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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC vs.
Revision 1.88 by root, Mon Oct 12 14:00:59 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 it under
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 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
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41void 42void
42check_spell_knockback (object *op) 43check_spell_knockback (object *op)
43{ 44{
44 object *tmp, *tmp2; /* object on the map */
45 int weight_move; 45 int weight_move;
46 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 */
47 47
48 if (!op->weight) 48 if (!op->weight)
49 { /*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 */
54 { 54 {
55 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
56 /*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); */
57 } 57 }
58 58
59 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)
60 { 60 {
61 int num_sections = 1; 61 int num_sections = 1;
62 62
63 /* don't move DM */ 63 /* don't move DM */
64 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
71 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
72 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)))
73 continue; 73 continue;
74 74
75 /* count the object's sections */ 75 /* count the object's sections */
76 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
77 num_sections++; 77 num_sections++;
78 78
79 /* 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
80 * 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
81 * 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.
149 new_bolt->duration++; 149 new_bolt->duration++;
150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
151 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
152 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
153 tmp->stats.dam++; 153 tmp->stats.dam++;
154
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
155 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
156} 157}
157 158
158/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
159 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
160 */ 161 */
161
162void 162void
163move_bolt (object *op) 163move_bolt (object *op)
164{ 164{
165 int mflags; 165 int mflags;
166 sint16 x, y; 166 sint16 x, y;
167 maptile *m; 167 maptile *m;
168 168
169 if (--op->duration < 0) 169 if (--op->duration < 0)
170 { 170 {
171 op->destroy (); 171 op->drop_and_destroy ();
172 return; 172 return;
173 } 173 }
174 174
175 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
176 176
249 tmp->duration++; 249 tmp->duration++;
250 250
251 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
252 * going off in other directions. 252 * going off in other directions.
253 */ 253 */
254 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
255 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
256 forklightning (op, tmp);
257 }
258 256
259 /* 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
260 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
261 */ 259 */
262 op->range = 0; 260 op->range = 0;
286 return 0; 284 return 0;
287 285
288 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
289 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);
290 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
291 if (spob->slaying) 290 if (spob->slaying)
292 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
293 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
295 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
296 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
297 297
308 308
309 maptile *newmap; 309 maptile *newmap;
310 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);
311 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
312 { 312 {
313 tmp->destroy (); 313 tmp->drop_and_destroy ();
314 return 0; 314 return 0;
315 } 315 }
316 316
317 tmp->map = newmap; 317 tmp->map = newmap;
318 318
319 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)))
320 { 320 {
321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
322 { 322 {
323 tmp->destroy (); 323 tmp->drop_and_destroy ();
324 return 0; 324 return 0;
325 } 325 }
326 326
327 tmp->x = op->x; 327 tmp->x = op->x;
328 tmp->y = op->y; 328 tmp->y = op->y;
394void 394void
395explode_bullet (object *op) 395explode_bullet (object *op)
396{ 396{
397 object *tmp, *owner; 397 object *tmp, *owner;
398 398
399 if (op->other_arch == NULL) 399 if (!op->other_arch)
400 { 400 {
401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
402 op->destroy (); 402 op->destroy ();
403 return; 403 return;
404 } 404 }
433 } 433 }
434 434
435 if (op->attacktype) 435 if (op->attacktype)
436 { 436 {
437 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
438 if (op->destroyed ()) 439 if (op->destroyed ())
439 return; 440 return;
440 } 441 }
441 442
442 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
445 tmp->set_owner (op); 446 tmp->set_owner (op);
446 tmp->skill = op->skill; 447 tmp->skill = op->skill;
447 448
448 owner = op->owner; 449 owner = op->owner;
449 450
450 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))
451 { 455 {
452 op->destroy (); 456 op->destroy ();
453 return; 457 return;
454 } 458 }
455 459
520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
521 { 525 {
522 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
523 { 527 {
524 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
525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
526 { 532 {
527 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
528 { 534 {
529 op->destroy (); 535 op->destroy ();
540 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
541 */ 547 */
542void 548void
543move_bullet (object *op) 549move_bullet (object *op)
544{ 550{
545 sint16 new_x, new_y;
546 int mflags;
547 maptile *m;
548
549#if 0 551#if 0
550 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
551 553
552 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
553 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
568 op->destroy (); 570 op->destroy ();
569 571
570 return; 572 return;
571 } 573 }
572 574
573 new_x = op->x + DIRX (op); 575 mapxy pos (op);
574 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
575 m = op->map;
576 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
577 577
578 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
579 { 579 {
580 op->destroy (); 580 op->destroy ();
581 return; 581 return;
582 } 582 }
583 583
584 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))
585 { 589 {
586 if (op->other_arch) 590 if (op->other_arch)
587 explode_bullet (op); 591 explode_bullet (op);
588 else 592 else
589 op->destroy (); 593 op->destroy ();
590 594
591 return; 595 return;
592 } 596 }
593 597
594 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
595 return; 599 return;
596 600
597 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
598 { 602 {
599 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
703/* 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 */
704 708
705void 709void
706move_cone (object *op) 710move_cone (object *op)
707{ 711{
708 int i;
709
710 /* 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 */
711 if (!op->map) 713 if (!op->map)
712 { 714 {
713 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");
714 op->set_speed (0); 716 op->set_speed (0);
734 } 736 }
735#endif 737#endif
736 738
737 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
738 740
741 if (!op->is_on_map ())
742 return;
743
739 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
740 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
741 * degree. 746 * degree.
742 */ 747 */
743 if (op->weight) 748 if (op->weight)
749 {
744 check_spell_knockback (op); 750 check_spell_knockback (op);
745 751
746 if (op->destroyed ()) 752 if (!op->is_on_map ())
747 return; 753 return;
754 }
748 755
749 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
750 { 757 {
751 op->destroy (); 758 op->destroy ();
752 return; 759 return;
753 } 760 }
754 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
759 { 766 {
760 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
761 return; 768 return;
762 } 769 }
763 770
764 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
765 { 772 {
766 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)];
767 774
768 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))
769 { 776 {
820 */ 827 */
821 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
822 829
823 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
824 { 831 {
825 sint16 x, y, d; 832 sint16 x, y;
826 833
827 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
828 * 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
829 * 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
830 * to hit that person. 837 * to hit that person.
831 */ 838 */
832 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
833 while (d < 0)
834 d += 8;
835 while (d > 8)
836 d -= 8;
837 840
838 /* 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.
839 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
840 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
841 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
861 864
862 success = 1; 865 success = 1;
863 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
864 tmp->set_owner (op); 867 tmp->set_owner (op);
865 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
866 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
867 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
868 871
869 /* holy word stuff */ 872 /* holy word stuff */
870 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
871 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
943 946
944 object *env = op->outer_env (); 947 object *env = op->outer_env ();
945 948
946 if (op->env) 949 if (op->env)
947 { 950 {
948 if (env->map == NULL) 951 if (!env->map)
949 return; 952 return;
950 953
951 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
952 return; 955 return;
953 } 956 }
954 957
955 // 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
956 // 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
957 // as bombs can be carried. 960 // as bombs can be carried.
958 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
959 { 962 {
960 op->destroy (); 963 op->destroy ();
961 return; 964 return;
962 } 965 }
963 966
1000 int mflags; 1003 int mflags;
1001 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];
1002 maptile *m; 1005 maptile *m;
1003 1006
1004 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 {
1005 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))
1006 { 1016 {
1007 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.");
1008 return 0; 1018 return 0;
1019 }
1009 } 1020 }
1010 1021
1011 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1012 1023
1013 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1099 * interesting spell. 1110 * interesting spell.
1100 * 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
1101 * can't be friendly to your god. 1112 * can't be friendly to your god.
1102 */ 1113 */
1103 1114
1104 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1105 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1106 || (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)))
1107 { 1120 {
1108 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1109 return 0; 1122 return 0;
1110 } 1123 }
1111 1124
1113 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1114 else 1127 else
1115 return 0; 1128 return 0;
1116 1129
1117 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1118 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1119 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1120 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1121 { 1134 {
1122 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1123 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));
1124 else 1137 else
1125 { 1138 {
1126 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1127 return 0; 1140 return 0;
1128 } 1141 }
1178 1191
1179/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1180void 1193void
1181move_missile (object *op) 1194move_missile (object *op)
1182{ 1195{
1183 int i, mflags;
1184 object *owner;
1185 sint16 new_x, new_y;
1186 maptile *m;
1187
1188 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1189 { 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 {
1190 op->destroy (); 1207 op->destroy ();
1191 return; 1208 return;
1192 } 1209 }
1193 1210
1194 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1195#if 0
1196 /* It'd make things nastier if this wasn't here - spells cast by
1197 * monster that are then killed would continue to survive
1198 */
1199 if (owner == NULL)
1200 {
1201 op->destroy ();
1202 return;
1203 }
1204#endif
1205 1212
1206 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1207 new_y = op->y + DIRY (op);
1208
1209 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1210
1211 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1212 { 1214 {
1213 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1214 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1215 * 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.
1216 */ 1218 */
1217 if (!op->destroyed ())
1218 op->destroy ();
1219
1220 return;
1221 }
1222
1223 op->remove ();
1224
1225 if (!op->direction || (mflags & P_OUT_OF_MAP))
1226 {
1227 op->destroy (); 1219 op->destroy ();
1228 return; 1220 return;
1229 } 1221 }
1230 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1231 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);
1232 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1233 { 1231 {
1234 op->direction = i; 1232 op->direction = i;
1235 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1236 } 1234 }
1237 1235
1238 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1239} 1237}
1240 1238
1241/**************************************************************************** 1239/****************************************************************************
1242 * Destruction 1240 * Destruction
1243 ****************************************************************************/ 1241 ****************************************************************************/
1257 1255
1258 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1259 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1260 tmp->stats.food = time; 1258 tmp->stats.food = time;
1261 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1262 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1264 tmp->glow_radius = MAX_LIGHT_RADII;
1265
1266 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1267 1262
1268 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1269 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1270 1265
1271 return 1; 1266 return 1;
1272} 1267}
1273 1268
1274int 1269int
1275cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1276{ 1271{
1277 int i, j, range, mflags, friendly = 0, dam, dur;
1278 sint16 sx, sy;
1279 maptile *m;
1280 object *tmp;
1281 const char *skill;
1282
1283 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1284 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);
1285 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1286 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1287 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1288 1277
1289 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1290 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1291 * We do some shortcuts here - since this is just temporary
1292 * and we'll reset the values back, we don't need to go through
1293 * the full share string/free_string route.
1294 */ 1280 */
1295 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1296 if (caster == op) 1283 if (caster == op)
1297 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1298 else if (caster->skill) 1285 else if (caster->skill)
1299 op->skill = caster->skill; 1286 op->skill = caster->skill;
1300 else 1287 else
1301 op->skill = NULL; 1288 op->skill = 0;
1302 1289
1303 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1304 1291
1305 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1306 { 1293 {
1307 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1308 {
1309 m = op->map;
1310 sx = op->x + i;
1311 sy = op->y + j;
1312 1295
1313 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1314 if (mflags & P_OUT_OF_MAP)
1315 continue;
1316
1317 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 ())
1318 { 1299 {
1319 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1320 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1321 break;
1322 1301
1323 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1324 { 1304 {
1325 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1326 tmp = tmp->head;
1327
1328 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1329 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1330 { 1306 {
1331 if (spell_ob->subtype == SP_DESTRUCTION)
1332 {
1333 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1334 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1335 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);
1336 } 1311 }
1337 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)
1338 { 1313 {
1339 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1340 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);
1341 }
1342 } 1316 }
1343 } 1317 }
1344 } 1318 }
1345 }
1346 } 1319 }
1347 1320
1348 op->skill = skill; 1321 op->skill = skill;
1349 return 1; 1322 return 1;
1350} 1323}
1457 */ 1430 */
1458int 1431int
1459mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1460{ 1433{
1461 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1462 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1463 sint16 x, y, nx, ny;
1464 maptile *m;
1465 const char *race; 1436 const char *race;
1466 1437
1467 /* 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
1468 * doing it over and over again. 1439 * doing it over and over again.
1469 */ 1440 */
1470 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1471 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1472 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1473 1444
1474 /* 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_...
1475 * 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
1476 * won't ever match anything. 1447 * won't ever match anything.
1477 */ 1448 */
1478 if (!spell->race) 1449 if (!spell->race)
1479 race = NULL; 1450 race = NULL;
1480 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1481 race = god->slaying; 1452 race = god->slaying;
1482 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1483 race = god->race; 1454 race = god->race;
1484 else 1455 else
1485 race = spell->race; 1456 race = spell->race;
1486 1457
1487 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1488 for (y = op->y - range; y <= op->y + range; y++)
1489 { 1459 {
1490 done_one = 0; 1460 mapspace &ms = m->at (nx, ny);
1491 m = op->map;
1492 nx = x;
1493 ny = y;
1494 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1495 if (mflags & P_OUT_OF_MAP)
1496 continue;
1497 1461
1498 /* 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 */
1499 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1500 continue; 1464 continue;
1501 1465
1502 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1503 if (caster && caster->contr 1468 && caster->contr
1504 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1505 continue; 1470 continue;
1506 1471
1507 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1508 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1509 break; 1474 break;
1510 1475
1511 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1512 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1513 continue; 1478 continue;
1514 1479
1515 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1516 if (tmp->head)
1517 head = tmp->head; 1481 head = tmp->head_ ();
1518 else
1519 head = tmp;
1520 1482
1521 /* 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 */
1522 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1523 continue; 1485 continue;
1524 1486
1525 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1526 continue; 1488 continue;
1527 1489
1528 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1529 best_at = -1; 1491 best_at = -1;
1530 if (spell->attacktype) 1492 if (spell->attacktype)
1531 { 1493 {
1532 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1533 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1534 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1535 best_at = at; 1497 best_at = at;
1536 1498
1537 if (best_at == -1) 1499 if (best_at == -1)
1538 at = 0; 1500 at = 0;
1539 else 1501 else
1540 { 1502 {
1541 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1542 continue; 1504 continue;
1543 else 1505 else
1544 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1545 } 1507 }
1508
1546 at -= level / 5; 1509 at -= level / 5;
1547 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1548 continue; 1511 continue;
1549 } 1512 }
1550 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1551 { 1514 {
1552 /* 1515 /*
1553 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:
1554 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1555 * 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 ) )
1556 1519
1557 The chance will then be in the range [20-70] percent, not too bad. 1520 The chance will then be in the range [20-70] percent, not too bad.
1558 1521
1559 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
1560 charm a level 125 monster... 1523 charm a level 125 monster...
1561 1524
1562 Ryo, august 14th 1525 Ryo, august 14th
1563 */ 1526 */
1564 if (head->level > level) 1527 if (head->level > level)
1565 continue; 1528 continue;
1566 1529
1567 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))))
1568 /* Failed, no effect */ 1531 /* Failed, no effect */
1569 continue; 1532 continue;
1570 } 1533 }
1571 1534
1572 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1573 1537
1574 /* aggravation */ 1538 /* aggravation */
1575 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1576 { 1540 {
1577 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1578 remove_friendly_object (head); 1542 remove_friendly_object (head);
1579 done_one = 1; 1543 done_one = 1;
1580 head->enemy = op; 1544 head->enemy = op;
1581 } 1545 }
1582 1546
1583 /* calm monsters */ 1547 /* calm monsters */
1584 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1585 { 1549 {
1586 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1587 head->enemy = NULL; 1551 head->enemy = NULL;
1588 done_one = 1; 1552 done_one = 1;
1589 } 1553 }
1590 1554
1591 /* berserk monsters */ 1555 /* berserk monsters */
1592 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1593 { 1557 {
1594 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1595 done_one = 1; 1559 done_one = 1;
1596 } 1560 }
1597 1561
1598 /* charm */ 1562 /* charm */
1599 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))
1600 { 1564 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602 1566
1603 /* Prevent uncontrolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1604 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.
1605 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. */
1606 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1607 head->set_owner (op); 1571 head->set_owner (op);
1608 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1609 add_friendly_object (head); 1573 add_friendly_object (head);
1610 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1611 done_one = 1; 1575 done_one = 1;
1612 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);
1613 head->stats.exp = 0; 1577 head->stats.exp = 0;
1614 } 1578 }
1615 1579
1616 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1617 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1618 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1619 } /* for y */ 1583 }
1620 1584
1621 return 1; 1585 return 1;
1622} 1586}
1623
1624 1587
1625/* 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
1626 * 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
1627 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1628 * op is the spell effect. 1591 * op is the spell effect.
1629 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1630 */ 1593 */
1631
1632void 1594void
1633move_ball_spell (object *op) 1595move_ball_spell (object *op)
1634{ 1596{
1635 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1636 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1655 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1656 { 1618 {
1657 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1658 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1659 */ 1621 */
1660
1661 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1662 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1663 1624
1664 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1665 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1667 { 1628 {
1668 dir = tmpdir; 1629 dir = tmpdir;
1669 break; 1630 break;
1670 } 1631 }
1671 } 1632 }
1633
1672 if (dir == 0) 1634 if (dir == 0)
1673 { 1635 {
1674 nx = op->x; 1636 nx = op->x;
1675 ny = op->y; 1637 ny = op->y;
1676 m = op->map; 1638 m = op->map;
1702 1664
1703 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)))
1704 { 1666 {
1705 if (j) 1667 if (j)
1706 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1707 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1708
1709 } 1671 }
1710 1672
1711 /* insert the other arch */ 1673 /* insert the other arch */
1712 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))))
1713 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1746 int adjustdir; 1708 int adjustdir;
1747 maptile *m; 1709 maptile *m;
1748#endif 1710#endif
1749 object *owner = op->env; 1711 object *owner = op->env;
1750 1712
1713 if (!owner) // MUST not happen, remove when true TODO
1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1716 op->destroy ();
1717 return;
1718 }
1719
1751 if (!op->duration || !owner->is_on_map ()) 1720 if (!op->duration || !owner->is_on_map ())
1752 { 1721 {
1753 op->destroy (); 1722 op->drop_and_destroy ();
1754 return; 1723 return;
1755 } 1724 }
1756 1725
1757 op->duration--; 1726 op->duration--;
1758 1727
1759 int basedir = op->direction; 1728 int basedir = op->direction;
1760 if (!basedir) 1729 if (!basedir)
1730 {
1761 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1762 basedir = (op->facing += op->state) % 8 + 1; 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1734 }
1763 1735
1764#if 0 1736#if 0
1765 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1766 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1767 // 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
1849{ 1821{
1850 if (!spell->other_arch) 1822 if (!spell->other_arch)
1851 return 0; 1823 return 0;
1852 1824
1853 object *tmp = archetype::get (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1826
1854 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1855 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. */
1856 tmp->spell = spell->other_arch->instance (); 1829 tmp->spell = spell->other_arch->instance ();
1857 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1858 1831
1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1860 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1862 1835
1863 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1864 for (int i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1866 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1867 tmp->direction = dir; 1842 tmp->direction = dir;
1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction 1843 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment 1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1871 1845
1872 op->insert (tmp); 1846 op->insert (tmp);
1873 1847
1885 int dam, mflags; 1859 int dam, mflags;
1886 maptile *m; 1860 maptile *m;
1887 1861
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1863
1890 if (!dir) 1864 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1865 {
1895
1896 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1898 m = op->map; 1868 m = op->map;
1899 1869
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1871
1902 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1903 { 1873 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1875 return 0;
1906 } 1876 }
1907 1877
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1879 {
1910 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)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1882 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1884 if (target->head)
1915 target = target->head; 1885 target = target->head;
1886
1916 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1917 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1918 } 1890 }
1919 }
1920 1891
1921 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1922 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)))
1923 { 1894 {
1924 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.");
1925 return 0; 1896 return 0;
1897 }
1926 } 1898 }
1927 1899
1928 /* 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 */
1929 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1930 if (!tmp) 1902 if (!tmp)
1931 { 1903 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1905 return 0;
1934 } 1906 }
1907
1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1936 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1937 { 1911 tmp->set_glow_radius (
1938 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)
1939 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1941 }
1942 1914
1915 if (dir)
1943 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1944 return 1; 1920 return 1;
1945} 1921}
1946 1922
1947/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1948 * player and infects someone. 1924 * player and infects someone.
2001 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2002 1978
2003 disease->set_owner (op); 1979 disease->set_owner (op);
2004 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2005 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2006 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2007 1983
2008 /* do level adjustments */ 1984 /* do level adjustments */
2009 if (disease->stats.wc) 1985 if (disease->stats.wc)
2010 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2011 1987

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