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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 2007 UTC vs.
Revision 1.85 by root, Tue Sep 1 22:40:26 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 (©) 2005,2006,2007,2008,2009 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
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 524 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 526 {
525 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
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 531 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 533 {
530 op->destroy (); 534 op->destroy ();
619 int mflags; 623 int mflags;
620 624
621 if (!spob->other_arch) 625 if (!spob->other_arch)
622 return 0; 626 return 0;
623 627
624 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 629 if (!tmp)
626 return 0; 630 return 0;
627 631
628 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
629 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);
630 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 635 if (spob->slaying)
632 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
633 637
643 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
644 648
645 tmp->set_owner (op); 649 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
647 651
648 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 654 tmp->map = op->map;
651 655
652 maptile *newmap; 656 maptile *newmap;
653 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);
654 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
704/* 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 */
705 709
706void 710void
707move_cone (object *op) 711move_cone (object *op)
708{ 712{
709 int i;
710
711 /* 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 */
712 if (!op->map) 714 if (!op->map)
713 { 715 {
714 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");
715 op->set_speed (0); 717 op->set_speed (0);
735 } 737 }
736#endif 738#endif
737 739
738 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
739 741
742 if (!op->is_on_map ())
743 return;
744
740 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
741 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
742 * degree. 747 * degree.
743 */ 748 */
744 if (op->weight) 749 if (op->weight)
750 {
745 check_spell_knockback (op); 751 check_spell_knockback (op);
746 752
747 if (op->destroyed ()) 753 if (!op->is_on_map ())
748 return; 754 return;
755 }
749 756
750 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
751 { 758 {
752 op->destroy (); 759 op->destroy ();
753 return; 760 return;
754 } 761 }
755 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
760 { 767 {
761 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
762 return; 769 return;
763 } 770 }
764 771
765 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
766 { 773 {
767 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)];
768 775
769 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))
770 { 777 {
821 */ 828 */
822 movetype = spell->other_arch->move_type; 829 movetype = spell->other_arch->move_type;
823 830
824 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
825 { 832 {
826 sint16 x, y, d; 833 sint16 x, y;
827 834
828 /* We can't use absdir here, because it never returns 835 /* We can't use absdir here, because it never returns
829 * 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
830 * 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
831 * to hit that person. 838 * to hit that person.
832 */ 839 */
833 d = dir + i; 840 int d = dir ? absdir (dir + i) : i;
834 while (d < 0)
835 d += 8;
836 while (d > 8)
837 d -= 8;
838 841
839 /* 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.
840 * In that case, we have to see - if dir is specified, 843 * In that case, we have to see - if dir is specified,
841 * turn this into direction 8. If dir is not specified (all 844 * turn this into direction 8. If dir is not specified (all
842 * direction) skip - otherwise, one line would do more damage 845 * direction) skip - otherwise, one line would do more damage
862 865
863 success = 1; 866 success = 1;
864 tmp = arch_to_object (spell->other_arch); 867 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 868 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 869 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 870 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 871 tmp->attacktype = spell->attacktype;
869 872
870 /* holy word stuff */ 873 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 875 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 940 * op is the original bomb object.
938 */ 941 */
939void 942void
940animate_bomb (object *op) 943animate_bomb (object *op)
941{ 944{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 945 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 946 return;
947 947
948 env = object_get_env_recursive (op); 948 object *env = op->outer_env ();
949 949
950 if (op->env) 950 if (op->env)
951 { 951 {
952 if (env->map == NULL) 952 if (!env->map)
953 return; 953 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 954
958 if (!(op = op->insert_at (env, op))) 955 if (!(op = op->insert_at (env, op)))
959 return; 956 return;
960 } 957 }
961 958
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 959 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary 960 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried. 961 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 962 if (op->ms ().flags () & P_SAFE)
966 { 963 {
967 op->destroy (); 964 op->destroy ();
968 return; 965 return;
969 } 966 }
970 967
972 * but using the cast_bullet isn't really feasible, 969 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 970 * so just set up the appropriate values.
974 */ 971 */
975 if (archetype *at = archetype::find (SPLINT)) 972 if (archetype *at = archetype::find (SPLINT))
976 { 973 {
977 for (i = 1; i < 9; i++) 974 for (int i = 1; i < 9; i++)
978 { 975 {
979 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]))
980 continue; 977 continue;
981 978
982 tmp = arch_to_object (at); 979 object *tmp = arch_to_object (at);
983 tmp->direction = i; 980 tmp->direction = i;
984 tmp->range = op->range; 981 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 982 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 983 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 984 tmp->attacktype = op->attacktype;
1001} 998}
1002 999
1003int 1000int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1001create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1002{
1006
1007 object *tmp; 1003 object *tmp;
1008 int mflags; 1004 int mflags;
1009 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];
1010 maptile *m; 1006 maptile *m;
1011 1007
1012 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 {
1013 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))
1014 { 1017 {
1015 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.");
1016 return 0; 1019 return 0;
1020 }
1017 } 1021 }
1022
1018 tmp = arch_to_object (spell->other_arch); 1023 tmp = arch_to_object (spell->other_arch);
1019 1024
1020 /* level dependencies for bomb */ 1025 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1026 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 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);
1106 * interesting spell. 1111 * interesting spell.
1107 * 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
1108 * can't be friendly to your god. 1113 * can't be friendly to your god.
1109 */ 1114 */
1110 1115
1111 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1116 if (!target
1117 || target->flag [FLAG_REFL_SPELL]
1112 || (!god && spell->stats.grace) 1118 || (!god && spell->stats.grace)
1113 || (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)))
1114 { 1121 {
1115 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1122 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1116 return 0; 1123 return 0;
1117 } 1124 }
1118 1125
1120 effect = arch_to_object (spell->other_arch); 1127 effect = arch_to_object (spell->other_arch);
1121 else 1128 else
1122 return 0; 1129 return 0;
1123 1130
1124 /* tailor the effect by priest level and worshipped God */ 1131 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1132 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1133 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1134 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1135 {
1129 if (tailor_god_spell (effect, op)) 1136 if (tailor_god_spell (effect, op))
1130 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));
1131 else 1138 else
1132 { 1139 {
1133 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1140 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1134 return 0; 1141 return 0;
1135 } 1142 }
1174 effect->insert_at (target, op); 1181 effect->insert_at (target, op);
1175 1182
1176 return 1; 1183 return 1;
1177} 1184}
1178 1185
1179
1180/**************************************************************************** 1186/****************************************************************************
1181 * 1187 *
1182 * MAGIC MISSILE code. 1188 * MAGIC MISSILE code.
1183 * 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
1184 * code here is just to move the missile. 1190 * code here is just to move the missile.
1186 1192
1187/* op is a missile that needs to be moved */ 1193/* op is a missile that needs to be moved */
1188void 1194void
1189move_missile (object *op) 1195move_missile (object *op)
1190{ 1196{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1197 if (op->range-- <= 0)
1197 { 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 {
1198 op->destroy (); 1208 op->destroy ();
1199 return; 1209 return;
1200 } 1210 }
1201 1211
1202 owner = op->owner; 1212 mapspace &ms = pos.ms ();
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 {
1209 op->destroy ();
1210 return;
1211 }
1212#endif
1213 1213
1214 new_x = op->x + DIRX (op); 1214 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1215 new_y = op->y + DIRY (op);
1216
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1215 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1216 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1217 /* Basically, missile only hits one thing then goes away.
1223 * 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.
1224 */ 1219 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1220 op->destroy ();
1236 return; 1221 return;
1237 } 1222 }
1238 1223
1224 if (!op->direction)
1225 {
1226 op->destroy ();
1227 return;
1228 }
1229
1239 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);
1240 if (i > 0 && i != op->direction) 1231 if (i > 0 && i != op->direction)
1241 { 1232 {
1242 op->direction = i; 1233 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1234 SET_ANIMATION (op, op->direction);
1244 } 1235 }
1245 1236
1246 m->insert (op, new_x, new_y, op); 1237 pos.insert (op, op);
1247} 1238}
1248 1239
1249/**************************************************************************** 1240/****************************************************************************
1250 * Destruction 1241 * Destruction
1251 ****************************************************************************/ 1242 ****************************************************************************/
1265 1256
1266 object *tmp = get_archetype (FORCE_NAME); 1257 object *tmp = get_archetype (FORCE_NAME);
1267 tmp->speed = 0.01; 1258 tmp->speed = 0.01;
1268 tmp->stats.food = time; 1259 tmp->stats.food = time;
1269 SET_FLAG (tmp, FLAG_IS_USED_UP); 1260 SET_FLAG (tmp, FLAG_IS_USED_UP);
1270 tmp->glow_radius = radius; 1261 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1271 if (tmp->glow_radius > MAX_LIGHT_RADII)
1272 tmp->glow_radius = MAX_LIGHT_RADII;
1273
1274 tmp = insert_ob_in_ob (tmp, op); 1262 tmp = insert_ob_in_ob (tmp, op);
1275 1263
1276 if (tmp->glow_radius > op->glow_radius) 1264 if (tmp->glow_radius > op->glow_radius)
1277 op->glow_radius = tmp->glow_radius; 1265 op->set_glow_radius (tmp->glow_radius);
1278 1266
1279 return 1; 1267 return 1;
1280} 1268}
1281 1269
1282int 1270int
1283cast_destruction (object *op, object *caster, object *spell_ob) 1271cast_destruction (object *op, object *caster, object *spell_ob)
1284{ 1272{
1285 int i, j, range, mflags, friendly = 0, dam, dur;
1286 sint16 sx, sy;
1287 maptile *m;
1288 object *tmp;
1289 const char *skill;
1290
1291 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1273 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1292 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);
1293 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1275 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1294 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1276
1295 friendly = 1; 1277 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1296 1278
1297 /* destruction doesn't use another spell object, so we need 1279 /* destruction doesn't use another spell object, so we need
1298 * update op's skill pointer so that exp is properly awarded. 1280 * update op's skill pointer so that exp is properly awarded.
1299 * We do some shortcuts here - since this is just temporary
1300 * and we'll reset the values back, we don't need to go through
1301 * the full share string/free_string route.
1302 */ 1281 */
1303 skill = op->skill; 1282 const shstr skill = op->skill;
1283
1304 if (caster == op) 1284 if (caster == op)
1305 op->skill = spell_ob->skill; 1285 op->skill = spell_ob->skill;
1306 else if (caster->skill) 1286 else if (caster->skill)
1307 op->skill = caster->skill; 1287 op->skill = caster->skill;
1308 else 1288 else
1309 op->skill = NULL; 1289 op->skill = 0;
1310 1290
1311 op->change_skill (find_skill_by_name (op, op->skill)); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1312 1292
1313 for (i = -range; i < range; i++) 1293 unordered_mapwalk (op, -range, -range, range, range)
1314 { 1294 {
1315 for (j = -range; j < range; j++) 1295 mapspace &ms = m->at (nx, ny);
1316 {
1317 m = op->map;
1318 sx = op->x + i;
1319 sy = op->y + j;
1320 1296
1321 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1322 if (mflags & P_OUT_OF_MAP)
1323 continue;
1324
1325 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 ())
1326 { 1300 {
1327 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1301 tmp = tmp->head_ ();
1328 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1329 break;
1330 1302
1331 if (tmp) 1303 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1304 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1332 { 1305 {
1333 if (tmp->head) 1306 if (spell_ob->subtype == SP_DESTRUCTION)
1334 tmp = tmp->head;
1335
1336 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1337 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1338 { 1307 {
1339 if (spell_ob->subtype == SP_DESTRUCTION)
1340 {
1341 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1308 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1309
1342 if (spell_ob->other_arch) 1310 if (spell_ob->other_arch)
1343 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);
1344 } 1312 }
1345 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)
1346 { 1314 {
1347 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1315 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1348 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);
1349 }
1350 } 1317 }
1351 } 1318 }
1352 } 1319 }
1353 }
1354 } 1320 }
1355 1321
1356 op->skill = skill; 1322 op->skill = skill;
1357 return 1; 1323 return 1;
1358} 1324}
1374 { 1340 {
1375 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.");
1376 return 0; 1342 return 0;
1377 } 1343 }
1378 1344
1345 tmp = tmp->head_ ();
1346
1379 /* 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. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1348 for (force = tmp->inv; force; force = force->below)
1381 { 1349 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1350 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1351 {
1384 if (force->name == spell_ob->name) 1352 if (force->name == spell_ob->name)
1385 { 1353 {
1391 return 0; 1359 return 0;
1392 } 1360 }
1393 } 1361 }
1394 } 1362 }
1395 1363
1396 if (force == NULL) 1364 if (!force)
1397 { 1365 {
1398 force = get_archetype (FORCE_NAME); 1366 force = get_archetype (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1367 force->subtype = FORCE_CHANGE_ABILITY;
1368
1400 if (spell_ob->race) 1369 if (spell_ob->race)
1401 force->name = spell_ob->race; 1370 force->name = spell_ob->race;
1402 else 1371 else
1403 force->name = spell_ob->name; 1372 force->name = spell_ob->name;
1404 1373
1414 { 1383 {
1415 force->duration = duration; 1384 force->duration = duration;
1416 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.");
1417 } 1386 }
1418 else 1387 else
1419 {
1420 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.");
1421 } 1389
1422 return 1; 1390 return 1;
1423 } 1391 }
1392
1424 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;
1425 force->speed = 1.f; 1394 force->speed = 1.f;
1426 force->speed_left = -1.f; 1395 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1396 SET_FLAG (force, FLAG_APPLIED);
1428 1397
1462 */ 1431 */
1463int 1432int
1464mood_change (object *op, object *caster, object *spell) 1433mood_change (object *op, object *caster, object *spell)
1465{ 1434{
1466 object *tmp, *god, *head; 1435 object *tmp, *god, *head;
1467 int done_one, range, mflags, level, at, best_at; 1436 int done_one, range, level, at, best_at;
1468 sint16 x, y, nx, ny;
1469 maptile *m;
1470 const char *race; 1437 const char *race;
1471 1438
1472 /* 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
1473 * doing it over and over again. 1440 * doing it over and over again.
1474 */ 1441 */
1475 god = find_god (determine_god (op)); 1442 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1443 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1444 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1445
1479 /* 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_...
1480 * 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
1481 * won't ever match anything. 1448 * won't ever match anything.
1482 */ 1449 */
1483 if (!spell->race) 1450 if (!spell->race)
1484 race = NULL; 1451 race = NULL;
1485 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1452 else if (god && spell->race == shstr_GOD_SLAYING)
1486 race = god->slaying; 1453 race = god->slaying;
1487 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1454 else if (god && spell->race == shstr_GOD_FRIEND)
1488 race = god->race; 1455 race = god->race;
1489 else 1456 else
1490 race = spell->race; 1457 race = spell->race;
1491 1458
1492 for (x = op->x - range; x <= op->x + range; x++) 1459 unordered_mapwalk (op, -range, -range, range, range)
1493 for (y = op->y - range; y <= op->y + range; y++)
1494 { 1460 {
1495 done_one = 0; 1461 mapspace &ms = m->at (nx, ny);
1496 m = op->map;
1497 nx = x;
1498 ny = y;
1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1502 1462
1503 /* 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 */
1504 if (!(mflags & P_IS_ALIVE)) 1464 if (!ms.flags () & P_IS_ALIVE)
1505 continue; 1465 continue;
1506 1466
1507 // players can only affect spaces that they can actually see 1467 // players can only affect spaces that they can actually see
1468 if (caster
1508 if (caster && caster->contr 1469 && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70) 1470 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1510 continue; 1471 continue;
1511 1472
1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1473 for (tmp = ms.top; tmp; tmp = tmp->below)
1513 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1474 if (tmp->flag [FLAG_MONSTER])
1514 break; 1475 break;
1515 1476
1516 /* There can be living objects that are not monsters */ 1477 /* There can be living objects that are not monsters */
1517 if (!tmp || tmp->type == PLAYER) 1478 if (!tmp)
1518 continue; 1479 continue;
1519 1480
1520 /* Only the head has meaningful data, so resolve to that */ 1481 /* Only the head has meaningful data, so resolve to that */
1521 if (tmp->head)
1522 head = tmp->head; 1482 head = tmp->head_ ();
1523 else
1524 head = tmp;
1525 1483
1526 /* 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 */
1527 if (race && head->race && !strstr (race, head->race)) 1485 if (race && head->race && !strstr (race, head->race))
1528 continue; 1486 continue;
1529 1487
1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1488 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531 continue; 1489 continue;
1532 1490
1533 /* Now do a bunch of stuff related to saving throws */ 1491 /* Now do a bunch of stuff related to saving throws */
1534 best_at = -1; 1492 best_at = -1;
1535 if (spell->attacktype) 1493 if (spell->attacktype)
1536 { 1494 {
1537 for (at = 0; at < NROFATTACKS; at++) 1495 for (at = 0; at < NROFATTACKS; at++)
1538 if (spell->attacktype & (1 << at)) 1496 if (spell->attacktype & (1 << at))
1539 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1497 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at; 1498 best_at = at;
1541 1499
1542 if (best_at == -1) 1500 if (best_at == -1)
1543 at = 0; 1501 at = 0;
1544 else 1502 else
1545 { 1503 {
1546 if (head->resist[best_at] == 100) 1504 if (head->resist[best_at] == 100)
1547 continue; 1505 continue;
1548 else 1506 else
1549 at = head->resist[best_at] / 5; 1507 at = head->resist[best_at] / 5;
1550 } 1508 }
1509
1551 at -= level / 5; 1510 at -= level / 5;
1552 if (did_make_save (head, head->level, at)) 1511 if (did_make_save (head, head->level, at))
1553 continue; 1512 continue;
1554 } 1513 }
1555 else /* spell->attacktype */ 1514 else /* spell->attacktype */
1556 { 1515 {
1557 /* 1516 /*
1558 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:
1559 * if spell level < monster level, no go 1518 * if spell level < monster level, no go
1560 * 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 ) )
1561 1520
1562 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.
1563 1522
1564 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
1565 charm a level 125 monster... 1524 charm a level 125 monster...
1566 1525
1567 Ryo, august 14th 1526 Ryo, august 14th
1568 */ 1527 */
1569 if (head->level > level) 1528 if (head->level > level)
1570 continue; 1529 continue;
1571 1530
1572 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))))
1573 /* Failed, no effect */ 1532 /* Failed, no effect */
1574 continue; 1533 continue;
1575 } 1534 }
1576 1535
1577 /* Done with saving throw. Now start affecting the monster */ 1536 /* Done with saving throw. Now start affecting the monster */
1537 done_one = 0;
1578 1538
1579 /* aggravation */ 1539 /* aggravation */
1580 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1540 if (QUERY_FLAG (spell, FLAG_MONSTER))
1581 { 1541 {
1582 CLEAR_FLAG (head, FLAG_SLEEP); 1542 CLEAR_FLAG (head, FLAG_SLEEP);
1583 remove_friendly_object (head); 1543 remove_friendly_object (head);
1584 done_one = 1; 1544 done_one = 1;
1585 head->enemy = op; 1545 head->enemy = op;
1586 } 1546 }
1587 1547
1588 /* calm monsters */ 1548 /* calm monsters */
1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1549 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590 { 1550 {
1591 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1551 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1592 head->enemy = NULL; 1552 head->enemy = NULL;
1593 done_one = 1; 1553 done_one = 1;
1594 } 1554 }
1595 1555
1596 /* berserk monsters */ 1556 /* berserk monsters */
1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1557 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598 { 1558 {
1599 SET_FLAG (head, FLAG_BERSERK); 1559 SET_FLAG (head, FLAG_BERSERK);
1600 done_one = 1; 1560 done_one = 1;
1601 } 1561 }
1602 1562
1603 /* charm */ 1563 /* charm */
1604 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))
1605 { 1565 {
1566 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1567
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1568 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 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.
1608 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. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1571 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1572 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1573 set_spell_skill (op, caster, spell, head);
1612 add_friendly_object (head); 1574 add_friendly_object (head);
1613 head->attack_movement = PETMOVE; 1575 head->attack_movement = PETMOVE;
1614 done_one = 1; 1576 done_one = 1;
1615 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);
1616 head->stats.exp = 0; 1578 head->stats.exp = 0;
1617 } 1579 }
1618 1580
1619 /* If a monster was effected, put an effect in */ 1581 /* If a monster was effected, put an effect in */
1620 if (done_one && spell->other_arch) 1582 if (done_one && spell->other_arch)
1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1583 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1622 } /* for y */ 1584 }
1623 1585
1624 return 1; 1586 return 1;
1625} 1587}
1626
1627 1588
1628/* 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
1629 * 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
1630 * lightning spell used it, that seemed misnamed. 1591 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1592 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1593 * note that duration is handled by process_object() in time.c
1633 */ 1594 */
1634
1635void 1595void
1636move_ball_spell (object *op) 1596move_ball_spell (object *op)
1637{ 1597{
1638 int i, j, dam_save, dir, mflags; 1598 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1599 sint16 nx, ny, hx, hy;
1658 for (i = 1; i < 9; i++) 1618 for (i = 1; i < 9; i++)
1659 { 1619 {
1660 /* i bit 0: alters sign of offset 1620 /* i bit 0: alters sign of offset
1661 * other bits (i / 2): absolute value of offset 1621 * other bits (i / 2): absolute value of offset
1662 */ 1622 */
1663
1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1623 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665 int tmpdir = absdir (op->direction + offset); 1624 int tmpdir = absdir (op->direction + offset);
1666 1625
1667 nx = op->x + freearr_x[tmpdir]; 1626 nx = op->x + freearr_x[tmpdir];
1668 ny = op->y + freearr_y[tmpdir]; 1627 ny = op->y + freearr_y[tmpdir];
1670 { 1629 {
1671 dir = tmpdir; 1630 dir = tmpdir;
1672 break; 1631 break;
1673 } 1632 }
1674 } 1633 }
1634
1675 if (dir == 0) 1635 if (dir == 0)
1676 { 1636 {
1677 nx = op->x; 1637 nx = op->x;
1678 ny = op->y; 1638 ny = op->y;
1679 m = op->map; 1639 m = op->map;
1705 1665
1706 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)))
1707 { 1667 {
1708 if (j) 1668 if (j)
1709 op->stats.dam = dam_save / 2; 1669 op->stats.dam = dam_save / 2;
1670
1710 hit_map (op, j, op->attacktype, 1); 1671 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1672 }
1713 1673
1714 /* insert the other arch */ 1674 /* insert the other arch */
1715 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))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1676 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1690
1731 op->direction = i; 1691 op->direction = i;
1732 } 1692 }
1733} 1693}
1734 1694
1735
1736/* move_swarm_spell: peterm 1695/* move_swarm_spell: peterm
1737 * 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
1738 * 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
1739 * 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
1740 * 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
1741 * 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.
1742 */ 1701 */
1743
1744void 1702void
1745move_swarm_spell (object *op) 1703move_swarm_spell (object *op)
1746{ 1704{
1747#if 0 1705#if 0
1748 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 };
1749 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 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1708 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1709 int adjustdir;
1752 maptile *m; 1710 maptile *m;
1753#endif 1711#endif
1754 int basedir;
1755 object *owner; 1712 object *owner = op->env;
1756 1713
1757 owner = op->owner; 1714 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1715 {
1716 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1717 op->destroy ();
1761 return; 1718 return;
1762 } 1719 }
1763 1720
1721 if (!op->duration || !owner->is_on_map ())
1722 {
1723 op->drop_and_destroy ();
1724 return;
1725 }
1726
1764 op->duration--; 1727 op->duration--;
1765 1728
1766 basedir = op->direction; 1729 int basedir = op->direction;
1767 if (basedir == 0) 1730 if (!basedir)
1768 { 1731 {
1769 /* spray in all directions! 8) */ 1732 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1733 op->facing = (op->facing + op->state) & 7;
1734 basedir = op->facing + 1;
1771 } 1735 }
1772 1736
1773#if 0 1737#if 0
1774 // this is bogus: it causes wrong places to be checked below 1738 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1739 // (a wall 2 cells away will block the effect...) and
1836 { 1800 {
1837 /* 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 */
1838 if (op->spell->subtype == SP_BULLET) 1802 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1803 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1804 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 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);
1842 } 1806 }
1843} 1807}
1844
1845
1846
1847 1808
1848/* fire_swarm: 1809/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1810 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1811 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1812 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1815 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1816 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1817 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1818 * n: the number to be fired.
1858 */ 1819 */
1859
1860int 1820int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1821fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1822{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1823 if (!spell->other_arch)
1867 return 0; 1824 return 0;
1868 1825
1869 tmp = get_archetype (SWARM_SPELL); 1826 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1827
1871 set_spell_skill (op, caster, spell, tmp); 1828 set_spell_skill (op, caster, spell, tmp);
1872
1873 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. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1830 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1831 tmp->attacktype = tmp->spell->attacktype;
1877 1832
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1833 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1834 if (!tailor_god_spell (tmp, op))
1880 return 1; 1835 return 1;
1881 1836
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1837 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1838 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1839 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1840
1841 tmp->invisible = 1;
1842 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1843 tmp->direction = dir;
1887 tmp->invisible = 1; 1844 tmp->facing = rndm (1, 8); // initial firing direction
1845 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1846
1889 tmp->insert_at (op, op); 1847 op->insert (tmp);
1848
1890 return 1; 1849 return 1;
1891} 1850}
1892
1893 1851
1894/* See the spells documentation file for why this is its own 1852/* See the spells documentation file for why this is its own
1895 * function. 1853 * function.
1896 */ 1854 */
1897int 1855int
1902 int dam, mflags; 1860 int dam, mflags;
1903 maptile *m; 1861 maptile *m;
1904 1862
1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1863 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 1864
1907 if (!dir) 1865 if (dir)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910 return 0;
1911 } 1866 {
1912
1913 x = op->x + freearr_x[dir]; 1867 x = op->x + freearr_x[dir];
1914 y = op->y + freearr_y[dir]; 1868 y = op->y + freearr_y[dir];
1915 m = op->map; 1869 m = op->map;
1916 1870
1917 mflags = get_map_flags (m, &m, x, y, &x, &y); 1871 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 1872
1919 if (mflags & P_OUT_OF_MAP) 1873 if (mflags & P_OUT_OF_MAP)
1920 { 1874 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1922 return 0; 1876 return 0;
1923 } 1877 }
1924 1878
1925 if (mflags & P_IS_ALIVE && spell->attacktype) 1879 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 { 1880 {
1927 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)
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1882 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1883 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1884 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1885 if (target->head)
1932 target = target->head; 1886 target = target->head;
1887
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1888 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1889 return 1; /* one success only! */
1890 }
1935 } 1891 }
1936 }
1937 1892
1938 /* no live target, perhaps a wall is in the way? */ 1893 /* no live target, perhaps a wall is in the way? */
1939 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)))
1940 { 1895 {
1941 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.");
1942 return 0; 1897 return 0;
1898 }
1943 } 1899 }
1944 1900
1945 /* 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 */
1946 tmp = arch_to_object (spell->other_arch); 1902 tmp = arch_to_object (spell->other_arch);
1947 if (!tmp) 1903 if (!tmp)
1948 { 1904 {
1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1905 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950 return 0; 1906 return 0;
1951 } 1907 }
1908
1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1909 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1910
1953 if (tmp->glow_radius) 1911 if (tmp->glow_radius)
1954 { 1912 tmp->set_glow_radius (
1955 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1913 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1956 if (tmp->glow_radius > MAX_LIGHT_RADII) 1914 );
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1958 }
1959 1915
1916 if (dir)
1960 m->insert (tmp, x, y, op); 1917 m->insert (tmp, x, y, op);
1918 else
1919 caster->outer_env ()->insert (tmp);
1920
1961 return 1; 1921 return 1;
1962} 1922}
1963
1964
1965
1966 1923
1967/* cast_cause_disease: this spell looks along <dir> from the 1924/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1925 * player and infects someone.
1969 * op is the player/monster, caster is the object, dir is the direction 1926 * op is the player/monster, caster is the object, dir is the direction
1970 * to cast, disease_arch is the specific disease, and type is the spell number 1927 * to cast, disease_arch is the specific disease, and type is the spell number
1971 * perhaps this should actually be in disease.c? 1928 * perhaps this should actually be in disease.c?
1972 */ 1929 */
1973
1974int 1930int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1931cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1932{
1977 sint16 x, y; 1933 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1934 int i, mflags, range, dam_mod, dur_mod;
1985 /* If casting from a scroll, no direction will be available, so refer to the 1941 /* If casting from a scroll, no direction will be available, so refer to the
1986 * direction the player is pointing. 1942 * direction the player is pointing.
1987 */ 1943 */
1988 if (!dir) 1944 if (!dir)
1989 dir = op->facing; 1945 dir = op->facing;
1946
1990 if (!dir) 1947 if (!dir)
1991 return 0; /* won't find anything if casting on ourself, so just return */ 1948 return 0; /* won't find anything if casting on ourself, so just return */
1992 1949
1993 /* Calculate these once here */ 1950 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1951 range = spell->range + SP_level_range_adjust (caster, spell);
2021 object *disease = arch_to_object (spell->other_arch); 1978 object *disease = arch_to_object (spell->other_arch);
2022 1979
2023 disease->set_owner (op); 1980 disease->set_owner (op);
2024 set_spell_skill (op, caster, spell, disease); 1981 set_spell_skill (op, caster, spell, disease);
2025 disease->stats.exp = 0; 1982 disease->stats.exp = 0;
2026 disease->level = caster_level (caster, spell); 1983 disease->level = casting_level (caster, spell);
2027 1984
2028 /* do level adjustments */ 1985 /* do level adjustments */
2029 if (disease->stats.wc) 1986 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 1987 disease->stats.wc += dur_mod / 2;
2031 1988
2032 if (disease->magic > 0) 1989 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 1990 disease->magic += dur_mod / 8;
2034 1991
2035 if (disease->stats.maxhp > 0) 1992 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 1993 disease->stats.maxhp += dur_mod;
2037 1994
2038 if (disease->stats.maxgrace > 0) 1995 if (disease->stats.maxgrace > 0)

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