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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.55 by root, Sat May 17 00:17:02 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
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);
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
953 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
954 return; 955 return;
955 } 956 }
956 957
957 // 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
958 // 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
959 // as bombs can be carried. 960 // as bombs can be carried.
960 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
961 { 962 {
962 op->destroy (); 963 op->destroy ();
963 return; 964 return;
964 } 965 }
965 966
1002 int mflags; 1003 int mflags;
1003 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];
1004 maptile *m; 1005 maptile *m;
1005 1006
1006 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 {
1007 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))
1008 { 1016 {
1009 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.");
1010 return 0; 1018 return 0;
1019 }
1011 } 1020 }
1012 1021
1013 tmp = arch_to_object (spell->other_arch); 1022 tmp = arch_to_object (spell->other_arch);
1014 1023
1015 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1101 * interesting spell. 1110 * interesting spell.
1102 * 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
1103 * can't be friendly to your god. 1112 * can't be friendly to your god.
1104 */ 1113 */
1105 1114
1106 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1107 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1108 || (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)))
1109 { 1120 {
1110 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1111 return 0; 1122 return 0;
1112 } 1123 }
1113 1124
1115 effect = arch_to_object (spell->other_arch); 1126 effect = arch_to_object (spell->other_arch);
1116 else 1127 else
1117 return 0; 1128 return 0;
1118 1129
1119 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1120 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1121 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 { 1134 {
1124 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1125 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));
1126 else 1137 else
1127 { 1138 {
1128 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1129 return 0; 1140 return 0;
1130 } 1141 }
1180 1191
1181/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1182void 1193void
1183move_missile (object *op) 1194move_missile (object *op)
1184{ 1195{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1191 { 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 {
1192 op->destroy (); 1207 op->destroy ();
1193 return; 1208 return;
1194 } 1209 }
1195 1210
1196 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1197#if 0
1198 /* It'd make things nastier if this wasn't here - spells cast by
1199 * monster that are then killed would continue to survive
1200 */
1201 if (owner == NULL)
1202 {
1203 op->destroy ();
1204 return;
1205 }
1206#endif
1207 1212
1208 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 new_y = op->y + DIRY (op);
1210
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1214 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1217 * 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.
1218 */ 1218 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1219 op->destroy ();
1230 return; 1220 return;
1231 } 1221 }
1232 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1233 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);
1234 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1235 { 1231 {
1236 op->direction = i; 1232 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1238 } 1234 }
1239 1235
1240 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1241} 1237}
1242 1238
1243/**************************************************************************** 1239/****************************************************************************
1244 * Destruction 1240 * Destruction
1245 ****************************************************************************/ 1241 ****************************************************************************/
1259 1255
1260 object *tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1261 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1262 tmp->stats.food = time; 1258 tmp->stats.food = time;
1263 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1264 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1266 tmp->glow_radius = MAX_LIGHT_RADII;
1267
1268 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1269 1262
1270 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1271 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1272 1265
1273 return 1; 1266 return 1;
1274} 1267}
1275 1268
1276int 1269int
1277cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1278{ 1271{
1279 int i, j, range, mflags, friendly = 0, dam, dur;
1280 sint16 sx, sy;
1281 maptile *m;
1282 object *tmp;
1283 const char *skill;
1284
1285 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1287 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1289 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290 1277
1291 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1292 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1293 * We do some shortcuts here - since this is just temporary
1294 * and we'll reset the values back, we don't need to go through
1295 * the full share string/free_string route.
1296 */ 1280 */
1297 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1298 if (caster == op) 1283 if (caster == op)
1299 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1300 else if (caster->skill) 1285 else if (caster->skill)
1301 op->skill = caster->skill; 1286 op->skill = caster->skill;
1302 else 1287 else
1303 op->skill = NULL; 1288 op->skill = 0;
1304 1289
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1306 1291
1307 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1308 { 1293 {
1309 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1310 {
1311 m = op->map;
1312 sx = op->x + i;
1313 sy = op->y + j;
1314 1295
1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1316 if (mflags & P_OUT_OF_MAP)
1317 continue;
1318
1319 if (mflags & P_IS_ALIVE) 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 ())
1320 { 1299 {
1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1323 break;
1324 1301
1325 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1326 { 1304 {
1327 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1328 tmp = tmp->head;
1329
1330 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1332 { 1306 {
1333 if (spell_ob->subtype == SP_DESTRUCTION)
1334 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1336 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1337 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);
1338 } 1311 }
1339 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)
1340 { 1313 {
1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1342 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);
1343 }
1344 } 1316 }
1345 } 1317 }
1346 } 1318 }
1347 }
1348 } 1319 }
1349 1320
1350 op->skill = skill; 1321 op->skill = skill;
1351 return 1; 1322 return 1;
1352} 1323}
1459 */ 1430 */
1460int 1431int
1461mood_change (object *op, object *caster, object *spell) 1432mood_change (object *op, object *caster, object *spell)
1462{ 1433{
1463 object *tmp, *god, *head; 1434 object *tmp, *god, *head;
1464 int done_one, range, mflags, level, at, best_at; 1435 int done_one, range, level, at, best_at;
1465 sint16 x, y, nx, ny;
1466 maptile *m;
1467 const char *race; 1436 const char *race;
1468 1437
1469 /* 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
1470 * doing it over and over again. 1439 * doing it over and over again.
1471 */ 1440 */
1472 god = find_god (determine_god (op)); 1441 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1442 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1443 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1444
1476 /* 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_...
1477 * 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
1478 * won't ever match anything. 1447 * won't ever match anything.
1479 */ 1448 */
1480 if (!spell->race) 1449 if (!spell->race)
1481 race = NULL; 1450 race = NULL;
1482 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1451 else if (god && spell->race == shstr_GOD_SLAYING)
1483 race = god->slaying; 1452 race = god->slaying;
1484 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1453 else if (god && spell->race == shstr_GOD_FRIEND)
1485 race = god->race; 1454 race = god->race;
1486 else 1455 else
1487 race = spell->race; 1456 race = spell->race;
1488 1457
1489 for (x = op->x - range; x <= op->x + range; x++) 1458 unordered_mapwalk (op, -range, -range, range, range)
1490 for (y = op->y - range; y <= op->y + range; y++)
1491 { 1459 {
1492 done_one = 0; 1460 mapspace &ms = m->at (nx, ny);
1493 m = op->map;
1494 nx = x;
1495 ny = y;
1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1497 if (mflags & P_OUT_OF_MAP)
1498 continue;
1499 1461
1500 /* 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 */
1501 if (!(mflags & P_IS_ALIVE)) 1463 if (!ms.flags () & P_IS_ALIVE)
1502 continue; 1464 continue;
1503 1465
1504 // players can only affect spaces that they can actually see 1466 // players can only affect spaces that they can actually see
1467 if (caster
1505 if (caster && caster->contr 1468 && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70) 1469 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1507 continue; 1470 continue;
1508 1471
1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1472 for (tmp = ms.top; tmp; tmp = tmp->below)
1510 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1473 if (tmp->flag [FLAG_MONSTER])
1511 break; 1474 break;
1512 1475
1513 /* There can be living objects that are not monsters */ 1476 /* There can be living objects that are not monsters */
1514 if (!tmp || tmp->type == PLAYER) 1477 if (!tmp)
1515 continue; 1478 continue;
1516 1479
1517 /* Only the head has meaningful data, so resolve to that */ 1480 /* Only the head has meaningful data, so resolve to that */
1518 if (tmp->head)
1519 head = tmp->head; 1481 head = tmp->head_ ();
1520 else
1521 head = tmp;
1522 1482
1523 /* 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 */
1524 if (race && head->race && !strstr (race, head->race)) 1484 if (race && head->race && !strstr (race, head->race))
1525 continue; 1485 continue;
1526 1486
1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1487 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1528 continue; 1488 continue;
1529 1489
1530 /* Now do a bunch of stuff related to saving throws */ 1490 /* Now do a bunch of stuff related to saving throws */
1531 best_at = -1; 1491 best_at = -1;
1532 if (spell->attacktype) 1492 if (spell->attacktype)
1533 { 1493 {
1534 for (at = 0; at < NROFATTACKS; at++) 1494 for (at = 0; at < NROFATTACKS; at++)
1535 if (spell->attacktype & (1 << at)) 1495 if (spell->attacktype & (1 << at))
1536 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1496 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1537 best_at = at; 1497 best_at = at;
1538 1498
1539 if (best_at == -1) 1499 if (best_at == -1)
1540 at = 0; 1500 at = 0;
1541 else 1501 else
1542 { 1502 {
1543 if (head->resist[best_at] == 100) 1503 if (head->resist[best_at] == 100)
1544 continue; 1504 continue;
1545 else 1505 else
1546 at = head->resist[best_at] / 5; 1506 at = head->resist[best_at] / 5;
1547 } 1507 }
1508
1548 at -= level / 5; 1509 at -= level / 5;
1549 if (did_make_save (head, head->level, at)) 1510 if (did_make_save (head, head->level, at))
1550 continue; 1511 continue;
1551 } 1512 }
1552 else /* spell->attacktype */ 1513 else /* spell->attacktype */
1553 { 1514 {
1554 /* 1515 /*
1555 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:
1556 * if spell level < monster level, no go 1517 * if spell level < monster level, no go
1557 * 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 ) )
1558 1519
1559 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.
1560 1521
1561 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
1562 charm a level 125 monster... 1523 charm a level 125 monster...
1563 1524
1564 Ryo, august 14th 1525 Ryo, august 14th
1565 */ 1526 */
1566 if (head->level > level) 1527 if (head->level > level)
1567 continue; 1528 continue;
1568 1529
1569 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))))
1570 /* Failed, no effect */ 1531 /* Failed, no effect */
1571 continue; 1532 continue;
1572 } 1533 }
1573 1534
1574 /* Done with saving throw. Now start affecting the monster */ 1535 /* Done with saving throw. Now start affecting the monster */
1536 done_one = 0;
1575 1537
1576 /* aggravation */ 1538 /* aggravation */
1577 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1539 if (QUERY_FLAG (spell, FLAG_MONSTER))
1578 { 1540 {
1579 CLEAR_FLAG (head, FLAG_SLEEP); 1541 CLEAR_FLAG (head, FLAG_SLEEP);
1580 remove_friendly_object (head); 1542 remove_friendly_object (head);
1581 done_one = 1; 1543 done_one = 1;
1582 head->enemy = op; 1544 head->enemy = op;
1583 } 1545 }
1584 1546
1585 /* calm monsters */ 1547 /* calm monsters */
1586 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1548 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1587 { 1549 {
1588 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1550 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1589 head->enemy = NULL; 1551 head->enemy = NULL;
1590 done_one = 1; 1552 done_one = 1;
1591 } 1553 }
1592 1554
1593 /* berserk monsters */ 1555 /* berserk monsters */
1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1556 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1595 { 1557 {
1596 SET_FLAG (head, FLAG_BERSERK); 1558 SET_FLAG (head, FLAG_BERSERK);
1597 done_one = 1; 1559 done_one = 1;
1598 } 1560 }
1599 1561
1600 /* charm */ 1562 /* charm */
1601 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))
1602 { 1564 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1565 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604 1566
1605 /* Prevent uncontrolled outbreaks of self replicating monsters. 1567 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 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.
1607 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. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1570 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op); 1571 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1572 set_spell_skill (op, caster, spell, head);
1611 add_friendly_object (head); 1573 add_friendly_object (head);
1612 head->attack_movement = PETMOVE; 1574 head->attack_movement = PETMOVE;
1613 done_one = 1; 1575 done_one = 1;
1614 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);
1615 head->stats.exp = 0; 1577 head->stats.exp = 0;
1616 } 1578 }
1617 1579
1618 /* If a monster was effected, put an effect in */ 1580 /* If a monster was effected, put an effect in */
1619 if (done_one && spell->other_arch) 1581 if (done_one && spell->other_arch)
1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1582 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1621 } /* for y */ 1583 }
1622 1584
1623 return 1; 1585 return 1;
1624} 1586}
1625
1626 1587
1627/* 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
1628 * 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
1629 * lightning spell used it, that seemed misnamed. 1590 * lightning spell used it, that seemed misnamed.
1630 * op is the spell effect. 1591 * op is the spell effect.
1631 * note that duration is handled by process_object() in time.c 1592 * note that duration is handled by process_object() in time.c
1632 */ 1593 */
1633
1634void 1594void
1635move_ball_spell (object *op) 1595move_ball_spell (object *op)
1636{ 1596{
1637 int i, j, dam_save, dir, mflags; 1597 int i, j, dam_save, dir, mflags;
1638 sint16 nx, ny, hx, hy; 1598 sint16 nx, ny, hx, hy;
1657 for (i = 1; i < 9; i++) 1617 for (i = 1; i < 9; i++)
1658 { 1618 {
1659 /* i bit 0: alters sign of offset 1619 /* i bit 0: alters sign of offset
1660 * other bits (i / 2): absolute value of offset 1620 * other bits (i / 2): absolute value of offset
1661 */ 1621 */
1662
1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1622 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1664 int tmpdir = absdir (op->direction + offset); 1623 int tmpdir = absdir (op->direction + offset);
1665 1624
1666 nx = op->x + freearr_x[tmpdir]; 1625 nx = op->x + freearr_x[tmpdir];
1667 ny = op->y + freearr_y[tmpdir]; 1626 ny = op->y + freearr_y[tmpdir];
1669 { 1628 {
1670 dir = tmpdir; 1629 dir = tmpdir;
1671 break; 1630 break;
1672 } 1631 }
1673 } 1632 }
1633
1674 if (dir == 0) 1634 if (dir == 0)
1675 { 1635 {
1676 nx = op->x; 1636 nx = op->x;
1677 ny = op->y; 1637 ny = op->y;
1678 m = op->map; 1638 m = op->map;
1704 1664
1705 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)))
1706 { 1666 {
1707 if (j) 1667 if (j)
1708 op->stats.dam = dam_save / 2; 1668 op->stats.dam = dam_save / 2;
1669
1709 hit_map (op, j, op->attacktype, 1); 1670 hit_map (op, j, op->attacktype, 1);
1710
1711 } 1671 }
1712 1672
1713 /* insert the other arch */ 1673 /* insert the other arch */
1714 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))))
1715 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1675 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1748 int adjustdir; 1708 int adjustdir;
1749 maptile *m; 1709 maptile *m;
1750#endif 1710#endif
1751 object *owner = op->env; 1711 object *owner = op->env;
1752 1712
1713 if (!owner) // MUST not happen, remove when true TODO
1714 {
1715 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1716 op->destroy ();
1717 return;
1718 }
1719
1753 if (!op->duration || !owner->is_on_map ()) 1720 if (!op->duration || !owner->is_on_map ())
1754 { 1721 {
1755 op->destroy (); 1722 op->drop_and_destroy ();
1756 return; 1723 return;
1757 } 1724 }
1758 1725
1759 op->duration--; 1726 op->duration--;
1760 1727
1761 int basedir = op->direction; 1728 int basedir = op->direction;
1762 if (!basedir) 1729 if (!basedir)
1730 {
1763 /* spray in all directions! 8) */ 1731 /* spray in all directions! 8) */
1764 basedir = rndm (1, 8); 1732 op->facing = (op->facing + op->state) & 7;
1733 basedir = op->facing + 1;
1734 }
1765 1735
1766#if 0 1736#if 0
1767 // this is bogus: it causes wrong places to be checked below 1737 // this is bogus: it causes wrong places to be checked below
1768 // (a wall 2 cells away will block the effect...) and 1738 // (a wall 2 cells away will block the effect...) and
1769 // 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
1829 { 1799 {
1830 /* 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 */
1831 if (op->spell->subtype == SP_BULLET) 1801 if (op->spell->subtype == SP_BULLET)
1832 fire_bullet (owner, op, basedir, op->spell); 1802 fire_bullet (owner, op, basedir, op->spell);
1833 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1803 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1834 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);
1835 } 1805 }
1836} 1806}
1837 1807
1838/* fire_swarm: 1808/* fire_swarm:
1839 * The following routine creates a swarm of objects. It actually 1809 * The following routine creates a swarm of objects. It actually
1851{ 1821{
1852 if (!spell->other_arch) 1822 if (!spell->other_arch)
1853 return 0; 1823 return 0;
1854 1824
1855 object *tmp = archetype::get (SWARM_SPELL); 1825 object *tmp = archetype::get (SWARM_SPELL);
1826
1856 set_spell_skill (op, caster, spell, tmp); 1827 set_spell_skill (op, caster, spell, tmp);
1857 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. */
1858 tmp->spell = spell->other_arch->instance (); 1829 tmp->spell = spell->other_arch->instance ();
1859 tmp->attacktype = tmp->spell->attacktype; 1830 tmp->attacktype = tmp->spell->attacktype;
1860 1831
1861 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1832 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1862 if (!tailor_god_spell (tmp, op)) 1833 if (!tailor_god_spell (tmp, op))
1864 1835
1865 tmp->duration = SP_level_duration_adjust (caster, spell); 1836 tmp->duration = SP_level_duration_adjust (caster, spell);
1866 for (int i = 0; i < spell->duration; i++) 1837 for (int i = 0; i < spell->duration; i++)
1867 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1838 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1868 1839
1840 tmp->invisible = 1;
1841 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1869 tmp->direction = dir; 1842 tmp->direction = dir;
1870 tmp->invisible = 1; 1843 tmp->facing = rndm (1, 8); // initial firing direction
1844 tmp->state = rndm (4) * 2 + 1; // direction increment
1871 1845
1872 op->insert (tmp); 1846 op->insert (tmp);
1873 1847
1874 return 1; 1848 return 1;
1875} 1849}
1885 int dam, mflags; 1859 int dam, mflags;
1886 maptile *m; 1860 maptile *m;
1887 1861
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1862 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1863
1890 if (!dir) 1864 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1865 {
1895
1896 x = op->x + freearr_x[dir]; 1866 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1867 y = op->y + freearr_y[dir];
1898 m = op->map; 1868 m = op->map;
1899 1869
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1870 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1871
1902 if (mflags & P_OUT_OF_MAP) 1872 if (mflags & P_OUT_OF_MAP)
1903 { 1873 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1874 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1875 return 0;
1906 } 1876 }
1907 1877
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1878 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1879 {
1910 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1880 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1881 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1882 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1883 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1884 if (target->head)
1915 target = target->head; 1885 target = target->head;
1886
1916 (void) hit_player (target, dam, op, spell->attacktype, 1); 1887 hit_player (target, dam, op, spell->attacktype, 1);
1917 return 1; /* one success only! */ 1888 return 1; /* one success only! */
1889 }
1918 } 1890 }
1919 }
1920 1891
1921 /* no live target, perhaps a wall is in the way? */ 1892 /* no live target, perhaps a wall is in the way? */
1922 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1893 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1923 { 1894 {
1924 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1925 return 0; 1896 return 0;
1897 }
1926 } 1898 }
1927 1899
1928 /* ok, looks groovy to just insert a new light on the map */ 1900 /* ok, looks groovy to just insert a new light on the map */
1929 tmp = arch_to_object (spell->other_arch); 1901 tmp = arch_to_object (spell->other_arch);
1930 if (!tmp) 1902 if (!tmp)
1931 { 1903 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1904 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1905 return 0;
1934 } 1906 }
1907
1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1908 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1909
1936 if (tmp->glow_radius) 1910 if (tmp->glow_radius)
1937 { 1911 tmp->set_glow_radius (
1938 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1912 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1939 if (tmp->glow_radius > MAX_LIGHT_RADII) 1913 );
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1941 }
1942 1914
1915 if (dir)
1943 m->insert (tmp, x, y, op); 1916 m->insert (tmp, x, y, op);
1917 else
1918 caster->outer_env_or_self ()->insert (tmp);
1919
1944 return 1; 1920 return 1;
1945} 1921}
1946 1922
1947/* cast_cause_disease: this spell looks along <dir> from the 1923/* cast_cause_disease: this spell looks along <dir> from the
1948 * player and infects someone. 1924 * player and infects someone.
2001 object *disease = arch_to_object (spell->other_arch); 1977 object *disease = arch_to_object (spell->other_arch);
2002 1978
2003 disease->set_owner (op); 1979 disease->set_owner (op);
2004 set_spell_skill (op, caster, spell, disease); 1980 set_spell_skill (op, caster, spell, disease);
2005 disease->stats.exp = 0; 1981 disease->stats.exp = 0;
2006 disease->level = caster_level (caster, spell); 1982 disease->level = casting_level (caster, spell);
2007 1983
2008 /* do level adjustments */ 1984 /* do level adjustments */
2009 if (disease->stats.wc) 1985 if (disease->stats.wc)
2010 disease->stats.wc += dur_mod / 2; 1986 disease->stats.wc += dur_mod / 2;
2011 1987

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