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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.54 by root, Wed Apr 30 10:31:04 2008 UTC vs.
Revision 1.87 by root, Mon Oct 12 04:02:17 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 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 * Deliantra 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
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;
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 }
435 } 432 }
436 433
437 if (op->attacktype) 434 if (op->attacktype)
438 { 435 {
439 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
440 if (op->destroyed ()) 438 if (op->destroyed ())
441 return; 439 return;
442 } 440 }
443 441
444 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
447 tmp->set_owner (op); 445 tmp->set_owner (op);
448 tmp->skill = op->skill; 446 tmp->skill = op->skill;
449 447
450 owner = op->owner; 448 owner = op->owner;
451 449
452 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))
453 { 454 {
454 op->destroy (); 455 op->destroy ();
455 return; 456 return;
456 } 457 }
457 458
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 524 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 526 {
526 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
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 531 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 533 {
531 op->destroy (); 534 op->destroy ();
542 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
543 */ 546 */
544void 547void
545move_bullet (object *op) 548move_bullet (object *op)
546{ 549{
547 sint16 new_x, new_y;
548 int mflags;
549 maptile *m;
550
551#if 0 550#if 0
552 /* We need a better general purpose way to do this */ 551 /* We need a better general purpose way to do this */
553 552
554 /* peterm: added to make comet leave a trail of burnouts 553 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */ 554 it's an unadulterated hack, but the effect is cool. */
570 op->destroy (); 569 op->destroy ();
571 570
572 return; 571 return;
573 } 572 }
574 573
575 new_x = op->x + DIRX (op); 574 mapxy pos (op);
576 new_y = op->y + DIRY (op); 575 pos.move (op->direction);
577 m = op->map;
578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
579 576
580 if (mflags & P_OUT_OF_MAP) 577 if (!pos.normalise ())
581 { 578 {
582 op->destroy (); 579 op->destroy ();
583 return; 580 return;
584 } 581 }
585 582
586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 583 mapspace &ms = pos.ms ();
584
585 ms.update ();
586
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
587 { 588 {
588 if (op->other_arch) 589 if (op->other_arch)
589 explode_bullet (op); 590 explode_bullet (op);
590 else 591 else
591 op->destroy (); 592 op->destroy ();
592 593
593 return; 594 return;
594 } 595 }
595 596
596 if (!(op = m->insert (op, new_x, new_y, op))) 597 if (!(op = pos.insert (op, op)))
597 return; 598 return;
598 599
599 if (reflwall (op->map, op->x, op->y, op)) 600 if (reflwall (op->map, op->x, op->y, op))
600 { 601 {
601 op->direction = absdir (op->direction + 4); 602 op->direction = absdir (op->direction + 4);
620 int mflags; 621 int mflags;
621 622
622 if (!spob->other_arch) 623 if (!spob->other_arch)
623 return 0; 624 return 0;
624 625
625 tmp = arch_to_object (spob->other_arch); 626 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 627 if (!tmp)
627 return 0; 628 return 0;
628 629
629 /* peterm: level dependency for bolts */ 630 /* peterm: level dependency for bolts */
630 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 631 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
631 tmp->attacktype = spob->attacktype; 632 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 633 if (spob->slaying)
633 tmp->slaying = spob->slaying; 634 tmp->slaying = spob->slaying;
634 635
644 SET_ANIMATION (tmp, dir); 645 SET_ANIMATION (tmp, dir);
645 646
646 tmp->set_owner (op); 647 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 648 set_spell_skill (op, caster, spob, tmp);
648 649
649 tmp->x = op->x + freearr_x[dir]; 650 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 651 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 652 tmp->map = op->map;
652 653
653 maptile *newmap; 654 maptile *newmap;
654 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 655 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
655 if (mflags & P_OUT_OF_MAP) 656 if (mflags & P_OUT_OF_MAP)
705/* move_cone: causes cone object 'op' to move a space/hit creatures */ 706/* move_cone: causes cone object 'op' to move a space/hit creatures */
706 707
707void 708void
708move_cone (object *op) 709move_cone (object *op)
709{ 710{
710 int i;
711
712 /* if no map then hit_map will crash so just ignore object */ 711 /* if no map then hit_map will crash so just ignore object */
713 if (!op->map) 712 if (!op->map)
714 { 713 {
715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
716 op->set_speed (0); 715 op->set_speed (0);
736 } 735 }
737#endif 736#endif
738 737
739 hit_map (op, 0, op->attacktype, 0); 738 hit_map (op, 0, op->attacktype, 0);
740 739
740 if (!op->is_on_map ())
741 return;
742
741 /* Check to see if we should push anything. 743 /* Check to see if we should push anything.
742 * Spell objects with weight push whatever they encounter to some 744 * Spell objects with weight push whatever they encounter to some
743 * degree. 745 * degree.
744 */ 746 */
745 if (op->weight) 747 if (op->weight)
748 {
746 check_spell_knockback (op); 749 check_spell_knockback (op);
747 750
748 if (op->destroyed ()) 751 if (!op->is_on_map ())
749 return; 752 return;
753 }
750 754
751 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
752 { 756 {
753 op->destroy (); 757 op->destroy ();
754 return; 758 return;
755 } 759 }
756 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
761 { 765 {
762 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
763 return; 767 return;
764 } 768 }
765 769
766 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
767 { 771 {
768 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
769 773
770 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
771 { 775 {
822 */ 826 */
823 movetype = spell->other_arch->move_type; 827 movetype = spell->other_arch->move_type;
824 828
825 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
826 { 830 {
827 sint16 x, y, d; 831 sint16 x, y;
828 832
829 /* We can't use absdir here, because it never returns 833 /* We can't use absdir here, because it never returns
830 * 0. If this is a rune, we want to hit the person on top 834 * 0. If this is a rune, we want to hit the person on top
831 * of the trap (d==0). If it is not a rune, then we don't want 835 * of the trap (d==0). If it is not a rune, then we don't want
832 * to hit that person. 836 * to hit that person.
833 */ 837 */
834 d = dir + i; 838 int d = dir ? absdir (dir + i) : i;
835 while (d < 0)
836 d += 8;
837 while (d > 8)
838 d -= 8;
839 839
840 /* If it's not a rune, we don't want to blast the caster. 840 /* If it's not a rune, we don't want to blast the caster.
841 * In that case, we have to see - if dir is specified, 841 * In that case, we have to see - if dir is specified,
842 * turn this into direction 8. If dir is not specified (all 842 * turn this into direction 8. If dir is not specified (all
843 * direction) skip - otherwise, one line would do more damage 843 * direction) skip - otherwise, one line would do more damage
863 863
864 success = 1; 864 success = 1;
865 tmp = arch_to_object (spell->other_arch); 865 tmp = arch_to_object (spell->other_arch);
866 tmp->set_owner (op); 866 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 867 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 868 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 869 tmp->attacktype = spell->attacktype;
870 870
871 /* holy word stuff */ 871 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 873 if (!tailor_god_spell (tmp, op))
945 945
946 object *env = op->outer_env (); 946 object *env = op->outer_env ();
947 947
948 if (op->env) 948 if (op->env)
949 { 949 {
950 if (env->map == NULL) 950 if (!env->map)
951 return; 951 return;
952 952
953 if (!(op = op->insert_at (env, op))) 953 if (!(op = op->insert_at (env, op)))
954 return; 954 return;
955 } 955 }
956 956
957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 957 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
958 // on a safe map. I don't like this special casing, but it seems to be neccessary 958 // on a safe map. I don't like this special casing, but it seems to be neccessary
959 // as bombs can be carried. 959 // as bombs can be carried.
960 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 960 if (op->ms ().flags () & P_SAFE)
961 { 961 {
962 op->destroy (); 962 op->destroy ();
963 return; 963 return;
964 } 964 }
965 965
1002 int mflags; 1002 int mflags;
1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1003 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1004 maptile *m; 1004 maptile *m;
1005 1005
1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1006 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1007
1008 // when creating a bomb below ourself it should always work, even
1009 // when movement is blocked (somehow we got here, somehow we are here,
1010 // so we should also be able to make a bomb here). (originally added
1011 // to fix create bomb traps in doors, which cast with dir=0).
1012 if (dir)
1013 {
1007 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1014 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1008 { 1015 {
1009 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1016 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1010 return 0; 1017 return 0;
1018 }
1011 } 1019 }
1012 1020
1013 tmp = arch_to_object (spell->other_arch); 1021 tmp = arch_to_object (spell->other_arch);
1014 1022
1015 /* level dependencies for bomb */ 1023 /* level dependencies for bomb */
1101 * interesting spell. 1109 * interesting spell.
1102 * if it is a cleric spell, you need a god, and the creature 1110 * if it is a cleric spell, you need a god, and the creature
1103 * can't be friendly to your god. 1111 * can't be friendly to your god.
1104 */ 1112 */
1105 1113
1106 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1114 if (!target
1115 || target->flag [FLAG_REFL_SPELL]
1107 || (!god && spell->stats.grace) 1116 || (!god && spell->stats.grace)
1108 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1117 || (god && target->title == god->name)
1118 || (god && target->race.contains (god->race)))
1109 { 1119 {
1110 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1120 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1111 return 0; 1121 return 0;
1112 } 1122 }
1113 1123
1115 effect = arch_to_object (spell->other_arch); 1125 effect = arch_to_object (spell->other_arch);
1116 else 1126 else
1117 return 0; 1127 return 0;
1118 1128
1119 /* tailor the effect by priest level and worshipped God */ 1129 /* tailor the effect by priest level and worshipped God */
1120 effect->level = caster_level (caster, spell); 1130 effect->level = casting_level (caster, spell);
1121 effect->attacktype = spell->attacktype; 1131 effect->attacktype = spell->attacktype;
1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1132 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 { 1133 {
1124 if (tailor_god_spell (effect, op)) 1134 if (tailor_god_spell (effect, op))
1125 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1135 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1126 else 1136 else
1127 { 1137 {
1128 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1138 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1129 return 0; 1139 return 0;
1130 } 1140 }
1180 1190
1181/* op is a missile that needs to be moved */ 1191/* op is a missile that needs to be moved */
1182void 1192void
1183move_missile (object *op) 1193move_missile (object *op)
1184{ 1194{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1195 if (op->range-- <= 0)
1191 { 1196 {
1197 op->drop_and_destroy ();
1198 return;
1199 }
1200
1201 mapxy pos (op);
1202 pos.move (op->direction);
1203
1204 if (!pos.normalise ())
1205 {
1192 op->destroy (); 1206 op->destroy ();
1193 return; 1207 return;
1194 } 1208 }
1195 1209
1196 owner = op->owner; 1210 mapspace &ms = pos.ms ();
1197#if 0
1198 /* It'd make things nastier if this wasn't here - spells cast by
1199 * monster that are then killed would continue to survive
1200 */
1201 if (owner == NULL)
1202 {
1203 op->destroy ();
1204 return;
1205 }
1206#endif
1207 1211
1208 new_x = op->x + DIRX (op); 1212 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 new_y = op->y + DIRY (op);
1210
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1213 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1214 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1215 /* Basically, missile only hits one thing then goes away.
1217 * we need to remove it if someone hasn't already done so. 1216 * we need to remove it if someone hasn't already done so.
1218 */ 1217 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1218 op->destroy ();
1230 return; 1219 return;
1231 } 1220 }
1232 1221
1222 if (!op->direction)
1223 {
1224 op->destroy ();
1225 return;
1226 }
1227
1233 i = spell_find_dir (m, new_x, new_y, op->owner); 1228 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1234 if (i > 0 && i != op->direction) 1229 if (i > 0 && i != op->direction)
1235 { 1230 {
1236 op->direction = i; 1231 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1232 SET_ANIMATION (op, op->direction);
1238 } 1233 }
1239 1234
1240 m->insert (op, new_x, new_y, op); 1235 pos.insert (op, op);
1241} 1236}
1242 1237
1243/**************************************************************************** 1238/****************************************************************************
1244 * Destruction 1239 * Destruction
1245 ****************************************************************************/ 1240 ****************************************************************************/
1259 1254
1260 object *tmp = get_archetype (FORCE_NAME); 1255 object *tmp = get_archetype (FORCE_NAME);
1261 tmp->speed = 0.01; 1256 tmp->speed = 0.01;
1262 tmp->stats.food = time; 1257 tmp->stats.food = time;
1263 SET_FLAG (tmp, FLAG_IS_USED_UP); 1258 SET_FLAG (tmp, FLAG_IS_USED_UP);
1264 tmp->glow_radius = radius; 1259 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1266 tmp->glow_radius = MAX_LIGHT_RADII;
1267
1268 tmp = insert_ob_in_ob (tmp, op); 1260 tmp = insert_ob_in_ob (tmp, op);
1269 1261
1270 if (tmp->glow_radius > op->glow_radius) 1262 if (tmp->glow_radius > op->glow_radius)
1271 op->glow_radius = tmp->glow_radius; 1263 op->set_glow_radius (tmp->glow_radius);
1272 1264
1273 return 1; 1265 return 1;
1274} 1266}
1275 1267
1276int 1268int
1277cast_destruction (object *op, object *caster, object *spell_ob) 1269cast_destruction (object *op, object *caster, object *spell_ob)
1278{ 1270{
1279 int i, j, range, mflags, friendly = 0, dam, dur;
1280 sint16 sx, sy;
1281 maptile *m;
1282 object *tmp;
1283 const char *skill;
1284
1285 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1271 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1272 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1287 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1273 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1274
1289 friendly = 1; 1275 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290 1276
1291 /* destruction doesn't use another spell object, so we need 1277 /* destruction doesn't use another spell object, so we need
1292 * update op's skill pointer so that exp is properly awarded. 1278 * update op's skill pointer so that exp is properly awarded.
1293 * We do some shortcuts here - since this is just temporary
1294 * and we'll reset the values back, we don't need to go through
1295 * the full share string/free_string route.
1296 */ 1279 */
1297 skill = op->skill; 1280 const shstr skill = op->skill;
1281
1298 if (caster == op) 1282 if (caster == op)
1299 op->skill = spell_ob->skill; 1283 op->skill = spell_ob->skill;
1300 else if (caster->skill) 1284 else if (caster->skill)
1301 op->skill = caster->skill; 1285 op->skill = caster->skill;
1302 else 1286 else
1303 op->skill = NULL; 1287 op->skill = 0;
1304 1288
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1289 op->change_skill (find_skill_by_name (op, op->skill));
1306 1290
1307 for (i = -range; i < range; i++) 1291 unordered_mapwalk (op, -range, -range, range, range)
1308 { 1292 {
1309 for (j = -range; j < range; j++) 1293 mapspace &ms = m->at (nx, ny);
1310 {
1311 m = op->map;
1312 sx = op->x + i;
1313 sy = op->y + j;
1314 1294
1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1316 if (mflags & P_OUT_OF_MAP)
1317 continue;
1318
1319 if (mflags & P_IS_ALIVE) 1295 if (ms.flags () & P_IS_ALIVE)
1296 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1297 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1320 { 1298 {
1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1299 tmp = tmp->head_ ();
1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1323 break;
1324 1300
1325 if (tmp) 1301 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1302 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1326 { 1303 {
1327 if (tmp->head) 1304 if (spell_ob->subtype == SP_DESTRUCTION)
1328 tmp = tmp->head;
1329
1330 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1332 { 1305 {
1333 if (spell_ob->subtype == SP_DESTRUCTION)
1334 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1306 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1307
1336 if (spell_ob->other_arch) 1308 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1309 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1338 } 1310 }
1339 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1311 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1340 { 1312 {
1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1313 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1314 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1343 }
1344 } 1315 }
1345 } 1316 }
1346 } 1317 }
1347 }
1348 } 1318 }
1349 1319
1350 op->skill = skill; 1320 op->skill = skill;
1351 return 1; 1321 return 1;
1352} 1322}
1459 */ 1429 */
1460int 1430int
1461mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1462{ 1432{
1463 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1464 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1465 sint16 x, y, nx, ny;
1466 maptile *m;
1467 const char *race; 1435 const char *race;
1468 1436
1469 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1470 * doing it over and over again. 1438 * doing it over and over again.
1471 */ 1439 */
1472 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1443
1476 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1477 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1478 * won't ever match anything. 1446 * won't ever match anything.
1479 */ 1447 */
1480 if (!spell->race) 1448 if (!spell->race)
1481 race = NULL; 1449 race = NULL;
1482 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1483 race = god->slaying; 1451 race = god->slaying;
1484 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1485 race = god->race; 1453 race = god->race;
1486 else 1454 else
1487 race = spell->race; 1455 race = spell->race;
1488 1456
1489 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1490 for (y = op->y - range; y <= op->y + range; y++)
1491 { 1458 {
1492 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1493 m = op->map;
1494 nx = x;
1495 ny = y;
1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1497 if (mflags & P_OUT_OF_MAP)
1498 continue;
1499 1460
1500 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1501 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1502 continue; 1463 continue;
1503 1464
1504 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1505 if (caster && caster->contr 1467 && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1507 continue; 1469 continue;
1508 1470
1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1510 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1511 break; 1473 break;
1512 1474
1513 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1514 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1515 continue; 1477 continue;
1516 1478
1517 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1518 if (tmp->head)
1519 head = tmp->head; 1480 head = tmp->head_ ();
1520 else
1521 head = tmp;
1522 1481
1523 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1524 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1525 continue; 1484 continue;
1526 1485
1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1528 continue; 1487 continue;
1529 1488
1530 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1531 best_at = -1; 1490 best_at = -1;
1532 if (spell->attacktype) 1491 if (spell->attacktype)
1533 { 1492 {
1534 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1535 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1536 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1537 best_at = at; 1496 best_at = at;
1538 1497
1539 if (best_at == -1) 1498 if (best_at == -1)
1540 at = 0; 1499 at = 0;
1541 else 1500 else
1542 { 1501 {
1543 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1544 continue; 1503 continue;
1545 else 1504 else
1546 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1547 } 1506 }
1507
1548 at -= level / 5; 1508 at -= level / 5;
1549 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1550 continue; 1510 continue;
1551 } 1511 }
1552 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1553 { 1513 {
1554 /* 1514 /*
1555 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1556 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1557 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1558 1518
1559 The chance will then be in the range [20-70] percent, not too bad. 1519 The chance will then be in the range [20-70] percent, not too bad.
1560 1520
1561 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1562 charm a level 125 monster... 1522 charm a level 125 monster...
1563 1523
1564 Ryo, august 14th 1524 Ryo, august 14th
1565 */ 1525 */
1566 if (head->level > level) 1526 if (head->level > level)
1567 continue; 1527 continue;
1568 1528
1569 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1570 /* Failed, no effect */ 1530 /* Failed, no effect */
1571 continue; 1531 continue;
1572 } 1532 }
1573 1533
1574 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1575 1536
1576 /* aggravation */ 1537 /* aggravation */
1577 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1578 { 1539 {
1579 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1580 remove_friendly_object (head); 1541 remove_friendly_object (head);
1581 done_one = 1; 1542 done_one = 1;
1582 head->enemy = op; 1543 head->enemy = op;
1583 } 1544 }
1584 1545
1585 /* calm monsters */ 1546 /* calm monsters */
1586 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1587 { 1548 {
1588 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1589 head->enemy = NULL; 1550 head->enemy = NULL;
1590 done_one = 1; 1551 done_one = 1;
1591 } 1552 }
1592 1553
1593 /* berserk monsters */ 1554 /* berserk monsters */
1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1595 { 1556 {
1596 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1597 done_one = 1; 1558 done_one = 1;
1598 } 1559 }
1599 1560
1600 /* charm */ 1561 /* charm */
1601 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1602 { 1563 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604 1565
1605 /* Prevent uncontrolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1607 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op); 1570 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1611 add_friendly_object (head); 1572 add_friendly_object (head);
1612 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1613 done_one = 1; 1574 done_one = 1;
1614 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1615 head->stats.exp = 0; 1576 head->stats.exp = 0;
1616 } 1577 }
1617 1578
1618 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1619 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1621 } /* for y */ 1582 }
1622 1583
1623 return 1; 1584 return 1;
1624} 1585}
1625
1626 1586
1627/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1628 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1629 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1630 * op is the spell effect. 1590 * op is the spell effect.
1631 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1632 */ 1592 */
1633
1634void 1593void
1635move_ball_spell (object *op) 1594move_ball_spell (object *op)
1636{ 1595{
1637 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1638 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1657 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1658 { 1617 {
1659 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1660 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1661 */ 1620 */
1662
1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1664 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1665 1623
1666 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1667 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1669 { 1627 {
1670 dir = tmpdir; 1628 dir = tmpdir;
1671 break; 1629 break;
1672 } 1630 }
1673 } 1631 }
1632
1674 if (dir == 0) 1633 if (dir == 0)
1675 { 1634 {
1676 nx = op->x; 1635 nx = op->x;
1677 ny = op->y; 1636 ny = op->y;
1678 m = op->map; 1637 m = op->map;
1704 1663
1705 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1706 { 1665 {
1707 if (j) 1666 if (j)
1708 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1709 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1710
1711 } 1670 }
1712 1671
1713 /* insert the other arch */ 1672 /* insert the other arch */
1714 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1715 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1729 1688
1730 op->direction = i; 1689 op->direction = i;
1731 } 1690 }
1732} 1691}
1733 1692
1734
1735/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1736 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1737 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1738 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1739 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1740 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1741 */ 1699 */
1742
1743void 1700void
1744move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1745{ 1702{
1746#if 0 1703#if 0
1747 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1748 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1749 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1750 int adjustdir; 1707 int adjustdir;
1751 maptile *m; 1708 maptile *m;
1752#endif 1709#endif
1753 int basedir;
1754 object *owner; 1710 object *owner = op->env;
1755 1711
1756 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1757 if (op->duration == 0 || owner == NULL)
1758 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1759 op->destroy (); 1715 op->destroy ();
1760 return; 1716 return;
1761 } 1717 }
1762 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1763 op->duration--; 1725 op->duration--;
1764 1726
1765 basedir = op->direction; 1727 int basedir = op->direction;
1766 if (basedir == 0) 1728 if (!basedir)
1767 { 1729 {
1768 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1770 } 1733 }
1771 1734
1772#if 0 1735#if 0
1773 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1835 { 1798 {
1836 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1837 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1841 } 1804 }
1842} 1805}
1843
1844
1845
1846 1806
1847/* fire_swarm: 1807/* fire_swarm:
1848 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1849 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1850 * the parts of the swarm. 1810 * the parts of the swarm.
1853 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1854 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1855 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1856 * n: the number to be fired. 1816 * n: the number to be fired.
1857 */ 1817 */
1858
1859int 1818int
1860fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1861{ 1820{
1862 object *tmp;
1863 int i;
1864
1865 if (!spell->other_arch) 1821 if (!spell->other_arch)
1866 return 0; 1822 return 0;
1867 1823
1868 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1825
1870 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1871
1872 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1873 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1874
1875 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1876 1830
1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1878 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1879 return 1; 1833 return 1;
1880 1834
1881 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1882 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1884 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1885 tmp->direction = dir; 1841 tmp->direction = dir;
1886 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1887 1844
1888 tmp->insert_at (op, op); 1845 op->insert (tmp);
1846
1889 return 1; 1847 return 1;
1890} 1848}
1891
1892 1849
1893/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1894 * function. 1851 * function.
1895 */ 1852 */
1896int 1853int
1901 int dam, mflags; 1858 int dam, mflags;
1902 maptile *m; 1859 maptile *m;
1903 1860
1904 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1905 1862
1906 if (!dir) 1863 if (dir)
1907 {
1908 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1909 return 0;
1910 } 1864 {
1911
1912 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1913 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1914 m = op->map; 1867 m = op->map;
1915 1868
1916 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1917 1870
1918 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1919 { 1872 {
1920 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1921 return 0; 1874 return 0;
1922 } 1875 }
1923 1876
1924 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1925 { 1878 {
1926 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1927 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 { 1881 {
1929 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1930 if (target->head) 1883 if (target->head)
1931 target = target->head; 1884 target = target->head;
1885
1932 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1933 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1934 } 1889 }
1935 }
1936 1890
1937 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1938 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1939 { 1893 {
1940 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1941 return 0; 1895 return 0;
1896 }
1942 } 1897 }
1943 1898
1944 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1945 tmp = arch_to_object (spell->other_arch); 1900 tmp = arch_to_object (spell->other_arch);
1946 if (!tmp) 1901 if (!tmp)
1947 { 1902 {
1948 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1949 return 0; 1904 return 0;
1950 } 1905 }
1906
1951 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1952 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1953 { 1910 tmp->set_glow_radius (
1954 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1955 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1956 tmp->glow_radius = MAX_LIGHT_RADII;
1957 }
1958 1913
1914 if (dir)
1959 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1960 return 1; 1919 return 1;
1961} 1920}
1962 1921
1963/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
1964 * player and infects someone. 1923 * player and infects someone.
2017 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = arch_to_object (spell->other_arch);
2018 1977
2019 disease->set_owner (op); 1978 disease->set_owner (op);
2020 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2021 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2022 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2023 1982
2024 /* do level adjustments */ 1983 /* do level adjustments */
2025 if (disease->stats.wc) 1984 if (disease->stats.wc)
2026 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2027 1986

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