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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.27 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.89 by root, Fri Nov 6 12:49:19 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
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 2 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, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
28 */ 28 */
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42 42static void
43void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 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 */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*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 */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*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); */
59 } 57 }
60 58
61 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)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
74 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)))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* 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
82 * 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
83 * 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.
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115
116void 113void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 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 */
120 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
145 142
146 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 object *tmp;
169 int mflags; 165 int mflags;
170 sint16 x, y; 166 sint16 x, y;
171 maptile *m; 167 maptile *m;
172 168
173 if (--op->duration < 0) 169 if (--op->duration < 0)
174 { 170 {
175 op->destroy (); 171 op->drop_and_destroy ();
176 return; 172 return;
177 } 173 }
178 174
179 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
180 176
246 else 242 else
247 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 244 object *tmp = op->clone ();
249 245
250 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
252 /* 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 */
253 tmp->duration++; 249 tmp->duration++;
254 250
255 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 252 * going off in other directions.
257 */ 253 */
258 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 256
263 /* 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
264 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
265 */ 259 */
266 op->range = 0; 260 op->range = 0;
290 return 0; 284 return 0;
291 285
292 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
293 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);
294 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
295 if (spob->slaying) 290 if (spob->slaying)
296 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
301 297
312 308
313 maptile *newmap; 309 maptile *newmap;
314 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);
315 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
316 { 312 {
317 tmp->destroy (); 313 tmp->drop_and_destroy ();
318 return 0; 314 return 0;
319 } 315 }
320 316
321 tmp->map = newmap; 317 tmp->map = newmap;
322 318
323 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)))
324 { 320 {
325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
326 { 322 {
327 tmp->destroy (); 323 tmp->drop_and_destroy ();
328 return 0; 324 return 0;
329 } 325 }
330 326
331 tmp->x = op->x; 327 tmp->x = op->x;
332 tmp->y = op->y; 328 tmp->y = op->y;
337 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 334 move_bolt (tmp);
339 335
340 return 1; 336 return 1;
341} 337}
342
343
344 338
345/*************************************************************************** 339/***************************************************************************
346 * 340 *
347 * BULLET/BALL CODE 341 * BULLET/BALL CODE
348 * 342 *
349 ***************************************************************************/ 343 ***************************************************************************/
350 344
351/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 347 * At least that is what I think this does.
354 */ 348 */
355void 349void
356explosion (object *op) 350explosion (object *op)
357{ 351{
381 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))
382 { 376 {
383 object *tmp = op->clone (); 377 object *tmp = op->clone ();
384 378
385 tmp->state = 0; 379 tmp->state = 0;
386 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
387 tmp->range--; 381 tmp->range--;
388 tmp->value = 0; 382 tmp->value = 0;
389 383
390 m->insert (tmp, dx, dy, op); 384 m->insert (tmp, dx, dy, op);
391 } 385 }
392 } 386 }
393 } 387 }
394} 388}
395
396 389
397/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
399 * explode. 392 * explode.
400 */ 393 */
401void 394static void
402explode_bullet (object *op) 395explode_bullet (object *op)
403{ 396{
404 object *tmp, *owner; 397 object *tmp, *owner;
405 398
406 if (op->other_arch == NULL) 399 if (!op->other_arch)
407 { 400 {
408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 op->destroy (); 402 op->destroy ();
410 return; 403 return;
411 } 404 }
412 405
413 if (op->env) 406 if (op->env)
414 { 407 {
415 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
416 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))
417 { 411 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 413 op->destroy ();
420 return; 414 return;
421 } 415 }
439 } 433 }
440 434
441 if (op->attacktype) 435 if (op->attacktype)
442 { 436 {
443 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
444 if (op->destroyed ()) 439 if (op->destroyed ())
445 return; 440 return;
446 } 441 }
447 442
448 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
451 tmp->set_owner (op); 446 tmp->set_owner (op);
452 tmp->skill = op->skill; 447 tmp->skill = op->skill;
453 448
454 owner = op->owner; 449 owner = op->owner;
455 450
456 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))
457 { 455 {
458 op->destroy (); 456 op->destroy ();
459 return; 457 return;
460 } 458 }
461 459
488 486
489 /* Prevent recursion */ 487 /* Prevent recursion */
490 op->move_on = 0; 488 op->move_on = 0;
491 489
492 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
493 /* remove the firebullet */ 493 /* remove the firebullet */
494 op->destroy (); 494 op->destroy ();
495} 495}
496 496
497/* 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
519 519
520 /* 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 */
521 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
522 return; 522 return;
523 523
524 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)
525 { 525 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 527 {
528 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
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 532 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 534 {
533 op->destroy (); 535 op->destroy ();
544 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
545 */ 547 */
546void 548void
547move_bullet (object *op) 549move_bullet (object *op)
548{ 550{
549 sint16 new_x, new_y;
550 int mflags;
551 maptile *m;
552
553#if 0 551#if 0
554 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
555 553
556 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
557 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
572 op->destroy (); 570 op->destroy ();
573 571
574 return; 572 return;
575 } 573 }
576 574
577 new_x = op->x + DIRX (op); 575 mapxy pos (op);
578 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
579 m = op->map;
580 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
581 577
582 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
583 { 579 {
584 op->destroy (); 580 op->destroy ();
585 return; 581 return;
586 } 582 }
587 583
588 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))
589 { 589 {
590 if (op->other_arch) 590 if (op->other_arch)
591 explode_bullet (op); 591 explode_bullet (op);
592 else 592 else
593 op->destroy (); 593 op->destroy ();
594 594
595 return; 595 return;
596 } 596 }
597 597
598 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
599 return; 599 return;
600 600
601 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
602 { 602 {
603 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
604 update_turn_face (op); 604 update_turn_face (op);
605 } 605 }
606 else 606 else
607 check_bullet (op); 607 check_bullet (op);
608} 608}
609
610
611
612 609
613/* fire_bullet 610/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 614 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
619 * pointers. 616 * pointers.
620 */ 617 */
621
622int 618int
623fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 620{
625 object *tmp = NULL; 621 object *tmp = NULL;
626 int mflags; 622 int mflags;
627 623
628 if (!spob->other_arch) 624 if (!spob->other_arch)
629 return 0; 625 return 0;
630 626
631 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 628 if (!tmp)
633 return 0; 629 return 0;
634 630
635 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
636 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);
637 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 634 if (spob->slaying)
639 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
640 636
650 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
651 647
652 tmp->set_owner (op); 648 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
654 650
655 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 653 tmp->map = op->map;
658 654
659 maptile *newmap; 655 maptile *newmap;
660 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);
661 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
683 if ((tmp = tmp->insert_at (tmp, op))) 679 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 680 check_bullet (tmp);
685 681
686 return 1; 682 return 1;
687} 683}
688
689
690
691 684
692/***************************************************************************** 685/*****************************************************************************
693 * 686 *
694 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
695 * 688 *
696 *****************************************************************************/ 689 *****************************************************************************/
697 690
698
699/* 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" */
700void 692static void
701cone_drop (object *op) 693cone_drop (object *op)
702{ 694{
703 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
704 696
705 new_ob->level = op->level; 697 new_ob->level = op->level;
715/* 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 */
716 708
717void 709void
718move_cone (object *op) 710move_cone (object *op)
719{ 711{
720 int i;
721
722 /* 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 */
723 if (!op->map) 713 if (!op->map)
724 { 714 {
725 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");
726 op->set_speed (0); 716 op->set_speed (0);
746 } 736 }
747#endif 737#endif
748 738
749 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
750 740
741 if (!op->is_on_map ())
742 return;
743
751 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
752 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
753 * degree. 746 * degree.
754 */ 747 */
755 if (op->weight) 748 if (op->weight)
749 {
756 check_spell_knockback (op); 750 check_spell_knockback (op);
757 751
758 if (op->destroyed ()) 752 if (!op->is_on_map ())
759 return; 753 return;
754 }
760 755
761 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
762 { 757 {
763 op->destroy (); 758 op->destroy ();
764 return; 759 return;
765 } 760 }
766 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
771 { 766 {
772 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
773 return; 768 return;
774 } 769 }
775 770
776 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
777 { 772 {
778 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)];
779 774
780 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))
781 { 776 {
828 823
829 /* 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
830 * 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
831 * insert it into is blocked. 826 * insert it into is blocked.
832 */ 827 */
833 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
834 829
835 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
836 { 831 {
837 sint16 x, y, d; 832 sint16 x, y;
838 833
839 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
840 * 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
841 * 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
842 * to hit that person. 837 * to hit that person.
843 */ 838 */
844 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
845 while (d < 0)
846 d += 8;
847 while (d > 8)
848 d -= 8;
849 840
850 /* 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.
851 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
852 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
853 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
873 864
874 success = 1; 865 success = 1;
875 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
876 tmp->set_owner (op); 867 tmp->set_owner (op);
877 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
878 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
879 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
880 871
881 /* holy word stuff */ 872 /* holy word stuff */
882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
917 else 908 else
918 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
919 } 910 }
920 911
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
922 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);
923 914
924 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
925 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);
926 917
927 m->insert (tmp, sx, sy, op); 918 m->insert (tmp, sx, sy, op);
928 919
929 /* 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
930 * a single space too many times. 921 * a single space too many times.
942 * 933 *
943 * BOMB related code 934 * BOMB related code
944 * 935 *
945 ****************************************************************************/ 936 ****************************************************************************/
946 937
947
948/* This handles an exploding bomb. 938/* This handles an exploding bomb.
949 * op is the original bomb object. 939 * op is the original bomb object.
950 */ 940 */
951void 941void
952animate_bomb (object *op) 942animate_bomb (object *op)
953{ 943{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 945 return;
959 946
960 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
961 948
962 if (op->env) 949 if (op->env)
963 { 950 {
964 if (env->map == NULL) 951 if (!env->map)
965 return; 952 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 953
970 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
971 return; 955 return;
972 } 956 }
973 957
974 // 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
975 // 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
976 // as bombs can be carried. 960 // as bombs can be carried.
977 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
978 { 962 {
979 op->destroy (); 963 op->destroy ();
980 return; 964 return;
981 } 965 }
982 966
984 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 969 * so just set up the appropriate values.
986 */ 970 */
987 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
988 { 972 {
989 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
990 { 974 {
991 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]))
992 continue; 976 continue;
993 977
994 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
995 tmp->direction = i; 979 tmp->direction = i;
996 tmp->range = op->range; 980 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 982 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1013} 997}
1014 998
1015int 999int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1001{
1018
1019 object *tmp; 1002 object *tmp;
1020 int mflags; 1003 int mflags;
1021 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];
1022 maptile *m; 1005 maptile *m;
1023 1006
1024 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 {
1025 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))
1026 { 1016 {
1027 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.");
1028 return 0; 1018 return 0;
1019 }
1029 } 1020 }
1021
1030 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1031 1023
1032 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 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);
1055 * dir is the direction to look in. 1047 * dir is the direction to look in.
1056 * range is how far out to look. 1048 * range is how far out to look.
1057 * 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.
1058 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1059 */ 1051 */
1060
1061object * 1052object *
1062get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1063{ 1054{
1064 object *target; 1055 object *target;
1065 sint16 x, y; 1056 sint16 x, y;
1084 return NULL; 1075 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1077 return NULL;
1087 1078
1088 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1089 {
1090 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)
1091 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1082 return target;
1095 }
1096 }
1097 }
1098 } 1083 }
1084
1099 return NULL; 1085 return NULL;
1100} 1086}
1101
1102 1087
1103/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1105 * usual params - 1090 * usual params -
1106 * op = player 1091 * op = player
1107 * caster = object casting the spell. 1092 * caster = object casting the spell.
1108 * dir = direction being cast 1093 * dir = direction being cast
1109 * spell = spell object 1094 * spell = spell object
1110 */ 1095 */
1111
1112int 1096int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1098{
1115 object *effect, *target; 1099 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1126 * interesting spell. 1110 * interesting spell.
1127 * 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
1128 * can't be friendly to your god. 1112 * can't be friendly to your god.
1129 */ 1113 */
1130 1114
1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1132 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1133 || (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)))
1134 { 1120 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1136 return 0; 1122 return 0;
1137 } 1123 }
1138 1124
1140 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1141 else 1127 else
1142 return 0; 1128 return 0;
1143 1129
1144 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1145 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1146 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 { 1134 {
1149 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1150 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));
1151 else 1137 else
1152 { 1138 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1154 return 0; 1140 return 0;
1155 } 1141 }
1194 effect->insert_at (target, op); 1180 effect->insert_at (target, op);
1195 1181
1196 return 1; 1182 return 1;
1197} 1183}
1198 1184
1199
1200/**************************************************************************** 1185/****************************************************************************
1201 * 1186 *
1202 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1203 * 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
1204 * code here is just to move the missile. 1189 * code here is just to move the missile.
1206 1191
1207/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1208void 1193void
1209move_missile (object *op) 1194move_missile (object *op)
1210{ 1195{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1217 { 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 {
1218 op->destroy (); 1207 op->destroy ();
1219 return; 1208 return;
1220 } 1209 }
1221 1210
1222 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1223#if 0
1224 /* It'd make things nastier if this wasn't here - spells cast by
1225 * monster that are then killed would continue to survive
1226 */
1227 if (owner == NULL)
1228 {
1229 op->destroy ();
1230 return;
1231 }
1232#endif
1233 1212
1234 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1235 new_y = op->y + DIRY (op);
1236
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1214 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1243 * 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.
1244 */ 1218 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1219 op->destroy ();
1256 return; 1220 return;
1257 } 1221 }
1258 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1259 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);
1260 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1261 { 1231 {
1262 op->direction = i; 1232 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1264 } 1234 }
1265 1235
1266 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1267} 1237}
1268 1238
1269/**************************************************************************** 1239/****************************************************************************
1270 * Destruction 1240 * Destruction
1271 ****************************************************************************/ 1241 ****************************************************************************/
1274 * 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
1275 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1278 */ 1248 */
1279
1280int 1249int
1281make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1282{ 1251{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1254 return 0;
1288 1255
1289 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1258 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII;
1296
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1302 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1304 1265
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1266 return 1;
1311} 1267}
1312
1313
1314
1315 1268
1316int 1269int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1271{
1319 int i, j, range, mflags, friendly = 0, dam, dur;
1320 sint16 sx, sy;
1321 maptile *m;
1322 object *tmp;
1323 const char *skill;
1324
1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1326 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);
1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1329 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1330 1277
1331 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1332 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1333 * We do some shortcuts here - since this is just temporary
1334 * and we'll reset the values back, we don't need to go through
1335 * the full share string/free_string route.
1336 */ 1280 */
1337 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1338 if (caster == op) 1283 if (caster == op)
1339 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1340 else if (caster->skill) 1285 else if (caster->skill)
1341 op->skill = caster->skill; 1286 op->skill = caster->skill;
1342 else 1287 else
1343 op->skill = NULL; 1288 op->skill = 0;
1344 1289
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1346 1291
1347 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1348 { 1293 {
1349 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1350 {
1351 m = op->map;
1352 sx = op->x + i;
1353 sy = op->y + j;
1354 1295
1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1359 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 ())
1360 { 1299 {
1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1363 break;
1364 1301
1365 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1366 { 1304 {
1367 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1368 tmp = tmp->head;
1369
1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1372 { 1306 {
1373 if (spell_ob->subtype == SP_DESTRUCTION)
1374 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1376 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1377 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);
1378 } 1311 }
1379 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)
1380 { 1313 {
1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1382 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);
1383 }
1384 } 1316 }
1385 } 1317 }
1386 } 1318 }
1387 }
1388 } 1319 }
1389 1320
1390 op->skill = skill; 1321 op->skill = skill;
1391 return 1; 1322 return 1;
1392} 1323}
1408 { 1339 {
1409 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.");
1410 return 0; 1341 return 0;
1411 } 1342 }
1412 1343
1344 tmp = tmp->head_ ();
1345
1413 /* 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. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1347 for (force = tmp->inv; force; force = force->below)
1415 { 1348 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1349 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1350 {
1418 if (force->name == spell_ob->name) 1351 if (force->name == spell_ob->name)
1419 { 1352 {
1425 return 0; 1358 return 0;
1426 } 1359 }
1427 } 1360 }
1428 } 1361 }
1429 1362
1430 if (force == NULL) 1363 if (!force)
1431 { 1364 {
1432 force = get_archetype (FORCE_NAME); 1365 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1366 force->subtype = FORCE_CHANGE_ABILITY;
1367
1434 if (spell_ob->race) 1368 if (spell_ob->race)
1435 force->name = spell_ob->race; 1369 force->name = spell_ob->race;
1436 else 1370 else
1437 force->name = spell_ob->name; 1371 force->name = spell_ob->name;
1438 1372
1448 { 1382 {
1449 force->duration = duration; 1383 force->duration = duration;
1450 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.");
1451 } 1385 }
1452 else 1386 else
1453 {
1454 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.");
1455 } 1388
1456 return 1; 1389 return 1;
1457 } 1390 }
1391
1458 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;
1459 force->speed = 1.0; 1393 force->speed = 1.f;
1460 force->speed_left = -1.0; 1394 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1395 SET_FLAG (force, FLAG_APPLIED);
1462 1396
1463 if (god) 1397 if (god)
1464 { 1398 {
1465 if (spell_ob->last_grace) 1399 if (spell_ob->last_grace)
1483 tmp->update_stats (); 1417 tmp->update_stats ();
1484 return 1; 1418 return 1;
1485 1419
1486} 1420}
1487 1421
1488
1489/********************************************************************** 1422/**********************************************************************
1490 * mood change 1423 * mood change
1491 * 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
1492 * effects monsters, it seems best to put it into this file 1425 * effects monsters, it seems best to put it into this file
1493 ***********************************************************************/ 1426 ***********************************************************************/
1497 */ 1430 */
1498int 1431int
1499mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1500{ 1433{
1501 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1502 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1503 sint16 x, y, nx, ny;
1504 maptile *m;
1505 const char *race; 1436 const char *race;
1506 1437
1507 /* 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
1508 * doing it over and over again. 1439 * doing it over and over again.
1509 */ 1440 */
1510 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1511 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1512 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1513 1444
1514 /* 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_...
1515 * 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
1516 * won't ever match anything. 1447 * won't ever match anything.
1517 */ 1448 */
1518 if (!spell->race) 1449 if (!spell->race)
1519 race = NULL; 1450 race = NULL;
1520 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1521 race = god->slaying; 1452 race = god->slaying;
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1523 race = god->race; 1454 race = god->race;
1524 else 1455 else
1525 race = spell->race; 1456 race = spell->race;
1526 1457
1527 1458 unordered_mapwalk (op, -range, -range, range, range)
1528 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1459 {
1460 mapspace &ms = m->at (nx, ny);
1531 1461
1532 done_one = 0;
1533 m = op->map;
1534 nx = x;
1535 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1537 if (mflags & P_OUT_OF_MAP)
1538 continue;
1539
1540 /* 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 */
1541 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1542 continue; 1464 continue;
1543 1465
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1466 // players can only affect spaces that they can actually see
1545 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])
1546 break; 1474 break;
1547 1475
1548 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1550 continue; 1478 continue;
1551 1479
1552 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1553 if (tmp->head)
1554 head = tmp->head; 1481 head = tmp->head_ ();
1555 else
1556 head = tmp;
1557 1482
1558 /* 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 */
1559 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1560 continue; 1485 continue;
1486
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1488 continue;
1563 1489
1564 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1491 best_at = -1;
1566 if (spell->attacktype) 1492 if (spell->attacktype)
1567 { 1493 {
1568 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1569 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1570 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1571 best_at = at; 1497 best_at = at;
1572 1498
1573 if (best_at == -1) 1499 if (best_at == -1)
1574 at = 0; 1500 at = 0;
1575 else 1501 else
1576 { 1502 {
1577 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1578 continue; 1504 continue;
1579 else 1505 else
1580 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1581 } 1507 }
1508
1582 at -= level / 5; 1509 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1584 continue; 1511 continue;
1585 } 1512 }
1586 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1514 {
1587 /* 1515 /*
1588 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:
1589 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1590 * 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 ) )
1591 1519
1593 1521
1594 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
1595 charm a level 125 monster... 1523 charm a level 125 monster...
1596 1524
1597 Ryo, august 14th 1525 Ryo, august 14th
1598 */ 1526 */
1599 {
1600 if (head->level > level) 1527 if (head->level > level)
1601 continue; 1528 continue;
1529
1602 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))))
1603 /* Failed, no effect */ 1531 /* Failed, no effect */
1604 continue; 1532 continue;
1605 } 1533 }
1606 1534
1607 /* Done with saving throw. Now start effecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1608 1537
1609 /* aggravation */ 1538 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1540 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1542 remove_friendly_object (head);
1615
1616 done_one = 1; 1543 done_one = 1;
1617 head->enemy = op; 1544 head->enemy = op;
1618 } 1545 }
1619 1546
1620 /* calm monsters */ 1547 /* calm monsters */
1621 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1622 { 1549 {
1623 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1624 head->enemy = NULL; 1551 head->enemy = NULL;
1625 done_one = 1; 1552 done_one = 1;
1626 } 1553 }
1627 1554
1628 /* berserk monsters */ 1555 /* berserk monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1557 {
1631 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1559 done_one = 1;
1633 } 1560 }
1634 1561
1635 /* charm */ 1562 /* charm */
1636 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))
1637 { 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1639 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.
1640 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. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1571 head->set_owner (op);
1643 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1644 add_friendly_object (head); 1573 add_friendly_object (head);
1645 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1646 done_one = 1; 1575 done_one = 1;
1647 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);
1648 head->stats.exp = 0; 1577 head->stats.exp = 0;
1649 } 1578 }
1650 1579
1651 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1652 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1653 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1654 } /* for y */ 1583 }
1655 1584
1656 return 1; 1585 return 1;
1657} 1586}
1658
1659 1587
1660/* 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
1661 * 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
1662 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1663 * op is the spell effect. 1591 * op is the spell effect.
1664 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1665 */ 1593 */
1666
1667void 1594void
1668move_ball_spell (object *op) 1595move_ball_spell (object *op)
1669{ 1596{
1670 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1671 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1690 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1691 { 1618 {
1692 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1693 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1694 */ 1621 */
1695
1696 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1697 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1698 1624
1699 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1700 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1702 { 1628 {
1703 dir = tmpdir; 1629 dir = tmpdir;
1704 break; 1630 break;
1705 } 1631 }
1706 } 1632 }
1633
1707 if (dir == 0) 1634 if (dir == 0)
1708 { 1635 {
1709 nx = op->x; 1636 nx = op->x;
1710 ny = op->y; 1637 ny = op->y;
1711 m = op->map; 1638 m = op->map;
1720 * if this has an other_arch field, we insert that in 1647 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1648 * the surround spaces.
1722 */ 1649 */
1723 for (j = 0; j < 9; j++) 1650 for (j = 0; j < 9; j++)
1724 { 1651 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1652 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1653 hy = ny + freearr_y[j];
1729 1654
1730 m = op->map; 1655 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1656 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1739 1664
1740 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)))
1741 { 1666 {
1742 if (j) 1667 if (j)
1743 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1744 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1671 }
1747 1672
1748 /* insert the other arch */ 1673 /* insert the other arch */
1749 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))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1764 1689
1765 op->direction = i; 1690 op->direction = i;
1766 } 1691 }
1767} 1692}
1768 1693
1769
1770/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1771 * 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
1772 * 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
1773 * 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
1774 * 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
1775 * 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.
1776 */ 1700 */
1777
1778void 1701void
1779move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1780{ 1703{
1781#if 0 1704#if 0
1782 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 };
1783 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 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1708 int adjustdir;
1786 maptile *m; 1709 maptile *m;
1787#endif 1710#endif
1788 int basedir;
1789 object *owner; 1711 object *owner = op->env;
1790 1712
1791 owner = op->owner; 1713 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1716 op->destroy ();
1795 return; 1717 return;
1796 } 1718 }
1797 1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1798 op->duration--; 1726 op->duration--;
1799 1727
1800 basedir = op->direction; 1728 int basedir = op->direction;
1801 if (basedir == 0) 1729 if (!basedir)
1802 { 1730 {
1803 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1805 } 1734 }
1806 1735
1807#if 0 1736#if 0
1808 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1810 // 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
1811 // space. 1740 // space.
1812 // should be fixed later, but correctness before featurs... 1741 // should be fixed later, but correctness before features...
1813 // (schmorp) 1742 // (schmorp)
1814 1743
1815 /* new offset calculation to make swarm element distribution 1744 /* new offset calculation to make swarm element distribution
1816 * more uniform 1745 * more uniform
1817 */ 1746 */
1870 { 1799 {
1871 /* 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 */
1872 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 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);
1876 } 1805 }
1877} 1806}
1878
1879
1880
1881 1807
1882/* fire_swarm: 1808/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1811 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1817 * n: the number to be fired.
1892 */ 1818 */
1893
1894int 1819int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1821{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1822 if (!spell->other_arch)
1901 return 0; 1823 return 0;
1902 1824
1903 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1826
1905 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1906
1907 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. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1911 1831
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1914 return 1; 1834 return 1;
1915 1835
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1842 tmp->direction = dir;
1921 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1845
1923 tmp->insert_at (op, op); 1846 op->insert (tmp);
1847
1924 return 1; 1848 return 1;
1925} 1849}
1926
1927 1850
1928/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1929 * function. 1852 * function.
1930 */ 1853 */
1931int 1854int
1936 int dam, mflags; 1859 int dam, mflags;
1937 maptile *m; 1860 maptile *m;
1938 1861
1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1940 1863
1941 if (!dir) 1864 if (dir)
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1944 return 0;
1945 } 1865 {
1946
1947 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1948 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1949 m = op->map; 1868 m = op->map;
1950 1869
1951 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1952 1871
1953 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1954 { 1873 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1956 return 0; 1875 return 0;
1957 } 1876 }
1958 1877
1959 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 { 1879 {
1961 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)
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1882 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1884 if (target->head)
1966 target = target->head; 1885 target = target->head;
1886
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1969 } 1890 }
1970 }
1971 1891
1972 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1973 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)))
1974 { 1894 {
1975 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.");
1976 return 0; 1896 return 0;
1897 }
1977 } 1898 }
1978 1899
1979 /* 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 */
1980 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1981 if (!tmp) 1902 if (!tmp)
1982 { 1903 {
1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1984 return 0; 1905 return 0;
1985 } 1906 }
1907
1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1987 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1988 { 1911 tmp->set_glow_radius (
1989 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)
1990 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1992 }
1993 1914
1915 if (dir)
1994 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1995 return 1; 1920 return 1;
1996} 1921}
1997
1998
1999
2000 1922
2001/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1924 * player and infects someone.
2003 * 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
2004 * 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
2005 * perhaps this should actually be in disease.c? 1927 * perhaps this should actually be in disease.c?
2006 */ 1928 */
2007
2008int 1929int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1930cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1931{
2011 sint16 x, y; 1932 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1933 int i, mflags, range, dam_mod, dur_mod;
2019 /* 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
2020 * direction the player is pointing. 1941 * direction the player is pointing.
2021 */ 1942 */
2022 if (!dir) 1943 if (!dir)
2023 dir = op->facing; 1944 dir = op->facing;
1945
2024 if (!dir) 1946 if (!dir)
2025 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 */
2026 1948
2027 /* Calculate these once here */ 1949 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1950 range = spell->range + SP_level_range_adjust (caster, spell);
2055 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2056 1978
2057 disease->set_owner (op); 1979 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2061 1983
2062 /* do level adjustments */ 1984 /* do level adjustments */
2063 if (disease->stats.wc) 1985 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2065 1987
2066 if (disease->magic > 0) 1988 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 1989 disease->magic += dur_mod / 8;
2068 1990
2069 if (disease->stats.maxhp > 0) 1991 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 1992 disease->stats.maxhp += dur_mod;
2071 1993
2072 if (disease->stats.maxgrace > 0) 1994 if (disease->stats.maxgrace > 0)
2107 if (disease->stats.sp) 2029 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2030 disease->stats.sp -= dam_mod;
2109 2031
2110 if (infect_object (walk, disease, 1)) 2032 if (infect_object (walk, disease, 1))
2111 { 2033 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 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);
2115 2035
2116 disease->destroy (); /* don't need this one anymore */ 2036 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2037 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2038 return 1;
2119 } 2039 }
2120 2040
2121 disease->destroy (); 2041 disease->destroy ();
2122 } 2042 }

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