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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.51 by root, Sun Apr 20 23:25:43 2008 UTC vs.
Revision 1.89 by root, Fri Nov 6 12:49:19 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 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
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114
115void 113void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* 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
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 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);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 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);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 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)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
439 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
440 if (op->destroyed ()) 439 if (op->destroyed ())
441 return; 440 return;
442 } 441 }
443 442
444 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
447 tmp->set_owner (op); 446 tmp->set_owner (op);
448 tmp->skill = op->skill; 447 tmp->skill = op->skill;
449 448
450 owner = op->owner; 449 owner = op->owner;
451 450
452 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))
453 { 455 {
454 op->destroy (); 456 op->destroy ();
455 return; 457 return;
456 } 458 }
457 459
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 525 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 527 {
526 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
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 532 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 534 {
531 op->destroy (); 535 op->destroy ();
542 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
543 */ 547 */
544void 548void
545move_bullet (object *op) 549move_bullet (object *op)
546{ 550{
547 sint16 new_x, new_y;
548 int mflags;
549 maptile *m;
550
551#if 0 551#if 0
552 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
553 553
554 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
570 op->destroy (); 570 op->destroy ();
571 571
572 return; 572 return;
573 } 573 }
574 574
575 new_x = op->x + DIRX (op); 575 mapxy pos (op);
576 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
577 m = op->map;
578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
579 577
580 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
581 { 579 {
582 op->destroy (); 580 op->destroy ();
583 return; 581 return;
584 } 582 }
585 583
586 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))
587 { 589 {
588 if (op->other_arch) 590 if (op->other_arch)
589 explode_bullet (op); 591 explode_bullet (op);
590 else 592 else
591 op->destroy (); 593 op->destroy ();
592 594
593 return; 595 return;
594 } 596 }
595 597
596 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
597 return; 599 return;
598 600
599 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
600 { 602 {
601 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
620 int mflags; 622 int mflags;
621 623
622 if (!spob->other_arch) 624 if (!spob->other_arch)
623 return 0; 625 return 0;
624 626
625 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
626 if (tmp == NULL) 628 if (!tmp)
627 return 0; 629 return 0;
628 630
629 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
630 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);
631 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
632 if (spob->slaying) 634 if (spob->slaying)
633 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
634 636
644 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
645 647
646 tmp->set_owner (op); 648 tmp->set_owner (op);
647 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
648 650
649 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
650 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
651 tmp->map = op->map; 653 tmp->map = op->map;
652 654
653 maptile *newmap; 655 maptile *newmap;
654 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);
655 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
685 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
686 * 688 *
687 *****************************************************************************/ 689 *****************************************************************************/
688 690
689/* 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" */
690void 692static void
691cone_drop (object *op) 693cone_drop (object *op)
692{ 694{
693 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = arch_to_object (op->other_arch);
694 696
695 new_ob->level = op->level; 697 new_ob->level = op->level;
705/* 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 */
706 708
707void 709void
708move_cone (object *op) 710move_cone (object *op)
709{ 711{
710 int i;
711
712 /* 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 */
713 if (!op->map) 713 if (!op->map)
714 { 714 {
715 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");
716 op->set_speed (0); 716 op->set_speed (0);
736 } 736 }
737#endif 737#endif
738 738
739 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
740 740
741 if (!op->is_on_map ())
742 return;
743
741 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
742 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
743 * degree. 746 * degree.
744 */ 747 */
745 if (op->weight) 748 if (op->weight)
749 {
746 check_spell_knockback (op); 750 check_spell_knockback (op);
747 751
748 if (op->destroyed ()) 752 if (!op->is_on_map ())
749 return; 753 return;
754 }
750 755
751 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
752 { 757 {
753 op->destroy (); 758 op->destroy ();
754 return; 759 return;
755 } 760 }
756 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
761 { 766 {
762 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
763 return; 768 return;
764 } 769 }
765 770
766 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
767 { 772 {
768 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)];
769 774
770 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))
771 { 776 {
822 */ 827 */
823 movetype = spell->other_arch->move_type; 828 movetype = spell->other_arch->move_type;
824 829
825 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
826 { 831 {
827 sint16 x, y, d; 832 sint16 x, y;
828 833
829 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
830 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
831 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
832 * to hit that person. 837 * to hit that person.
833 */ 838 */
834 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
835 while (d < 0)
836 d += 8;
837 while (d > 8)
838 d -= 8;
839 840
840 /* 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.
841 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
842 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
843 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
863 864
864 success = 1; 865 success = 1;
865 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
866 tmp->set_owner (op); 867 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
870 871
871 /* holy word stuff */ 872 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
945 946
946 object *env = op->outer_env (); 947 object *env = op->outer_env ();
947 948
948 if (op->env) 949 if (op->env)
949 { 950 {
950 if (env->map == NULL) 951 if (!env->map)
951 return; 952 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 953
956 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
957 return; 955 return;
958 } 956 }
959 957
960 // 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
961 // 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
962 // as bombs can be carried. 960 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
964 { 962 {
965 op->destroy (); 963 op->destroy ();
966 return; 964 return;
967 } 965 }
968 966
1005 int mflags; 1003 int mflags;
1006 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];
1007 maptile *m; 1005 maptile *m;
1008 1006
1009 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 {
1010 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))
1011 { 1016 {
1012 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.");
1013 return 0; 1018 return 0;
1019 }
1014 } 1020 }
1015 1021
1016 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1017 1023
1018 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1104 * interesting spell. 1110 * interesting spell.
1105 * 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
1106 * can't be friendly to your god. 1112 * can't be friendly to your god.
1107 */ 1113 */
1108 1114
1109 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1110 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1111 || (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)))
1112 { 1120 {
1113 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1114 return 0; 1122 return 0;
1115 } 1123 }
1116 1124
1118 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1119 else 1127 else
1120 return 0; 1128 return 0;
1121 1129
1122 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1123 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1124 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1125 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1126 { 1134 {
1127 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1128 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));
1129 else 1137 else
1130 { 1138 {
1131 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1132 return 0; 1140 return 0;
1133 } 1141 }
1183 1191
1184/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1185void 1193void
1186move_missile (object *op) 1194move_missile (object *op)
1187{ 1195{
1188 int i, mflags;
1189 object *owner;
1190 sint16 new_x, new_y;
1191 maptile *m;
1192
1193 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1194 { 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 {
1195 op->destroy (); 1207 op->destroy ();
1196 return; 1208 return;
1197 } 1209 }
1198 1210
1199 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1200#if 0
1201 /* It'd make things nastier if this wasn't here - spells cast by
1202 * monster that are then killed would continue to survive
1203 */
1204 if (owner == NULL)
1205 {
1206 op->destroy ();
1207 return;
1208 }
1209#endif
1210 1212
1211 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1212 new_y = op->y + DIRY (op);
1213
1214 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1215
1216 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1217 { 1214 {
1218 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1219 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1220 * 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.
1221 */ 1218 */
1222 if (!op->destroyed ())
1223 op->destroy ();
1224
1225 return;
1226 }
1227
1228 op->remove ();
1229
1230 if (!op->direction || (mflags & P_OUT_OF_MAP))
1231 {
1232 op->destroy (); 1219 op->destroy ();
1233 return; 1220 return;
1234 } 1221 }
1235 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1236 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);
1237 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1238 { 1231 {
1239 op->direction = i; 1232 op->direction = i;
1240 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1241 } 1234 }
1242 1235
1243 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1244} 1237}
1245 1238
1246/**************************************************************************** 1239/****************************************************************************
1247 * Destruction 1240 * Destruction
1248 ****************************************************************************/ 1241 ****************************************************************************/
1262 1255
1263 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1264 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1265 tmp->stats.food = time; 1258 tmp->stats.food = time;
1266 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1267 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1268 if (tmp->glow_radius > MAX_LIGHT_RADII)
1269 tmp->glow_radius = MAX_LIGHT_RADII;
1270
1271 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1272 1262
1273 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1274 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1275 1265
1276 return 1; 1266 return 1;
1277} 1267}
1278 1268
1279int 1269int
1280cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1281{ 1271{
1282 int i, j, range, mflags, friendly = 0, dam, dur;
1283 sint16 sx, sy;
1284 maptile *m;
1285 object *tmp;
1286 const char *skill;
1287
1288 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1289 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);
1290 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1291 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1292 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1293 1277
1294 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1295 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1296 * We do some shortcuts here - since this is just temporary
1297 * and we'll reset the values back, we don't need to go through
1298 * the full share string/free_string route.
1299 */ 1280 */
1300 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1301 if (caster == op) 1283 if (caster == op)
1302 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1303 else if (caster->skill) 1285 else if (caster->skill)
1304 op->skill = caster->skill; 1286 op->skill = caster->skill;
1305 else 1287 else
1306 op->skill = NULL; 1288 op->skill = 0;
1307 1289
1308 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1309 1291
1310 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1311 { 1293 {
1312 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1313 {
1314 m = op->map;
1315 sx = op->x + i;
1316 sy = op->y + j;
1317 1295
1318 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1319 if (mflags & P_OUT_OF_MAP)
1320 continue;
1321
1322 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 ())
1323 { 1299 {
1324 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1325 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1326 break;
1327 1301
1328 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1329 { 1304 {
1330 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1331 tmp = tmp->head;
1332
1333 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1334 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1335 { 1306 {
1336 if (spell_ob->subtype == SP_DESTRUCTION)
1337 {
1338 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1339 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1340 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);
1341 } 1311 }
1342 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)
1343 { 1313 {
1344 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1345 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);
1346 }
1347 } 1316 }
1348 } 1317 }
1349 } 1318 }
1350 }
1351 } 1319 }
1352 1320
1353 op->skill = skill; 1321 op->skill = skill;
1354 return 1; 1322 return 1;
1355} 1323}
1462 */ 1430 */
1463int 1431int
1464mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1465{ 1433{
1466 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1467 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1468 sint16 x, y, nx, ny;
1469 maptile *m;
1470 const char *race; 1436 const char *race;
1471 1437
1472 /* 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
1473 * doing it over and over again. 1439 * doing it over and over again.
1474 */ 1440 */
1475 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1444
1479 /* 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_...
1480 * 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
1481 * won't ever match anything. 1447 * won't ever match anything.
1482 */ 1448 */
1483 if (!spell->race) 1449 if (!spell->race)
1484 race = NULL; 1450 race = NULL;
1485 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1486 race = god->slaying; 1452 race = god->slaying;
1487 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1488 race = god->race; 1454 race = god->race;
1489 else 1455 else
1490 race = spell->race; 1456 race = spell->race;
1491 1457
1492 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1493 for (y = op->y - range; y <= op->y + range; y++)
1494 { 1459 {
1495 done_one = 0; 1460 mapspace &ms = m->at (nx, ny);
1496 m = op->map;
1497 nx = x;
1498 ny = y;
1499 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1500 if (mflags & P_OUT_OF_MAP)
1501 continue;
1502 1461
1503 /* 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 */
1504 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1505 continue; 1464 continue;
1506 1465
1507 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1508 if (caster && caster->contr 1468 && caster->contr
1509 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1510 continue; 1470 continue;
1511 1471
1512 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1513 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1514 break; 1474 break;
1515 1475
1516 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1517 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1518 continue; 1478 continue;
1519 1479
1520 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1521 if (tmp->head)
1522 head = tmp->head; 1481 head = tmp->head_ ();
1523 else
1524 head = tmp;
1525 1482
1526 /* 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 */
1527 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1528 continue; 1485 continue;
1529 1486
1530 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1531 continue; 1488 continue;
1532 1489
1533 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1534 best_at = -1; 1491 best_at = -1;
1535 if (spell->attacktype) 1492 if (spell->attacktype)
1536 { 1493 {
1537 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1538 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1539 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1540 best_at = at; 1497 best_at = at;
1541 1498
1542 if (best_at == -1) 1499 if (best_at == -1)
1543 at = 0; 1500 at = 0;
1544 else 1501 else
1545 { 1502 {
1546 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1547 continue; 1504 continue;
1548 else 1505 else
1549 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1550 } 1507 }
1508
1551 at -= level / 5; 1509 at -= level / 5;
1552 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1553 continue; 1511 continue;
1554 } 1512 }
1555 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1556 { 1514 {
1557 /* 1515 /*
1558 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:
1559 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1560 * 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 ) )
1561 1519
1562 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.
1563 1521
1564 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
1565 charm a level 125 monster... 1523 charm a level 125 monster...
1566 1524
1567 Ryo, august 14th 1525 Ryo, august 14th
1568 */ 1526 */
1569 if (head->level > level) 1527 if (head->level > level)
1570 continue; 1528 continue;
1571 1529
1572 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))))
1573 /* Failed, no effect */ 1531 /* Failed, no effect */
1574 continue; 1532 continue;
1575 } 1533 }
1576 1534
1577 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1578 1537
1579 /* aggravation */ 1538 /* aggravation */
1580 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1581 { 1540 {
1582 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1583 remove_friendly_object (head); 1542 remove_friendly_object (head);
1584 done_one = 1; 1543 done_one = 1;
1585 head->enemy = op; 1544 head->enemy = op;
1586 } 1545 }
1587 1546
1588 /* calm monsters */ 1547 /* calm monsters */
1589 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1590 { 1549 {
1591 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1592 head->enemy = NULL; 1551 head->enemy = NULL;
1593 done_one = 1; 1552 done_one = 1;
1594 } 1553 }
1595 1554
1596 /* berserk monsters */ 1555 /* berserk monsters */
1597 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1598 { 1557 {
1599 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1600 done_one = 1; 1559 done_one = 1;
1601 } 1560 }
1602 1561
1603 /* charm */ 1562 /* charm */
1604 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))
1605 { 1564 {
1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1566
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 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.
1608 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. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1571 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1612 add_friendly_object (head); 1573 add_friendly_object (head);
1613 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1614 done_one = 1; 1575 done_one = 1;
1615 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);
1616 head->stats.exp = 0; 1577 head->stats.exp = 0;
1617 } 1578 }
1618 1579
1619 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1620 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1621 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1622 } /* for y */ 1583 }
1623 1584
1624 return 1; 1585 return 1;
1625} 1586}
1626
1627 1587
1628/* 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
1629 * 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
1630 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1591 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1633 */ 1593 */
1634
1635void 1594void
1636move_ball_spell (object *op) 1595move_ball_spell (object *op)
1637{ 1596{
1638 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1658 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1659 { 1618 {
1660 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1661 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1662 */ 1621 */
1663
1664 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1665 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1666 1624
1667 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1668 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1670 { 1628 {
1671 dir = tmpdir; 1629 dir = tmpdir;
1672 break; 1630 break;
1673 } 1631 }
1674 } 1632 }
1633
1675 if (dir == 0) 1634 if (dir == 0)
1676 { 1635 {
1677 nx = op->x; 1636 nx = op->x;
1678 ny = op->y; 1637 ny = op->y;
1679 m = op->map; 1638 m = op->map;
1705 1664
1706 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)))
1707 { 1666 {
1708 if (j) 1667 if (j)
1709 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1710 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1671 }
1713 1672
1714 /* insert the other arch */ 1673 /* insert the other arch */
1715 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))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1689
1731 op->direction = i; 1690 op->direction = i;
1732 } 1691 }
1733} 1692}
1734 1693
1735
1736/* move_swarm_spell: peterm 1694/* move_swarm_spell: peterm
1737 * 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
1738 * 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
1739 * 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
1740 * 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
1741 * 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.
1742 */ 1700 */
1743
1744void 1701void
1745move_swarm_spell (object *op) 1702move_swarm_spell (object *op)
1746{ 1703{
1747#if 0 1704#if 0
1748 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 };
1749 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 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1707 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1708 int adjustdir;
1752 maptile *m; 1709 maptile *m;
1753#endif 1710#endif
1754 int basedir;
1755 object *owner; 1711 object *owner = op->env;
1756 1712
1757 owner = op->owner; 1713 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1716 op->destroy ();
1761 return; 1717 return;
1762 } 1718 }
1763 1719
1720 if (!op->duration || !owner->is_on_map ())
1721 {
1722 op->drop_and_destroy ();
1723 return;
1724 }
1725
1764 op->duration--; 1726 op->duration--;
1765 1727
1766 basedir = op->direction; 1728 int basedir = op->direction;
1767 if (basedir == 0) 1729 if (!basedir)
1768 { 1730 {
1769 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1771 } 1734 }
1772 1735
1773#if 0 1736#if 0
1774 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1836 { 1799 {
1837 /* 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 */
1838 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 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);
1842 } 1805 }
1843} 1806}
1844
1845
1846
1847 1807
1848/* fire_swarm: 1808/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1810 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1811 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1814 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1815 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1816 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1817 * n: the number to be fired.
1858 */ 1818 */
1859
1860int 1819int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1820fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1821{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1822 if (!spell->other_arch)
1867 return 0; 1823 return 0;
1868 1824
1869 tmp = get_archetype (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1826
1871 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1872
1873 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. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1829 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1877 1831
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1880 return 1; 1834 return 1;
1881 1835
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1842 tmp->direction = dir;
1887 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1845
1889 tmp->insert_at (op, op); 1846 op->insert (tmp);
1847
1890 return 1; 1848 return 1;
1891} 1849}
1892
1893 1850
1894/* See the spells documentation file for why this is its own 1851/* See the spells documentation file for why this is its own
1895 * function. 1852 * function.
1896 */ 1853 */
1897int 1854int
1902 int dam, mflags; 1859 int dam, mflags;
1903 maptile *m; 1860 maptile *m;
1904 1861
1905 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1906 1863
1907 if (!dir) 1864 if (dir)
1908 {
1909 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1910 return 0;
1911 } 1865 {
1912
1913 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1914 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1915 m = op->map; 1868 m = op->map;
1916 1869
1917 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1918 1871
1919 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1920 { 1873 {
1921 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1922 return 0; 1875 return 0;
1923 } 1876 }
1924 1877
1925 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1926 { 1879 {
1927 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)
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1882 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1884 if (target->head)
1932 target = target->head; 1885 target = target->head;
1886
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1935 } 1890 }
1936 }
1937 1891
1938 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1939 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)))
1940 { 1894 {
1941 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.");
1942 return 0; 1896 return 0;
1897 }
1943 } 1898 }
1944 1899
1945 /* 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 */
1946 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1947 if (!tmp) 1902 if (!tmp)
1948 { 1903 {
1949 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1950 return 0; 1905 return 0;
1951 } 1906 }
1907
1952 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1953 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1954 { 1911 tmp->set_glow_radius (
1955 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)
1956 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1957 tmp->glow_radius = MAX_LIGHT_RADII;
1958 }
1959 1914
1915 if (dir)
1960 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1961 return 1; 1920 return 1;
1962} 1921}
1963 1922
1964/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1965 * player and infects someone. 1924 * player and infects someone.
2018 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2019 1978
2020 disease->set_owner (op); 1979 disease->set_owner (op);
2021 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2022 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2023 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2024 1983
2025 /* do level adjustments */ 1984 /* do level adjustments */
2026 if (disease->stats.wc) 1985 if (disease->stats.wc)
2027 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2028 1987

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