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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.25 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.88 by root, Mon Oct 12 14:00:59 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
27 */ 28 */
36/* this function checks to see if a spell pushes objects as well 37/* 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) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41
42void 42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 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); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* 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))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* 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 80 * 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. 81 * object, not just the head, so the total weight should be relevant.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114
115void 113void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 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 */ 117 int t_dir; /* stores temporary dir calculation */
144 142
145 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 object *tmp;
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
245 else 242 else
246 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 244 object *tmp = op->clone ();
248 245
249 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
311 308
312 maptile *newmap; 309 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
316 tmp->destroy (); 313 tmp->drop_and_destroy ();
317 return 0; 314 return 0;
318 } 315 }
319 316
320 tmp->map = newmap; 317 tmp->map = newmap;
321 318
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 320 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341
342
343 338
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 376 {
382 object *tmp = op->clone (); 377 object *tmp = op->clone ();
383 378
384 tmp->state = 0; 379 tmp->state = 0;
385 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
386 tmp->range--; 381 tmp->range--;
387 tmp->value = 0; 382 tmp->value = 0;
388 383
389 m->insert (tmp, dx, dy, op); 384 m->insert (tmp, dx, dy, op);
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394
395 389
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
400void 394void
401explode_bullet (object *op) 395explode_bullet (object *op)
402{ 396{
403 object *tmp, *owner; 397 object *tmp, *owner;
404 398
405 if (op->other_arch == NULL) 399 if (!op->other_arch)
406 { 400 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 402 op->destroy ();
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
438 } 433 }
439 434
440 if (op->attacktype) 435 if (op->attacktype)
441 { 436 {
442 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
443 if (op->destroyed ()) 439 if (op->destroyed ())
444 return; 440 return;
445 } 441 }
446 442
447 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 446 tmp->set_owner (op);
451 tmp->skill = op->skill; 447 tmp->skill = op->skill;
452 448
453 owner = op->owner; 449 owner = op->owner;
454 450
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
456 { 455 {
457 op->destroy (); 456 op->destroy ();
458 return; 457 return;
459 } 458 }
460 459
487 486
488 /* Prevent recursion */ 487 /* Prevent recursion */
489 op->move_on = 0; 488 op->move_on = 0;
490 489
491 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
492 /* remove the firebullet */ 493 /* remove the firebullet */
493 op->destroy (); 494 op->destroy ();
494} 495}
495 496
496/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
518 519
519 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
521 return; 522 return;
522 523
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 525 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 527 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 532 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 534 {
532 op->destroy (); 535 op->destroy ();
543 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
544 */ 547 */
545void 548void
546move_bullet (object *op) 549move_bullet (object *op)
547{ 550{
548 sint16 new_x, new_y;
549 int mflags;
550 maptile *m;
551
552#if 0 551#if 0
553 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
554 553
555 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
556 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
571 op->destroy (); 570 op->destroy ();
572 571
573 return; 572 return;
574 } 573 }
575 574
576 new_x = op->x + DIRX (op); 575 mapxy pos (op);
577 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
578 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 577
581 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
582 { 579 {
583 op->destroy (); 580 op->destroy ();
584 return; 581 return;
585 } 582 }
586 583
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
588 { 589 {
589 if (op->other_arch) 590 if (op->other_arch)
590 explode_bullet (op); 591 explode_bullet (op);
591 else 592 else
592 op->destroy (); 593 op->destroy ();
593 594
594 return; 595 return;
595 } 596 }
596 597
597 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
598 return; 599 return;
599 600
600 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
601 { 602 {
602 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
603 update_turn_face (op); 604 update_turn_face (op);
604 } 605 }
605 else 606 else
606 check_bullet (op); 607 check_bullet (op);
607} 608}
608
609
610
611 609
612/* fire_bullet 610/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 614 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
618 * pointers. 616 * pointers.
619 */ 617 */
620
621int 618int
622fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 620{
624 object *tmp = NULL; 621 object *tmp = NULL;
625 int mflags; 622 int mflags;
626 623
627 if (!spob->other_arch) 624 if (!spob->other_arch)
628 return 0; 625 return 0;
629 626
630 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 628 if (!tmp)
632 return 0; 629 return 0;
633 630
634 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
635 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
636 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 634 if (spob->slaying)
638 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
639 636
649 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
650 647
651 tmp->set_owner (op); 648 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
653 650
654 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 653 tmp->map = op->map;
657 654
658 maptile *newmap; 655 maptile *newmap;
659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
660 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
682 if ((tmp = tmp->insert_at (tmp, op))) 679 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 680 check_bullet (tmp);
684 681
685 return 1; 682 return 1;
686} 683}
687
688
689
690 684
691/***************************************************************************** 685/*****************************************************************************
692 * 686 *
693 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
694 * 688 *
695 *****************************************************************************/ 689 *****************************************************************************/
696 690
697
698/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
699void 692void
700cone_drop (object *op) 693cone_drop (object *op)
701{ 694{
702 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
714/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
715 708
716void 709void
717move_cone (object *op) 710move_cone (object *op)
718{ 711{
719 int i;
720
721 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
722 if (!op->map) 713 if (!op->map)
723 { 714 {
724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
725 op->set_speed (0); 716 op->set_speed (0);
745 } 736 }
746#endif 737#endif
747 738
748 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
749 740
741 if (!op->is_on_map ())
742 return;
743
750 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
751 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
752 * degree. 746 * degree.
753 */ 747 */
754 if (op->weight) 748 if (op->weight)
749 {
755 check_spell_knockback (op); 750 check_spell_knockback (op);
756 751
757 if (op->destroyed ()) 752 if (!op->is_on_map ())
758 return; 753 return;
754 }
759 755
760 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
761 { 757 {
762 op->destroy (); 758 op->destroy ();
763 return; 759 return;
764 } 760 }
765 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
770 { 766 {
771 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
772 return; 768 return;
773 } 769 }
774 770
775 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
776 { 772 {
777 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
778 774
779 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
780 { 776 {
827 823
828 /* Need to know what the movetype of the object we are about 824 /* Need to know what the movetype of the object we are about
829 * to create is, so we can know if the space we are about to 825 * to create is, so we can know if the space we are about to
830 * insert it into is blocked. 826 * insert it into is blocked.
831 */ 827 */
832 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
833 829
834 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
835 { 831 {
836 sint16 x, y, d; 832 sint16 x, y;
837 833
838 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
839 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
840 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
841 * to hit that person. 837 * to hit that person.
842 */ 838 */
843 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
844 while (d < 0)
845 d += 8;
846 while (d > 8)
847 d -= 8;
848 840
849 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
850 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
851 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
852 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
872 864
873 success = 1; 865 success = 1;
874 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
875 tmp->set_owner (op); 867 tmp->set_owner (op);
876 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
877 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
878 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
879 871
880 /* holy word stuff */ 872 /* holy word stuff */
881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
882 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
916 else 908 else
917 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
918 } 910 }
919 911
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
922 914
923 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 917
926 m->insert (tmp, sx, sy, op); 918 m->insert (tmp, sx, sy, op);
927 919
928 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
929 * a single space too many times. 921 * a single space too many times.
941 * 933 *
942 * BOMB related code 934 * BOMB related code
943 * 935 *
944 ****************************************************************************/ 936 ****************************************************************************/
945 937
946
947/* This handles an exploding bomb. 938/* This handles an exploding bomb.
948 * op is the original bomb object. 939 * op is the original bomb object.
949 */ 940 */
950void 941void
951animate_bomb (object *op) 942animate_bomb (object *op)
952{ 943{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 945 return;
958 946
959 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
960 948
961 if (op->env) 949 if (op->env)
962 { 950 {
963 if (env->map == NULL) 951 if (!env->map)
964 return; 952 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 953
969 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
970 return; 955 return;
971 } 956 }
972 957
973 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
974 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
975 // as bombs can be carried. 960 // as bombs can be carried.
976 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
977 { 962 {
978 op->destroy (); 963 op->destroy ();
979 return; 964 return;
980 } 965 }
981 966
983 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 969 * so just set up the appropriate values.
985 */ 970 */
986 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
987 { 972 {
988 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
989 { 974 {
990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
991 continue; 976 continue;
992 977
993 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
994 tmp->direction = i; 979 tmp->direction = i;
995 tmp->range = op->range; 980 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 982 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1012} 997}
1013 998
1014int 999int
1015create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1001{
1017
1018 object *tmp; 1002 object *tmp;
1019 int mflags; 1003 int mflags;
1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1021 maptile *m; 1005 maptile *m;
1022 1006
1023 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 { 1016 {
1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1027 return 0; 1018 return 0;
1019 }
1028 } 1020 }
1021
1029 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1030 1023
1031 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1054 * dir is the direction to look in. 1047 * dir is the direction to look in.
1055 * range is how far out to look. 1048 * range is how far out to look.
1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1057 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1058 */ 1051 */
1059
1060object * 1052object *
1061get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1062{ 1054{
1063 object *target; 1055 object *target;
1064 sint16 x, y; 1056 sint16 x, y;
1083 return NULL; 1075 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1077 return NULL;
1086 1078
1087 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1080 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1082 return target;
1094 }
1095 }
1096 }
1097 } 1083 }
1084
1098 return NULL; 1085 return NULL;
1099} 1086}
1100
1101 1087
1102/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1104 * usual params - 1090 * usual params -
1105 * op = player 1091 * op = player
1106 * caster = object casting the spell. 1092 * caster = object casting the spell.
1107 * dir = direction being cast 1093 * dir = direction being cast
1108 * spell = spell object 1094 * spell = spell object
1109 */ 1095 */
1110
1111int 1096int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1098{
1114 object *effect, *target; 1099 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1125 * interesting spell. 1110 * interesting spell.
1126 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1127 * can't be friendly to your god. 1112 * can't be friendly to your god.
1128 */ 1113 */
1129 1114
1130 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1131 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1132 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1133 { 1120 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1135 return 0; 1122 return 0;
1136 } 1123 }
1137 1124
1139 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1140 else 1127 else
1141 return 0; 1128 return 0;
1142 1129
1143 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1144 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1145 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 { 1134 {
1148 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1150 else 1137 else
1151 { 1138 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1153 return 0; 1140 return 0;
1154 } 1141 }
1193 effect->insert_at (target, op); 1180 effect->insert_at (target, op);
1194 1181
1195 return 1; 1182 return 1;
1196} 1183}
1197 1184
1198
1199/**************************************************************************** 1185/****************************************************************************
1200 * 1186 *
1201 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1202 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1203 * code here is just to move the missile. 1189 * code here is just to move the missile.
1205 1191
1206/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1207void 1193void
1208move_missile (object *op) 1194move_missile (object *op)
1209{ 1195{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1216 { 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1217 op->destroy (); 1207 op->destroy ();
1218 return; 1208 return;
1219 } 1209 }
1220 1210
1221 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1222#if 0
1223 /* It'd make things nastier if this wasn't here - spells cast by
1224 * monster that are then killed would continue to survive
1225 */
1226 if (owner == NULL)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231#endif
1232 1212
1233 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1234 new_y = op->y + DIRY (op);
1235
1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1237
1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1239 { 1214 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1242 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1243 */ 1218 */
1244 if (!op->destroyed ())
1245 op->destroy ();
1246
1247 return;
1248 }
1249
1250 op->remove ();
1251
1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1253 {
1254 op->destroy (); 1219 op->destroy ();
1255 return; 1220 return;
1256 } 1221 }
1257 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1258 i = spell_find_dir (m, new_x, new_y, op->owner); 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1259 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1260 { 1231 {
1261 op->direction = i; 1232 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1263 } 1234 }
1264 1235
1265 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1266} 1237}
1267 1238
1268/**************************************************************************** 1239/****************************************************************************
1269 * Destruction 1240 * Destruction
1270 ****************************************************************************/ 1241 ****************************************************************************/
1273 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1274 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1277 */ 1248 */
1278
1279int 1249int
1280make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1281{ 1251{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1254 return 0;
1287 1255
1288 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1258 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII;
1295
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1301 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1303 1265
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1266 return 1;
1310} 1267}
1311
1312
1313
1314 1268
1315int 1269int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1271{
1318 int i, j, range, mflags, friendly = 0, dam, dur;
1319 sint16 sx, sy;
1320 maptile *m;
1321 object *tmp;
1322 const char *skill;
1323
1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1325 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1328 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1329 1277
1330 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1331 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1332 * We do some shortcuts here - since this is just temporary
1333 * and we'll reset the values back, we don't need to go through
1334 * the full share string/free_string route.
1335 */ 1280 */
1336 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1337 if (caster == op) 1283 if (caster == op)
1338 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1339 else if (caster->skill) 1285 else if (caster->skill)
1340 op->skill = caster->skill; 1286 op->skill = caster->skill;
1341 else 1287 else
1342 op->skill = NULL; 1288 op->skill = 0;
1343 1289
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1345 1291
1346 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1347 { 1293 {
1348 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1349 {
1350 m = op->map;
1351 sx = op->x + i;
1352 sy = op->y + j;
1353 1295
1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1358 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1359 { 1299 {
1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1362 break;
1363 1301
1364 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1365 { 1304 {
1366 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1367 tmp = tmp->head;
1368
1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1306 {
1372 if (spell_ob->subtype == SP_DESTRUCTION)
1373 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1375 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1377 } 1311 }
1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1379 { 1313 {
1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (arch_to_object (spell_ob->other_arch), nx, ny, op);
1382 }
1383 } 1316 }
1384 } 1317 }
1385 } 1318 }
1386 }
1387 } 1319 }
1388 1320
1389 op->skill = skill; 1321 op->skill = skill;
1390 return 1; 1322 return 1;
1391} 1323}
1407 { 1339 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1340 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0; 1341 return 0;
1410 } 1342 }
1411 1343
1344 tmp = tmp->head_ ();
1345
1412 /* If we've already got a force of this type, don't add a new one. */ 1346 /* If we've already got a force of this type, don't add a new one. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1414 { 1348 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1350 {
1417 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1418 { 1352 {
1424 return 0; 1358 return 0;
1425 } 1359 }
1426 } 1360 }
1427 } 1361 }
1428 1362
1429 if (force == NULL) 1363 if (!force)
1430 { 1364 {
1431 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1433 if (spell_ob->race) 1368 if (spell_ob->race)
1434 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1435 else 1370 else
1436 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1437 1372
1447 { 1382 {
1448 force->duration = duration; 1383 force->duration = duration;
1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1384 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1450 } 1385 }
1451 else 1386 else
1452 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1387 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1388
1455 return 1; 1389 return 1;
1456 } 1390 }
1391
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1392 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1393 force->speed = 1.f;
1459 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1461 1396
1462 if (god) 1397 if (god)
1463 { 1398 {
1464 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1482 tmp->update_stats (); 1417 tmp->update_stats ();
1483 return 1; 1418 return 1;
1484 1419
1485} 1420}
1486 1421
1487
1488/********************************************************************** 1422/**********************************************************************
1489 * mood change 1423 * mood change
1490 * Arguably, this may or may not be an attack spell. But since it 1424 * Arguably, this may or may not be an attack spell. But since it
1491 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1492 ***********************************************************************/ 1426 ***********************************************************************/
1496 */ 1430 */
1497int 1431int
1498mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1499{ 1433{
1500 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1501 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1502 sint16 x, y, nx, ny;
1503 maptile *m;
1504 const char *race; 1436 const char *race;
1505 1437
1506 /* We precompute some values here so that we don't have to keep 1438 /* We precompute some values here so that we don't have to keep
1507 * doing it over and over again. 1439 * doing it over and over again.
1508 */ 1440 */
1509 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1510 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1511 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1512 1444
1513 /* On the bright side, no monster should ever have a race of GOD_... 1445 /* On the bright side, no monster should ever have a race of GOD_...
1514 * so even if the player doesn't worship a god, if race=GOD_.., it 1446 * so even if the player doesn't worship a god, if race=GOD_.., it
1515 * won't ever match anything. 1447 * won't ever match anything.
1516 */ 1448 */
1517 if (!spell->race) 1449 if (!spell->race)
1518 race = NULL; 1450 race = NULL;
1519 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1520 race = god->slaying; 1452 race = god->slaying;
1521 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1522 race = god->race; 1454 race = god->race;
1523 else 1455 else
1524 race = spell->race; 1456 race = spell->race;
1525 1457
1526 1458 unordered_mapwalk (op, -range, -range, range, range)
1527 for (x = op->x - range; x <= op->x + range; x++)
1528 for (y = op->y - range; y <= op->y + range; y++)
1529 { 1459 {
1460 mapspace &ms = m->at (nx, ny);
1530 1461
1531 done_one = 0;
1532 m = op->map;
1533 nx = x;
1534 ny = y;
1535 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1536 if (mflags & P_OUT_OF_MAP)
1537 continue;
1538
1539 /* If there is nothing living on this space, no need to go further */ 1462 /* If there is nothing living on this space, no need to go further */
1540 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1541 continue; 1464 continue;
1542 1465
1543 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1544 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1467 if (caster
1468 && caster->contr
1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1470 continue;
1471
1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1473 if (tmp->flag [FLAG_MONSTER])
1545 break; 1474 break;
1546 1475
1547 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1548 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1549 continue; 1478 continue;
1550 1479
1551 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1552 if (tmp->head)
1553 head = tmp->head; 1481 head = tmp->head_ ();
1554 else
1555 head = tmp;
1556 1482
1557 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1483 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1558 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1559 continue; 1485 continue;
1486
1560 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1561 continue; 1488 continue;
1562 1489
1563 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1564 best_at = -1; 1491 best_at = -1;
1565 if (spell->attacktype) 1492 if (spell->attacktype)
1566 { 1493 {
1567 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1568 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1569 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1570 best_at = at; 1497 best_at = at;
1571 1498
1572 if (best_at == -1) 1499 if (best_at == -1)
1573 at = 0; 1500 at = 0;
1574 else 1501 else
1575 { 1502 {
1576 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1577 continue; 1504 continue;
1578 else 1505 else
1579 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1580 } 1507 }
1508
1581 at -= level / 5; 1509 at -= level / 5;
1582 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1583 continue; 1511 continue;
1584 } 1512 }
1585 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1514 {
1586 /* 1515 /*
1587 Spell has no attacktype (charm & such), so we'll have a specific saving: 1516 Spell has no attacktype (charm & such), so we'll have a specific saving:
1588 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1589 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1518 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1590 1519
1592 1521
1593 This is required to fix the 'charm monster' abuse, where a player level 1 can 1522 This is required to fix the 'charm monster' abuse, where a player level 1 can
1594 charm a level 125 monster... 1523 charm a level 125 monster...
1595 1524
1596 Ryo, august 14th 1525 Ryo, august 14th
1597 */ 1526 */
1598 {
1599 if (head->level > level) 1527 if (head->level > level)
1600 continue; 1528 continue;
1529
1601 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1530 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1602 /* Failed, no effect */ 1531 /* Failed, no effect */
1603 continue; 1532 continue;
1604 } 1533 }
1605 1534
1606 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1607 1537
1608 /* aggravation */ 1538 /* aggravation */
1609 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1610 { 1540 {
1611 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1612 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1613 remove_friendly_object (head); 1542 remove_friendly_object (head);
1614
1615 done_one = 1; 1543 done_one = 1;
1616 head->enemy = op; 1544 head->enemy = op;
1617 } 1545 }
1618 1546
1619 /* calm monsters */ 1547 /* calm monsters */
1620 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1621 { 1549 {
1622 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1623 head->enemy = NULL; 1551 head->enemy = NULL;
1624 done_one = 1; 1552 done_one = 1;
1625 } 1553 }
1626 1554
1627 /* berserk monsters */ 1555 /* berserk monsters */
1628 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1629 { 1557 {
1630 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1631 done_one = 1; 1559 done_one = 1;
1632 } 1560 }
1561
1633 /* charm */ 1562 /* charm */
1634 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1563 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1635 { 1564 {
1636 SET_FLAG (head, FLAG_FRIENDLY); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1637 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1638 Typical use case is charm, go somwhere, use aggravation to make hostile. 1568 Typical use case is charm, go somwhere, use aggravation to make hostile.
1639 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1569 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1640 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1641 head->set_owner (op); 1571 head->set_owner (op);
1642 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1643 add_friendly_object (head); 1573 add_friendly_object (head);
1644 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1645 done_one = 1; 1575 done_one = 1;
1646 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1576 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1647 head->stats.exp = 0; 1577 head->stats.exp = 0;
1648 } 1578 }
1649 1579
1650 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1651 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1652 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1653 } /* for y */ 1583 }
1654 1584
1655 return 1; 1585 return 1;
1656} 1586}
1657
1658 1587
1659/* Move_ball_spell: This handles ball type spells that just sort of wander 1588/* Move_ball_spell: This handles ball type spells that just sort of wander
1660 * about. was called move_ball_lightning, but since more than the ball 1589 * about. was called move_ball_lightning, but since more than the ball
1661 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1662 * op is the spell effect. 1591 * op is the spell effect.
1663 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1664 */ 1593 */
1665
1666void 1594void
1667move_ball_spell (object *op) 1595move_ball_spell (object *op)
1668{ 1596{
1669 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1670 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1689 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1690 { 1618 {
1691 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1692 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1693 */ 1621 */
1694
1695 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1696 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1697 1624
1698 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1699 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1701 { 1628 {
1702 dir = tmpdir; 1629 dir = tmpdir;
1703 break; 1630 break;
1704 } 1631 }
1705 } 1632 }
1633
1706 if (dir == 0) 1634 if (dir == 0)
1707 { 1635 {
1708 nx = op->x; 1636 nx = op->x;
1709 ny = op->y; 1637 ny = op->y;
1710 m = op->map; 1638 m = op->map;
1719 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1720 * the surround spaces. 1648 * the surround spaces.
1721 */ 1649 */
1722 for (j = 0; j < 9; j++) 1650 for (j = 0; j < 9; j++)
1723 { 1651 {
1724 object *new_ob;
1725
1726 hx = nx + freearr_x[j]; 1652 hx = nx + freearr_x[j];
1727 hy = ny + freearr_y[j]; 1653 hy = ny + freearr_y[j];
1728 1654
1729 m = op->map; 1655 m = op->map;
1730 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1738 1664
1739 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1665 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1740 { 1666 {
1741 if (j) 1667 if (j)
1742 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1743 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1744
1745 } 1671 }
1746 1672
1747 /* insert the other arch */ 1673 /* insert the other arch */
1748 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1674 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1749 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1763 1689
1764 op->direction = i; 1690 op->direction = i;
1765 } 1691 }
1766} 1692}
1767 1693
1768
1769/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1770 * This is an implementation of the swarm spell. It was written for 1695 * This is an implementation of the swarm spell. It was written for
1771 * meteor swarm, but it could be used for any swarm. A swarm spell 1696 * meteor swarm, but it could be used for any swarm. A swarm spell
1772 * is a special type of object that casts swarms of other types 1697 * is a special type of object that casts swarms of other types
1773 * of spells. Which spell it casts is flexible. It fires the spells 1698 * of spells. Which spell it casts is flexible. It fires the spells
1774 * from a set of squares surrounding the caster, in a given direction. 1699 * from a set of squares surrounding the caster, in a given direction.
1775 */ 1700 */
1776
1777void 1701void
1778move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1779{ 1703{
1780#if 0 1704#if 0
1781 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1705 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1782 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1706 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1783 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1784 int adjustdir; 1708 int adjustdir;
1785 maptile *m; 1709 maptile *m;
1786#endif 1710#endif
1787 int basedir;
1788 object *owner; 1711 object *owner = op->env;
1789 1712
1790 owner = op->owner; 1713 if (!owner) // MUST not happen, remove when true TODO
1791 if (op->duration == 0 || owner == NULL)
1792 { 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1793 op->destroy (); 1716 op->destroy ();
1794 return; 1717 return;
1795 } 1718 }
1796 1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1797 op->duration--; 1726 op->duration--;
1798 1727
1799 basedir = op->direction; 1728 int basedir = op->direction;
1800 if (basedir == 0) 1729 if (!basedir)
1801 { 1730 {
1802 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1803 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1804 } 1734 }
1805 1735
1806#if 0 1736#if 0
1807 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1808 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1809 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1739 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1810 // space. 1740 // space.
1811 // should be fixed later, but correctness before featurs... 1741 // should be fixed later, but correctness before features...
1812 // (schmorp) 1742 // (schmorp)
1813 1743
1814 /* new offset calculation to make swarm element distribution 1744 /* new offset calculation to make swarm element distribution
1815 * more uniform 1745 * more uniform
1816 */ 1746 */
1869 { 1799 {
1870 /* Bullet spells have a bunch more customization that needs to be done */ 1800 /* Bullet spells have a bunch more customization that needs to be done */
1871 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1872 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1873 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1874 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1804 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1875 } 1805 }
1876} 1806}
1877
1878
1879
1880 1807
1881/* fire_swarm: 1808/* fire_swarm:
1882 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1883 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1884 * the parts of the swarm. 1811 * the parts of the swarm.
1887 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1888 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1889 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1890 * n: the number to be fired. 1817 * n: the number to be fired.
1891 */ 1818 */
1892
1893int 1819int
1894fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1895{ 1821{
1896 object *tmp;
1897 int i;
1898
1899 if (!spell->other_arch) 1822 if (!spell->other_arch)
1900 return 0; 1823 return 0;
1901 1824
1902 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1903 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1826
1904 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1905
1906 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1828 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1907 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1908
1909 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1910 1831
1911 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1912 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1913 return 1; 1834 return 1;
1914 1835
1915 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1916 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1917 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1918 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1919 tmp->direction = dir; 1842 tmp->direction = dir;
1920 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1921 1845
1922 tmp->insert_at (op, op); 1846 op->insert (tmp);
1847
1923 return 1; 1848 return 1;
1924} 1849}
1925
1926 1850
1927/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1928 * function. 1852 * function.
1929 */ 1853 */
1930int 1854int
1935 int dam, mflags; 1859 int dam, mflags;
1936 maptile *m; 1860 maptile *m;
1937 1861
1938 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1939 1863
1940 if (!dir) 1864 if (dir)
1941 {
1942 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1943 return 0;
1944 } 1865 {
1945
1946 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1947 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1948 m = op->map; 1868 m = op->map;
1949 1869
1950 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1951 1871
1952 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1953 { 1873 {
1954 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1955 return 0; 1875 return 0;
1956 } 1876 }
1957 1877
1958 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1959 { 1879 {
1960 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1880 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1961 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1962 { 1882 {
1963 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1964 if (target->head) 1884 if (target->head)
1965 target = target->head; 1885 target = target->head;
1886
1966 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1967 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1968 } 1890 }
1969 }
1970 1891
1971 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1972 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1893 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1973 { 1894 {
1974 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1975 return 0; 1896 return 0;
1897 }
1976 } 1898 }
1977 1899
1978 /* ok, looks groovy to just insert a new light on the map */ 1900 /* ok, looks groovy to just insert a new light on the map */
1979 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1980 if (!tmp) 1902 if (!tmp)
1981 { 1903 {
1982 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1983 return 0; 1905 return 0;
1984 } 1906 }
1907
1985 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1986 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1987 { 1911 tmp->set_glow_radius (
1988 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1989 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1990 tmp->glow_radius = MAX_LIGHT_RADII;
1991 }
1992 1914
1915 if (dir)
1993 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1994 return 1; 1920 return 1;
1995} 1921}
1996
1997
1998
1999 1922
2000/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2001 * player and infects someone. 1924 * player and infects someone.
2002 * op is the player/monster, caster is the object, dir is the direction 1925 * op is the player/monster, caster is the object, dir is the direction
2003 * to cast, disease_arch is the specific disease, and type is the spell number 1926 * to cast, disease_arch is the specific disease, and type is the spell number
2004 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2005 */ 1928 */
2006
2007int 1929int
2008cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2009{ 1931{
2010 sint16 x, y; 1932 sint16 x, y;
2011 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2018 /* If casting from a scroll, no direction will be available, so refer to the 1940 /* If casting from a scroll, no direction will be available, so refer to the
2019 * direction the player is pointing. 1941 * direction the player is pointing.
2020 */ 1942 */
2021 if (!dir) 1943 if (!dir)
2022 dir = op->facing; 1944 dir = op->facing;
1945
2023 if (!dir) 1946 if (!dir)
2024 return 0; /* won't find anything if casting on ourself, so just return */ 1947 return 0; /* won't find anything if casting on ourself, so just return */
2025 1948
2026 /* Calculate these once here */ 1949 /* Calculate these once here */
2027 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2054 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2055 1978
2056 disease->set_owner (op); 1979 disease->set_owner (op);
2057 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2058 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2059 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2060 1983
2061 /* do level adjustments */ 1984 /* do level adjustments */
2062 if (disease->stats.wc) 1985 if (disease->stats.wc)
2063 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2064 1987
2065 if (disease->magic > 0) 1988 if (disease->magic > 0)
2066 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2067 1990
2068 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2069 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2070 1993
2071 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2106 if (disease->stats.sp) 2029 if (disease->stats.sp)
2107 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2108 2031
2109 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2110 { 2033 {
2111 object *flash; /* visual effect for inflicting disease */
2112
2113 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2034 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2114 2035
2115 disease->destroy (); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2116 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2117 return 1; 2038 return 1;
2118 } 2039 }
2119 2040
2120 disease->destroy (); 2041 disease->destroy ();
2121 } 2042 }

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