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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.44 by root, Sun Jul 22 14:17:58 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);
1104 * interesting spell. 1111 * interesting spell.
1105 * 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
1106 * can't be friendly to your god. 1113 * can't be friendly to your god.
1107 */ 1114 */
1108 1115
1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1110 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1111 || (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)))
1112 { 1121 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1114 return 0; 1123 return 0;
1115 } 1124 }
1116 1125
1118 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1119 else 1128 else
1120 return 0; 1129 return 0;
1121 1130
1122 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1135 {
1127 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1128 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));
1129 else 1138 else
1130 { 1139 {
1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1132 return 0; 1141 return 0;
1133 } 1142 }
1172 effect->insert_at (target, op); 1181 effect->insert_at (target, op);
1173 1182
1174 return 1; 1183 return 1;
1175} 1184}
1176 1185
1177
1178/**************************************************************************** 1186/****************************************************************************
1179 * 1187 *
1180 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1181 * 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
1182 * code here is just to move the missile. 1190 * code here is just to move the missile.
1184 1192
1185/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1186void 1194void
1187move_missile (object *op) 1195move_missile (object *op)
1188{ 1196{
1189 int i, mflags;
1190 object *owner;
1191 sint16 new_x, new_y;
1192 maptile *m;
1193
1194 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1195 { 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 {
1196 op->destroy (); 1208 op->destroy ();
1197 return; 1209 return;
1198 } 1210 }
1199 1211
1200 owner = op->owner; 1212 mapspace &ms = pos.ms ();
1201#if 0
1202 /* It'd make things nastier if this wasn't here - spells cast by
1203 * monster that are then killed would continue to survive
1204 */
1205 if (owner == NULL)
1206 {
1207 op->destroy ();
1208 return;
1209 }
1210#endif
1211 1213
1212 new_x = op->x + DIRX (op); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1213 new_y = op->y + DIRY (op);
1214
1215 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1216
1217 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1218 { 1215 {
1219 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1220 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1221 * 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.
1222 */ 1219 */
1223 if (!op->destroyed ())
1224 op->destroy ();
1225
1226 return;
1227 }
1228
1229 op->remove ();
1230
1231 if (!op->direction || (mflags & P_OUT_OF_MAP))
1232 {
1233 op->destroy (); 1220 op->destroy ();
1234 return; 1221 return;
1235 } 1222 }
1236 1223
1224 if (!op->direction)
1225 {
1226 op->destroy ();
1227 return;
1228 }
1229
1237 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);
1238 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1239 { 1232 {
1240 op->direction = i; 1233 op->direction = i;
1241 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1242 } 1235 }
1243 1236
1244 m->insert (op, new_x, new_y, op); 1237 pos.insert (op, op);
1245} 1238}
1246 1239
1247/**************************************************************************** 1240/****************************************************************************
1248 * Destruction 1241 * Destruction
1249 ****************************************************************************/ 1242 ****************************************************************************/
1263 1256
1264 object *tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1265 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1266 tmp->stats.food = time; 1259 tmp->stats.food = time;
1267 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1268 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1269 if (tmp->glow_radius > MAX_LIGHT_RADII)
1270 tmp->glow_radius = MAX_LIGHT_RADII;
1271
1272 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1273 1263
1274 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1275 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1276 1266
1277 return 1; 1267 return 1;
1278} 1268}
1279 1269
1280int 1270int
1281cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1282{ 1272{
1283 int i, j, range, mflags, friendly = 0, dam, dur;
1284 sint16 sx, sy;
1285 maptile *m;
1286 object *tmp;
1287 const char *skill;
1288
1289 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1290 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);
1291 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1292 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1293 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1294 1278
1295 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1296 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1297 * We do some shortcuts here - since this is just temporary
1298 * and we'll reset the values back, we don't need to go through
1299 * the full share string/free_string route.
1300 */ 1281 */
1301 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1302 if (caster == op) 1284 if (caster == op)
1303 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1304 else if (caster->skill) 1286 else if (caster->skill)
1305 op->skill = caster->skill; 1287 op->skill = caster->skill;
1306 else 1288 else
1307 op->skill = NULL; 1289 op->skill = 0;
1308 1290
1309 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1310 1292
1311 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1312 { 1294 {
1313 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1314 {
1315 m = op->map;
1316 sx = op->x + i;
1317 sy = op->y + j;
1318 1296
1319 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1320 if (mflags & P_OUT_OF_MAP)
1321 continue;
1322
1323 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 ())
1324 { 1300 {
1325 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1326 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1327 break;
1328 1302
1329 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1330 { 1305 {
1331 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1332 tmp = tmp->head;
1333
1334 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1335 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1336 { 1307 {
1337 if (spell_ob->subtype == SP_DESTRUCTION)
1338 {
1339 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1340 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1341 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);
1342 } 1312 }
1343 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)
1344 { 1314 {
1345 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1346 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);
1347 }
1348 } 1317 }
1349 } 1318 }
1350 } 1319 }
1351 }
1352 } 1320 }
1353 1321
1354 op->skill = skill; 1322 op->skill = skill;
1355 return 1; 1323 return 1;
1356} 1324}
1372 { 1340 {
1373 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.");
1374 return 0; 1342 return 0;
1375 } 1343 }
1376 1344
1345 tmp = tmp->head_ ();
1346
1377 /* 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. */
1378 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1379 { 1349 {
1380 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1381 { 1351 {
1382 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1383 { 1353 {
1389 return 0; 1359 return 0;
1390 } 1360 }
1391 } 1361 }
1392 } 1362 }
1393 1363
1394 if (force == NULL) 1364 if (!force)
1395 { 1365 {
1396 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1397 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1398 if (spell_ob->race) 1369 if (spell_ob->race)
1399 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1400 else 1371 else
1401 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1402 1373
1412 { 1383 {
1413 force->duration = duration; 1384 force->duration = duration;
1414 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.");
1415 } 1386 }
1416 else 1387 else
1417 {
1418 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.");
1419 } 1389
1420 return 1; 1390 return 1;
1421 } 1391 }
1392
1422 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;
1423 force->speed = 1.f; 1394 force->speed = 1.f;
1424 force->speed_left = -1.f; 1395 force->speed_left = -1.f;
1425 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1426 1397
1460 */ 1431 */
1461int 1432int
1462mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1463{ 1434{
1464 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1465 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1466 sint16 x, y, nx, ny;
1467 maptile *m;
1468 const char *race; 1437 const char *race;
1469 1438
1470 /* 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
1471 * doing it over and over again. 1440 * doing it over and over again.
1472 */ 1441 */
1473 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1474 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1475 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1476 1445
1477 /* 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_...
1478 * 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
1479 * won't ever match anything. 1448 * won't ever match anything.
1480 */ 1449 */
1481 if (!spell->race) 1450 if (!spell->race)
1482 race = NULL; 1451 race = NULL;
1483 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1484 race = god->slaying; 1453 race = god->slaying;
1485 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1486 race = god->race; 1455 race = god->race;
1487 else 1456 else
1488 race = spell->race; 1457 race = spell->race;
1489 1458
1490 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1491 for (y = op->y - range; y <= op->y + range; y++)
1492 { 1460 {
1493 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1494 m = op->map;
1495 nx = x;
1496 ny = y;
1497 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1498 if (mflags & P_OUT_OF_MAP)
1499 continue;
1500 1462
1501 /* 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 */
1502 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1503 continue; 1465 continue;
1504 1466
1505 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1506 if (caster && caster->contr 1469 && caster->contr
1507 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1508 continue; 1471 continue;
1509 1472
1510 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1511 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1512 break; 1475 break;
1513 1476
1514 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1515 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1516 continue; 1479 continue;
1517 1480
1518 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1519 if (tmp->head)
1520 head = tmp->head; 1482 head = tmp->head_ ();
1521 else
1522 head = tmp;
1523 1483
1524 /* 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 */
1525 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1526 continue; 1486 continue;
1527 1487
1528 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1529 continue; 1489 continue;
1530 1490
1531 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1532 best_at = -1; 1492 best_at = -1;
1533 if (spell->attacktype) 1493 if (spell->attacktype)
1534 { 1494 {
1535 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1536 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1537 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1538 best_at = at; 1498 best_at = at;
1539 1499
1540 if (best_at == -1) 1500 if (best_at == -1)
1541 at = 0; 1501 at = 0;
1542 else 1502 else
1543 { 1503 {
1544 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1545 continue; 1505 continue;
1546 else 1506 else
1547 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1548 } 1508 }
1509
1549 at -= level / 5; 1510 at -= level / 5;
1550 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1551 continue; 1512 continue;
1552 } 1513 }
1553 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1554 { 1515 {
1555 /* 1516 /*
1556 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:
1557 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1558 * 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 ) )
1559 1520
1560 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.
1561 1522
1562 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
1563 charm a level 125 monster... 1524 charm a level 125 monster...
1564 1525
1565 Ryo, august 14th 1526 Ryo, august 14th
1566 */ 1527 */
1567 if (head->level > level) 1528 if (head->level > level)
1568 continue; 1529 continue;
1569 1530
1570 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))))
1571 /* Failed, no effect */ 1532 /* Failed, no effect */
1572 continue; 1533 continue;
1573 } 1534 }
1574 1535
1575 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1576 1538
1577 /* aggravation */ 1539 /* aggravation */
1578 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1579 { 1541 {
1580 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1581 remove_friendly_object (head); 1543 remove_friendly_object (head);
1582 done_one = 1; 1544 done_one = 1;
1583 head->enemy = op; 1545 head->enemy = op;
1584 } 1546 }
1585 1547
1586 /* calm monsters */ 1548 /* calm monsters */
1587 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1588 { 1550 {
1589 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1590 head->enemy = NULL; 1552 head->enemy = NULL;
1591 done_one = 1; 1553 done_one = 1;
1592 } 1554 }
1593 1555
1594 /* berserk monsters */ 1556 /* berserk monsters */
1595 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1596 { 1558 {
1597 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1598 done_one = 1; 1560 done_one = 1;
1599 } 1561 }
1600 1562
1601 /* charm */ 1563 /* charm */
1602 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))
1603 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1604 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1605 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.
1606 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. */
1607 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1608 head->set_owner (op); 1572 head->set_owner (op);
1609 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1610 add_friendly_object (head); 1574 add_friendly_object (head);
1611 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1612 done_one = 1; 1576 done_one = 1;
1613 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);
1614 head->stats.exp = 0; 1578 head->stats.exp = 0;
1615 } 1579 }
1616 1580
1617 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1618 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1619 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1620 } /* for y */ 1584 }
1621 1585
1622 return 1; 1586 return 1;
1623} 1587}
1624
1625 1588
1626/* 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
1627 * 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
1628 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1629 * op is the spell effect. 1592 * op is the spell effect.
1630 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1631 */ 1594 */
1632
1633void 1595void
1634move_ball_spell (object *op) 1596move_ball_spell (object *op)
1635{ 1597{
1636 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1637 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1656 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1657 { 1619 {
1658 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1659 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1660 */ 1622 */
1661
1662 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1663 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1664 1625
1665 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1666 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1668 { 1629 {
1669 dir = tmpdir; 1630 dir = tmpdir;
1670 break; 1631 break;
1671 } 1632 }
1672 } 1633 }
1634
1673 if (dir == 0) 1635 if (dir == 0)
1674 { 1636 {
1675 nx = op->x; 1637 nx = op->x;
1676 ny = op->y; 1638 ny = op->y;
1677 m = op->map; 1639 m = op->map;
1703 1665
1704 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)))
1705 { 1667 {
1706 if (j) 1668 if (j)
1707 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1708 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1709
1710 } 1672 }
1711 1673
1712 /* insert the other arch */ 1674 /* insert the other arch */
1713 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))))
1714 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1728 1690
1729 op->direction = i; 1691 op->direction = i;
1730 } 1692 }
1731} 1693}
1732 1694
1733
1734/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1735 * 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
1736 * 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
1737 * 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
1738 * 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
1739 * 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.
1740 */ 1701 */
1741
1742void 1702void
1743move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1744{ 1704{
1745#if 0 1705#if 0
1746 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 };
1747 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 };
1748 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1749 int adjustdir; 1709 int adjustdir;
1750 maptile *m; 1710 maptile *m;
1751#endif 1711#endif
1752 int basedir;
1753 object *owner; 1712 object *owner = op->env;
1754 1713
1755 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1756 if (op->duration == 0 || owner == NULL)
1757 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1758 op->destroy (); 1717 op->destroy ();
1759 return; 1718 return;
1760 } 1719 }
1761 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1762 op->duration--; 1727 op->duration--;
1763 1728
1764 basedir = op->direction; 1729 int basedir = op->direction;
1765 if (basedir == 0) 1730 if (!basedir)
1766 { 1731 {
1767 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1768 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1769 } 1735 }
1770 1736
1771#if 0 1737#if 0
1772 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1773 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1834 { 1800 {
1835 /* 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 */
1836 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1837 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1838 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1839 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);
1840 } 1806 }
1841} 1807}
1842
1843
1844
1845 1808
1846/* fire_swarm: 1809/* fire_swarm:
1847 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1848 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1849 * the parts of the swarm. 1812 * the parts of the swarm.
1852 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1853 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1854 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1855 * n: the number to be fired. 1818 * n: the number to be fired.
1856 */ 1819 */
1857
1858int 1820int
1859fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1860{ 1822{
1861 object *tmp;
1862 int i;
1863
1864 if (!spell->other_arch) 1823 if (!spell->other_arch)
1865 return 0; 1824 return 0;
1866 1825
1867 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1868 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1869 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1870
1871 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. */
1872 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1873
1874 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1875 1832
1876 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1877 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1878 return 1; 1835 return 1;
1879 1836
1880 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1881 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1882 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1883 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1884 tmp->direction = dir; 1843 tmp->direction = dir;
1885 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1886 1846
1887 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1888 return 1; 1849 return 1;
1889} 1850}
1890
1891 1851
1892/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1893 * function. 1853 * function.
1894 */ 1854 */
1895int 1855int
1900 int dam, mflags; 1860 int dam, mflags;
1901 maptile *m; 1861 maptile *m;
1902 1862
1903 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1904 1864
1905 if (!dir) 1865 if (dir)
1906 {
1907 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1908 return 0;
1909 } 1866 {
1910
1911 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1912 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1913 m = op->map; 1869 m = op->map;
1914 1870
1915 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1916 1872
1917 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1918 { 1874 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1920 return 0; 1876 return 0;
1921 } 1877 }
1922 1878
1923 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1924 { 1880 {
1925 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)
1926 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1927 { 1883 {
1928 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1929 if (target->head) 1885 if (target->head)
1930 target = target->head; 1886 target = target->head;
1887
1931 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1932 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1933 } 1891 }
1934 }
1935 1892
1936 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1937 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)))
1938 { 1895 {
1939 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.");
1940 return 0; 1897 return 0;
1898 }
1941 } 1899 }
1942 1900
1943 /* 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 */
1944 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1945 if (!tmp) 1903 if (!tmp)
1946 { 1904 {
1947 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1948 return 0; 1906 return 0;
1949 } 1907 }
1908
1950 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1951 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1952 { 1912 tmp->set_glow_radius (
1953 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 min (MAX_LIGHT_RADIUS, spell->range + SP_level_range_adjust (caster, spell)));
1954 if (tmp->glow_radius > MAX_LIGHT_RADII)
1955 tmp->glow_radius = MAX_LIGHT_RADII;
1956 }
1957 1914
1915 if (dir)
1958 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env ()->insert (tmp);
1919
1959 return 1; 1920 return 1;
1960} 1921}
1961
1962
1963
1964 1922
1965/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1966 * player and infects someone. 1924 * player and infects someone.
1967 * 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
1968 * 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
1969 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
1970 */ 1928 */
1971
1972int 1929int
1973cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
1974{ 1931{
1975 sint16 x, y; 1932 sint16 x, y;
1976 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
1983 /* 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
1984 * direction the player is pointing. 1941 * direction the player is pointing.
1985 */ 1942 */
1986 if (!dir) 1943 if (!dir)
1987 dir = op->facing; 1944 dir = op->facing;
1945
1988 if (!dir) 1946 if (!dir)
1989 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 */
1990 1948
1991 /* Calculate these once here */ 1949 /* Calculate these once here */
1992 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2019 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2020 1978
2021 disease->set_owner (op); 1979 disease->set_owner (op);
2022 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2023 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2024 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2025 1983
2026 /* do level adjustments */ 1984 /* do level adjustments */
2027 if (disease->stats.wc) 1985 if (disease->stats.wc)
2028 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2029 1987
2030 if (disease->magic > 0) 1988 if (disease->magic > 0)
2031 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2032 1990
2033 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2034 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2035 1993
2036 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)

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