 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
1107 * can't be friendly to your god. 1113 * can't be friendly to your god.
1108 */ 1114 */
1109 1115
1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1111 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1112 || (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)))
1113 { 1121 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1115 return 0; 1123 return 0;
1116 } 1124 }
1117 1125
1119 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1120 else 1128 else
1121 return 0; 1129 return 0;
1122 1130
1123 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1124 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1135 {
1128 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1129 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));
1130 else 1138 else
1131 { 1139 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1133 return 0; 1141 return 0;
1134 } 1142 }
1173 effect->insert_at (target, op); 1181 effect->insert_at (target, op);
1174 1182
1175 return 1; 1183 return 1;
1176} 1184}
1177 1185
1178
1179/**************************************************************************** 1186/****************************************************************************
1180 * 1187 *
1181 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1182 * 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
1183 * code here is just to move the missile. 1190 * code here is just to move the missile.
1185 1192
1186/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1187void 1194void
1188move_missile (object *op) 1195move_missile (object *op)
1189{ 1196{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1196 { 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 {
1197 op->destroy (); 1208 op->destroy ();
1198 return; 1209 return;
1199 } 1210 }
1200 1211
1201 owner = op->owner; 1212 mapspace &ms = pos.ms ();
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211#endif
1212 1213
1213 new_x = op->x + DIRX (op); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1215 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1222 * 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.
1223 */ 1219 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1220 op->destroy ();
1235 return; 1221 return;
1236 } 1222 }
1237 1223
1224 if (!op->direction)
1225 {
1226 op->destroy ();
1227 return;
1228 }
1229
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1230 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1240 { 1232 {
1241 op->direction = i; 1233 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1243 } 1235 }
1244 1236
1245 m->insert (op, new_x, new_y, op); 1237 pos.insert (op, op);
1246} 1238}
1247 1239
1248/**************************************************************************** 1240/****************************************************************************
1249 * Destruction 1241 * Destruction
1250 ****************************************************************************/ 1242 ****************************************************************************/
1253 * 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
1254 * object. if time is 0, the object glows permanently. To truely 1246 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1247 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1248 * give them the capability to have an inventory. b.t.
1257 */ 1249 */
1258
1259int 1250int
1260make_object_glow (object *op, int radius, int time) 1251make_object_glow (object *op, int radius, int time)
1261{ 1252{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1253 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1254 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1255 return 0;
1267 1256
1268 tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1259 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1273 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII;
1275
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1263
1281 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1283 1266
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1267 return 1;
1290} 1268}
1291 1269
1292int 1270int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1294{ 1272{
1295 int i, j, range, mflags, friendly = 0, dam, dur;
1296 sint16 sx, sy;
1297 maptile *m;
1298 object *tmp;
1299 const char *skill;
1300
1301 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1302 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);
1303 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1304 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1305 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1306 1278
1307 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1308 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1309 * We do some shortcuts here - since this is just temporary
1310 * and we'll reset the values back, we don't need to go through
1311 * the full share string/free_string route.
1312 */ 1281 */
1313 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1314 if (caster == op) 1284 if (caster == op)
1315 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1316 else if (caster->skill) 1286 else if (caster->skill)
1317 op->skill = caster->skill; 1287 op->skill = caster->skill;
1318 else 1288 else
1319 op->skill = NULL; 1289 op->skill = 0;
1320 1290
1321 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1322 1292
1323 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1324 { 1294 {
1325 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1326 {
1327 m = op->map;
1328 sx = op->x + i;
1329 sy = op->y + j;
1330 1296
1331 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1332 if (mflags & P_OUT_OF_MAP)
1333 continue;
1334
1335 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 ())
1336 { 1300 {
1337 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1338 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1339 break;
1340 1302
1341 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1342 { 1305 {
1343 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1344 tmp = tmp->head;
1345
1346 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1347 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1348 { 1307 {
1349 if (spell_ob->subtype == SP_DESTRUCTION)
1350 {
1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1352 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1353 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1311 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1354 } 1312 }
1355 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)
1356 { 1314 {
1357 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1358 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1316 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1359 }
1360 } 1317 }
1361 } 1318 }
1362 } 1319 }
1363 }
1364 } 1320 }
1365 1321
1366 op->skill = skill; 1322 op->skill = skill;
1367 return 1; 1323 return 1;
1368} 1324}
1384 { 1340 {
1385 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.");
1386 return 0; 1342 return 0;
1387 } 1343 }
1388 1344
1345 tmp = tmp->head_ ();
1346
1389 /* 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. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1391 { 1349 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1351 {
1394 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1395 { 1353 {
1401 return 0; 1359 return 0;
1402 } 1360 }
1403 } 1361 }
1404 } 1362 }
1405 1363
1406 if (force == NULL) 1364 if (!force)
1407 { 1365 {
1408 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1410 if (spell_ob->race) 1369 if (spell_ob->race)
1411 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1412 else 1371 else
1413 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1414 1373
1424 { 1383 {
1425 force->duration = duration; 1384 force->duration = duration;
1426 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.");
1427 } 1386 }
1428 else 1387 else
1429 {
1430 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.");
1431 } 1389
1432 return 1; 1390 return 1;
1433 } 1391 }
1392
1434 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;
1435 force->speed = 1.f; 1394 force->speed = 1.f;
1436 force->speed_left = -1.f; 1395 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1438 1397
1472 */ 1431 */
1473int 1432int
1474mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1475{ 1434{
1476 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1477 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1478 sint16 x, y, nx, ny;
1479 maptile *m;
1480 const char *race; 1437 const char *race;
1481 1438
1482 /* 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
1483 * doing it over and over again. 1440 * doing it over and over again.
1484 */ 1441 */
1485 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1486 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1487 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1488 1445
1489 /* 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_...
1490 * 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
1491 * won't ever match anything. 1448 * won't ever match anything.
1492 */ 1449 */
1493 if (!spell->race) 1450 if (!spell->race)
1494 race = NULL; 1451 race = NULL;
1495 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1496 race = god->slaying; 1453 race = god->slaying;
1497 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1498 race = god->race; 1455 race = god->race;
1499 else 1456 else
1500 race = spell->race; 1457 race = spell->race;
1501 1458
1502 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1503 for (y = op->y - range; y <= op->y + range; y++)
1504 { 1460 {
1505 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1506 m = op->map;
1507 nx = x;
1508 ny = y;
1509 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1510 if (mflags & P_OUT_OF_MAP)
1511 continue;
1512 1462
1513 /* 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 */
1514 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1515 continue; 1465 continue;
1516 1466
1517 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1518 if (caster && caster->contr 1469 && caster->contr
1519 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1520 continue; 1471 continue;
1521 1472
1522 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1523 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1524 break; 1475 break;
1525 1476
1526 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1527 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1528 continue; 1479 continue;
1529 1480
1530 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1531 if (tmp->head)
1532 head = tmp->head; 1482 head = tmp->head_ ();
1533 else
1534 head = tmp;
1535 1483
1536 /* 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 */
1537 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1538 continue; 1486 continue;
1539 1487
1540 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1541 continue; 1489 continue;
1542 1490
1543 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1544 best_at = -1; 1492 best_at = -1;
1545 if (spell->attacktype) 1493 if (spell->attacktype)
1546 { 1494 {
1547 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1548 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1549 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1550 best_at = at; 1498 best_at = at;
1551 1499
1552 if (best_at == -1) 1500 if (best_at == -1)
1553 at = 0; 1501 at = 0;
1554 else 1502 else
1555 { 1503 {
1556 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1557 continue; 1505 continue;
1558 else 1506 else
1559 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1560 } 1508 }
1509
1561 at -= level / 5; 1510 at -= level / 5;
1562 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1563 continue; 1512 continue;
1564 } 1513 }
1565 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1566 { 1515 {
1567 /* 1516 /*
1568 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:
1569 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1570 * 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 ) )
1571 1520
1572 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.
1573 1522
1574 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
1575 charm a level 125 monster... 1524 charm a level 125 monster...
1576 1525
1577 Ryo, august 14th 1526 Ryo, august 14th
1578 */ 1527 */
1579 if (head->level > level) 1528 if (head->level > level)
1580 continue; 1529 continue;
1581 1530
1582 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))))
1583 /* Failed, no effect */ 1532 /* Failed, no effect */
1584 continue; 1533 continue;
1585 } 1534 }
1586 1535
1587 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1588 1538
1589 /* aggravation */ 1539 /* aggravation */
1590 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1591 { 1541 {
1592 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1593 remove_friendly_object (head); 1543 remove_friendly_object (head);
1594 done_one = 1; 1544 done_one = 1;
1595 head->enemy = op; 1545 head->enemy = op;
1596 } 1546 }
1597 1547
1598 /* calm monsters */ 1548 /* calm monsters */
1599 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1600 { 1550 {
1601 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1602 head->enemy = NULL; 1552 head->enemy = NULL;
1603 done_one = 1; 1553 done_one = 1;
1604 } 1554 }
1605 1555
1606 /* berserk monsters */ 1556 /* berserk monsters */
1607 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1608 { 1558 {
1609 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1610 done_one = 1; 1560 done_one = 1;
1611 } 1561 }
1612 1562
1613 /* charm */ 1563 /* charm */
1614 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))
1615 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 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.
1618 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. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1572 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1622 add_friendly_object (head); 1574 add_friendly_object (head);
1623 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1624 done_one = 1; 1576 done_one = 1;
1625 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);
1626 head->stats.exp = 0; 1578 head->stats.exp = 0;
1627 } 1579 }
1628 1580
1629 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1630 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1631 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1632 } /* for y */ 1584 }
1633 1585
1634 return 1; 1586 return 1;
1635} 1587}
1636
1637 1588
1638/* 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
1639 * 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
1640 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1641 * op is the spell effect. 1592 * op is the spell effect.
1642 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1643 */ 1594 */
1644
1645void 1595void
1646move_ball_spell (object *op) 1596move_ball_spell (object *op)
1647{ 1597{
1648 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1649 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1668 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1669 { 1619 {
1670 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1671 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1672 */ 1622 */
1673
1674 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1675 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1676 1625
1677 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1678 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1680 { 1629 {
1681 dir = tmpdir; 1630 dir = tmpdir;
1682 break; 1631 break;
1683 } 1632 }
1684 } 1633 }
1634
1685 if (dir == 0) 1635 if (dir == 0)
1686 { 1636 {
1687 nx = op->x; 1637 nx = op->x;
1688 ny = op->y; 1638 ny = op->y;
1689 m = op->map; 1639 m = op->map;
1715 1665
1716 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)))
1717 { 1667 {
1718 if (j) 1668 if (j)
1719 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1720 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1721
1722 } 1672 }
1723 1673
1724 /* insert the other arch */ 1674 /* insert the other arch */
1725 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))))
1726 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1740 1690
1741 op->direction = i; 1691 op->direction = i;
1742 } 1692 }
1743} 1693}
1744 1694
1745
1746/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1747 * 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
1748 * 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
1749 * 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
1750 * 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
1751 * 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.
1752 */ 1701 */
1753
1754void 1702void
1755move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1756{ 1704{
1757#if 0 1705#if 0
1758 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 };
1759 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 };
1760 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir; 1709 int adjustdir;
1762 maptile *m; 1710 maptile *m;
1763#endif 1711#endif
1764 int basedir;
1765 object *owner; 1712 object *owner = op->env;
1766 1713
1767 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1768 if (op->duration == 0 || owner == NULL)
1769 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1770 op->destroy (); 1717 op->destroy ();
1771 return; 1718 return;
1772 } 1719 }
1773 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1774 op->duration--; 1727 op->duration--;
1775 1728
1776 basedir = op->direction; 1729 int basedir = op->direction;
1777 if (basedir == 0) 1730 if (!basedir)
1778 { 1731 {
1779 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1781 } 1735 }
1782 1736
1783#if 0 1737#if 0
1784 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1846 { 1800 {
1847 /* 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 */
1848 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 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);
1852 } 1806 }
1853} 1807}
1854
1855
1856
1857 1808
1858/* fire_swarm: 1809/* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm. 1812 * the parts of the swarm.
1864 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1867 * n: the number to be fired. 1818 * n: the number to be fired.
1868 */ 1819 */
1869
1870int 1820int
1871fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1872{ 1822{
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch) 1823 if (!spell->other_arch)
1877 return 0; 1824 return 0;
1878 1825
1879 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1881 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1882
1883 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. */
1884 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1885
1886 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1887 1832
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1890 return 1; 1835 return 1;
1891 1836
1892 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1896 tmp->direction = dir; 1843 tmp->direction = dir;
1897 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1898 1846
1899 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1900 return 1; 1849 return 1;
1901} 1850}
1902
1903 1851
1904/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1905 * function. 1853 * function.
1906 */ 1854 */
1907int 1855int
1912 int dam, mflags; 1860 int dam, mflags;
1913 maptile *m; 1861 maptile *m;
1914 1862
1915 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1916 1864
1917 if (!dir) 1865 if (dir)
1918 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1920 return 0;
1921 } 1866 {
1922
1923 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1924 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1925 m = op->map; 1869 m = op->map;
1926 1870
1927 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1928 1872
1929 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1930 { 1874 {
1931 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1932 return 0; 1876 return 0;
1933 } 1877 }
1934 1878
1935 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1936 { 1880 {
1937 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)
1938 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1939 { 1883 {
1940 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1941 if (target->head) 1885 if (target->head)
1942 target = target->head; 1886 target = target->head;
1887
1943 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1944 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1945 } 1891 }
1946 }
1947 1892
1948 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1949 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)))
1950 { 1895 {
1951 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.");
1952 return 0; 1897 return 0;
1898 }
1953 } 1899 }
1954 1900
1955 /* 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 */
1956 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1957 if (!tmp) 1903 if (!tmp)
1958 { 1904 {
1959 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1960 return 0; 1906 return 0;
1961 } 1907 }
1908
1962 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1963 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1964 { 1912 tmp->set_glow_radius (
1965 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)));
1966 if (tmp->glow_radius > MAX_LIGHT_RADII)
1967 tmp->glow_radius = MAX_LIGHT_RADII;
1968 }
1969 1914
1915 if (dir)
1970 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env ()->insert (tmp);
1919
1971 return 1; 1920 return 1;
1972} 1921}
1973
1974
1975
1976 1922
1977/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1924 * player and infects someone.
1979 * 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
1980 * 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
1981 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1982 */ 1928 */
1983
1984int 1929int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1931{
1987 sint16 x, y; 1932 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
1995 /* 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
1996 * direction the player is pointing. 1941 * direction the player is pointing.
1997 */ 1942 */
1998 if (!dir) 1943 if (!dir)
1999 dir = op->facing; 1944 dir = op->facing;
1945
2000 if (!dir) 1946 if (!dir)
2001 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 */
2002 1948
2003 /* Calculate these once here */ 1949 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2031 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2032 1978
2033 disease->set_owner (op); 1979 disease->set_owner (op);
2034 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2035 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2036 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2037 1983
2038 /* do level adjustments */ 1984 /* do level adjustments */
2039 if (disease->stats.wc) 1985 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2041 1987
2042 if (disease->magic > 0) 1988 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2044 1990
2045 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2047 1993
2048 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)

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