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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.93 by root, Sun Nov 29 17:41:08 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
37/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42 42static void
43void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 57 }
60 58
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115 113static void
116void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
121 maptile *m; 118 maptile *m;
145 142
146 /* reduce chances of subsequent forking */ 143 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 144 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 145 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 146 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 147 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 148 new_bolt->direction = t_dir;
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
245 else 242 else
246 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 244 object *tmp = op->clone ();
248 245
249 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
282 int mflags; 277 int mflags;
283 278
284 if (!spob->other_arch) 279 if (!spob->other_arch)
285 return 0; 280 return 0;
286 281
287 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
288 if (tmp == NULL) 283 if (tmp == NULL)
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
311 308
312 maptile *newmap; 309 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
316 tmp->destroy (); 313 tmp->drop_and_destroy ();
317 return 0; 314 return 0;
318 } 315 }
319 316
320 tmp->map = newmap; 317 tmp->map = newmap;
321 318
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 320 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341
342
343 338
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 376 {
382 object *tmp = op->clone (); 377 object *tmp = op->clone ();
383 378
384 tmp->state = 0; 379 tmp->state = 0;
385 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
386 tmp->range--; 381 tmp->range--;
387 tmp->value = 0; 382 tmp->value = 0;
388 383
389 m->insert (tmp, dx, dy, op); 384 m->insert (tmp, dx, dy, op);
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394
395 389
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
400void 394static void
401explode_bullet (object *op) 395explode_bullet (object *op)
402{ 396{
403 object *tmp, *owner; 397 object *tmp, *owner;
404 398
405 if (op->other_arch == NULL) 399 if (!op->other_arch)
406 { 400 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 402 op->destroy ();
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
438 } 433 }
439 434
440 if (op->attacktype) 435 if (op->attacktype)
441 { 436 {
442 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
443 if (op->destroyed ()) 439 if (op->destroyed ())
444 return; 440 return;
445 } 441 }
446 442
447 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
448 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
449 445
450 tmp->set_owner (op); 446 tmp->set_owner (op);
451 tmp->skill = op->skill; 447 tmp->skill = op->skill;
452 448
453 owner = op->owner; 449 owner = op->owner;
454 450
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
456 { 455 {
457 op->destroy (); 456 op->destroy ();
458 return; 457 return;
459 } 458 }
460 459
487 486
488 /* Prevent recursion */ 487 /* Prevent recursion */
489 op->move_on = 0; 488 op->move_on = 0;
490 489
491 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
492 /* remove the firebullet */ 493 /* remove the firebullet */
493 op->destroy (); 494 op->destroy ();
494} 495}
495 496
496/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
518 519
519 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
521 return; 522 return;
522 523
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 525 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 527 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 532 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 534 {
532 op->destroy (); 535 op->destroy ();
543 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
544 */ 547 */
545void 548void
546move_bullet (object *op) 549move_bullet (object *op)
547{ 550{
548 sint16 new_x, new_y;
549 int mflags;
550 maptile *m;
551
552#if 0 551#if 0
553 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
554 553
555 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
556 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
571 op->destroy (); 570 op->destroy ();
572 571
573 return; 572 return;
574 } 573 }
575 574
576 new_x = op->x + DIRX (op); 575 mapxy pos (op);
577 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
578 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 577
581 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
582 { 579 {
583 op->destroy (); 580 op->destroy ();
584 return; 581 return;
585 } 582 }
586 583
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
588 { 589 {
589 if (op->other_arch) 590 if (op->other_arch)
590 explode_bullet (op); 591 explode_bullet (op);
591 else 592 else
592 op->destroy (); 593 op->destroy ();
593 594
594 return; 595 return;
595 } 596 }
596 597
597 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
598 return; 599 return;
599 600
600 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
601 { 602 {
602 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
603 update_turn_face (op); 604 update_turn_face (op);
604 } 605 }
605 else 606 else
606 check_bullet (op); 607 check_bullet (op);
607} 608}
608
609
610
611 609
612/* fire_bullet 610/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 614 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
618 * pointers. 616 * pointers.
619 */ 617 */
620
621int 618int
622fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 620{
624 object *tmp = NULL; 621 object *tmp = NULL;
625 int mflags; 622 int mflags;
626 623
627 if (!spob->other_arch) 624 if (!spob->other_arch)
628 return 0; 625 return 0;
629 626
630 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 628 if (!tmp)
632 return 0; 629 return 0;
633 630
634 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
635 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
636 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 634 if (spob->slaying)
638 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
639 636
649 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
650 647
651 tmp->set_owner (op); 648 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
653 650
654 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 653 tmp->map = op->map;
657 654
658 maptile *newmap; 655 maptile *newmap;
659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
660 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
682 if ((tmp = tmp->insert_at (tmp, op))) 679 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 680 check_bullet (tmp);
684 681
685 return 1; 682 return 1;
686} 683}
687
688
689
690 684
691/***************************************************************************** 685/*****************************************************************************
692 * 686 *
693 * CONE RELATED FUNCTIONS 687 * CONE RELATED FUNCTIONS
694 * 688 *
695 *****************************************************************************/ 689 *****************************************************************************/
696 690
697
698/* drops an object based on what is in the cone's "other_arch" */ 691/* drops an object based on what is in the cone's "other_arch" */
699void 692static void
700cone_drop (object *op) 693cone_drop (object *op)
701{ 694{
702 object *new_ob = arch_to_object (op->other_arch); 695 object *new_ob = op->other_arch->instance ();
703 696
704 new_ob->level = op->level; 697 new_ob->level = op->level;
705 new_ob->set_owner (op->owner); 698 new_ob->set_owner (op->owner);
706 699
707 /* preserve skill ownership */ 700 /* preserve skill ownership */
714/* move_cone: causes cone object 'op' to move a space/hit creatures */ 707/* move_cone: causes cone object 'op' to move a space/hit creatures */
715 708
716void 709void
717move_cone (object *op) 710move_cone (object *op)
718{ 711{
719 int i;
720
721 /* if no map then hit_map will crash so just ignore object */ 712 /* if no map then hit_map will crash so just ignore object */
722 if (!op->map) 713 if (!op->map)
723 { 714 {
724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 715 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
725 op->set_speed (0); 716 op->set_speed (0);
745 } 736 }
746#endif 737#endif
747 738
748 hit_map (op, 0, op->attacktype, 0); 739 hit_map (op, 0, op->attacktype, 0);
749 740
741 if (!op->is_on_map ())
742 return;
743
750 /* Check to see if we should push anything. 744 /* Check to see if we should push anything.
751 * Spell objects with weight push whatever they encounter to some 745 * Spell objects with weight push whatever they encounter to some
752 * degree. 746 * degree.
753 */ 747 */
754 if (op->weight) 748 if (op->weight)
749 {
755 check_spell_knockback (op); 750 check_spell_knockback (op);
756 751
757 if (op->destroyed ()) 752 if (!op->is_on_map ())
758 return; 753 return;
754 }
759 755
760 if ((op->duration--) < 0) 756 if (op->duration-- < 0)
761 { 757 {
762 op->destroy (); 758 op->destroy ();
763 return; 759 return;
764 } 760 }
765 /* Object has hit maximum range, so don't have it move 761 /* Object has hit maximum range, so don't have it move
770 { 766 {
771 op->range = 0; /* just so it doesn't wrap */ 767 op->range = 0; /* just so it doesn't wrap */
772 return; 768 return;
773 } 769 }
774 770
775 for (i = -1; i < 2; i++) 771 for (int i = -1; i <= 1; i++)
776 { 772 {
777 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 773 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
778 774
779 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 775 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
780 { 776 {
827 823
828 /* Need to know what the movetype of the object we are about 824 /* Need to know what the movetype of the object we are about
829 * to create is, so we can know if the space we are about to 825 * to create is, so we can know if the space we are about to
830 * insert it into is blocked. 826 * insert it into is blocked.
831 */ 827 */
832 movetype = spell->other_arch->clone.move_type; 828 movetype = spell->other_arch->move_type;
833 829
834 for (i = range_min; i <= range_max; i++) 830 for (i = range_min; i <= range_max; i++)
835 { 831 {
836 sint16 x, y, d; 832 sint16 x, y;
837 833
838 /* We can't use absdir here, because it never returns 834 /* We can't use absdir here, because it never returns
839 * 0. If this is a rune, we want to hit the person on top 835 * 0. If this is a rune, we want to hit the person on top
840 * of the trap (d==0). If it is not a rune, then we don't want 836 * of the trap (d==0). If it is not a rune, then we don't want
841 * to hit that person. 837 * to hit that person.
842 */ 838 */
843 d = dir + i; 839 int d = dir ? absdir (dir + i) : i;
844 while (d < 0)
845 d += 8;
846 while (d > 8)
847 d -= 8;
848 840
849 /* If it's not a rune, we don't want to blast the caster. 841 /* If it's not a rune, we don't want to blast the caster.
850 * In that case, we have to see - if dir is specified, 842 * In that case, we have to see - if dir is specified,
851 * turn this into direction 8. If dir is not specified (all 843 * turn this into direction 8. If dir is not specified (all
852 * direction) skip - otherwise, one line would do more damage 844 * direction) skip - otherwise, one line would do more damage
869 861
870 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 862 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
871 continue; 863 continue;
872 864
873 success = 1; 865 success = 1;
874 tmp = arch_to_object (spell->other_arch); 866 tmp = spell->other_arch->instance ();
875 tmp->set_owner (op); 867 tmp->set_owner (op);
876 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
877 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
878 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
879 871
880 /* holy word stuff */ 872 /* holy word stuff */
881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
882 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
916 else 908 else
917 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
918 } 910 }
919 911
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
922 914
923 if (!tmp->move_on && tmp->stats.dam) 915 if (!tmp->move_on && tmp->stats.dam)
924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 917
926 m->insert (tmp, sx, sy, op); 918 m->insert (tmp, sx, sy, op);
927 919
928 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
929 * a single space too many times. 921 * a single space too many times.
941 * 933 *
942 * BOMB related code 934 * BOMB related code
943 * 935 *
944 ****************************************************************************/ 936 ****************************************************************************/
945 937
946
947/* This handles an exploding bomb. 938/* This handles an exploding bomb.
948 * op is the original bomb object. 939 * op is the original bomb object.
949 */ 940 */
950void 941void
951animate_bomb (object *op) 942animate_bomb (object *op)
952{ 943{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 945 return;
958 946
959 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
960 948
961 if (op->env) 949 if (op->env)
962 { 950 {
963 if (env->map == NULL) 951 if (!env->map)
964 return; 952 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 953
969 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
970 return; 955 return;
971 } 956 }
972 957
973 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
974 // on a safe map. I don't like this special casing, but it seems to be neccessary 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
975 // as bombs can be carried. 960 // as bombs can be carried.
976 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (op->ms ().flags () & P_SAFE)
977 { 962 {
978 op->destroy (); 963 op->destroy ();
979 return; 964 return;
980 } 965 }
981 966
983 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 969 * so just set up the appropriate values.
985 */ 970 */
986 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
987 { 972 {
988 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
989 { 974 {
990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
991 continue; 976 continue;
992 977
993 tmp = arch_to_object (at); 978 object *tmp = at->instance ();
994 tmp->direction = i; 979 tmp->direction = i;
995 tmp->range = op->range; 980 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 982 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1012} 997}
1013 998
1014int 999int
1015create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1001{
1017
1018 object *tmp; 1002 object *tmp;
1019 int mflags; 1003 int mflags;
1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1021 maptile *m; 1005 maptile *m;
1022 1006
1023 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1007 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1008
1009 // when creating a bomb below ourself it should always work, even
1010 // when movement is blocked (somehow we got here, somehow we are here,
1011 // so we should also be able to make a bomb here). (originally added
1012 // to fix create bomb traps in doors, which cast with dir=0).
1013 if (dir)
1014 {
1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1015 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 { 1016 {
1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1017 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1027 return 0; 1018 return 0;
1019 }
1028 } 1020 }
1029 tmp = arch_to_object (spell->other_arch); 1021
1022 tmp = spell->other_arch->instance ();
1030 1023
1031 /* level dependencies for bomb */ 1024 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1034 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1054 * dir is the direction to look in. 1047 * dir is the direction to look in.
1055 * range is how far out to look. 1048 * range is how far out to look.
1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1057 * this info is used for blocked magic/unholy spaces. 1050 * this info is used for blocked magic/unholy spaces.
1058 */ 1051 */
1059 1052static object *
1060object *
1061get_pointed_target (object *op, int dir, int range, int type) 1053get_pointed_target (object *op, int dir, int range, int type)
1062{ 1054{
1063 object *target; 1055 object *target;
1064 sint16 x, y; 1056 sint16 x, y;
1065 int dist, mflags; 1057 int dist, mflags;
1083 return NULL; 1075 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1076 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1077 return NULL;
1086 1078
1087 if (mflags & P_IS_ALIVE) 1079 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1080 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 { 1081 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1082 return target;
1094 }
1095 }
1096 }
1097 } 1083 }
1084
1098 return NULL; 1085 return NULL;
1099} 1086}
1100
1101 1087
1102/* cast_smite_arch() - the priest points to a creature and causes 1088/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1089 * a 'godly curse' to decend.
1104 * usual params - 1090 * usual params -
1105 * op = player 1091 * op = player
1106 * caster = object casting the spell. 1092 * caster = object casting the spell.
1107 * dir = direction being cast 1093 * dir = direction being cast
1108 * spell = spell object 1094 * spell = spell object
1109 */ 1095 */
1110
1111int 1096int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1097cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1098{
1114 object *effect, *target; 1099 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1100 object *god = find_god (determine_god (op));
1125 * interesting spell. 1110 * interesting spell.
1126 * if it is a cleric spell, you need a god, and the creature 1111 * if it is a cleric spell, you need a god, and the creature
1127 * can't be friendly to your god. 1112 * can't be friendly to your god.
1128 */ 1113 */
1129 1114
1130 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1115 if (!target
1116 || target->flag [FLAG_REFL_SPELL]
1131 || (!god && spell->stats.grace) 1117 || (!god && spell->stats.grace)
1132 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1118 || (god && target->title == god->name)
1119 || (god && target->race.contains (god->race)))
1133 { 1120 {
1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1121 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1135 return 0; 1122 return 0;
1136 } 1123 }
1137 1124
1138 if (spell->other_arch) 1125 if (spell->other_arch)
1139 effect = arch_to_object (spell->other_arch); 1126 effect = spell->other_arch->instance ();
1140 else 1127 else
1141 return 0; 1128 return 0;
1142 1129
1143 /* tailor the effect by priest level and worshipped God */ 1130 /* tailor the effect by priest level and worshipped God */
1144 effect->level = caster_level (caster, spell); 1131 effect->level = casting_level (caster, spell);
1145 effect->attacktype = spell->attacktype; 1132 effect->attacktype = spell->attacktype;
1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1133 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 { 1134 {
1148 if (tailor_god_spell (effect, op)) 1135 if (tailor_god_spell (effect, op))
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1136 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1150 else 1137 else
1151 { 1138 {
1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1139 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1153 return 0; 1140 return 0;
1154 } 1141 }
1193 effect->insert_at (target, op); 1180 effect->insert_at (target, op);
1194 1181
1195 return 1; 1182 return 1;
1196} 1183}
1197 1184
1198
1199/**************************************************************************** 1185/****************************************************************************
1200 * 1186 *
1201 * MAGIC MISSILE code. 1187 * MAGIC MISSILE code.
1202 * note that the fire_bullet is used to fire the missile. The 1188 * note that the fire_bullet is used to fire the missile. The
1203 * code here is just to move the missile. 1189 * code here is just to move the missile.
1205 1191
1206/* op is a missile that needs to be moved */ 1192/* op is a missile that needs to be moved */
1207void 1193void
1208move_missile (object *op) 1194move_missile (object *op)
1209{ 1195{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1196 if (op->range-- <= 0)
1216 { 1197 {
1198 op->drop_and_destroy ();
1199 return;
1200 }
1201
1202 mapxy pos (op);
1203 pos.move (op->direction);
1204
1205 if (!pos.normalise ())
1206 {
1217 op->destroy (); 1207 op->destroy ();
1218 return; 1208 return;
1219 } 1209 }
1220 1210
1221 owner = op->owner; 1211 mapspace &ms = pos.ms ();
1222#if 0
1223 /* It'd make things nastier if this wasn't here - spells cast by
1224 * monster that are then killed would continue to survive
1225 */
1226 if (owner == NULL)
1227 {
1228 op->destroy ();
1229 return;
1230 }
1231#endif
1232 1212
1233 new_x = op->x + DIRX (op); 1213 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1234 new_y = op->y + DIRY (op);
1235
1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1237
1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1239 { 1214 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1215 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1216 /* Basically, missile only hits one thing then goes away.
1242 * we need to remove it if someone hasn't already done so. 1217 * we need to remove it if someone hasn't already done so.
1243 */ 1218 */
1244 if (!op->destroyed ())
1245 op->destroy ();
1246
1247 return;
1248 }
1249
1250 op->remove ();
1251
1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1253 {
1254 op->destroy (); 1219 op->destroy ();
1255 return; 1220 return;
1256 } 1221 }
1257 1222
1223 if (!op->direction)
1224 {
1225 op->destroy ();
1226 return;
1227 }
1228
1258 i = spell_find_dir (m, new_x, new_y, op->owner); 1229 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1259 if (i > 0 && i != op->direction) 1230 if (i > 0 && i != op->direction)
1260 { 1231 {
1261 op->direction = i; 1232 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1233 SET_ANIMATION (op, op->direction);
1263 } 1234 }
1264 1235
1265 m->insert (op, new_x, new_y, op); 1236 pos.insert (op, op);
1266} 1237}
1267 1238
1268/**************************************************************************** 1239/****************************************************************************
1269 * Destruction 1240 * Destruction
1270 ****************************************************************************/ 1241 ****************************************************************************/
1273 * we do this by creating a force and inserting it in the 1244 * we do this by creating a force and inserting it in the
1274 * object. if time is 0, the object glows permanently. To truely 1245 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1246 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1247 * give them the capability to have an inventory. b.t.
1277 */ 1248 */
1278 1249static int
1279int
1280make_object_glow (object *op, int radius, int time) 1250make_object_glow (object *op, int radius, int time)
1281{ 1251{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1252 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1253 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1254 return 0;
1287 1255
1288 tmp = get_archetype (FORCE_NAME); 1256 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1257 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1258 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1259 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1260 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1293 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII;
1295
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1261 tmp = insert_ob_in_ob (tmp, op);
1262
1301 if (tmp->glow_radius > op->glow_radius) 1263 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1264 op->set_glow_radius (tmp->glow_radius);
1303 1265
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1266 return 1;
1310} 1267}
1311
1312
1313
1314 1268
1315int 1269int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1270cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1271{
1318 int i, j, range, mflags, friendly = 0, dam, dur;
1319 sint16 sx, sy;
1320 maptile *m;
1321 object *tmp;
1322 const char *skill;
1323
1324 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1272 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1325 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1273 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1326 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1274 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1327 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1275
1328 friendly = 1; 1276 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1329 1277
1330 /* destruction doesn't use another spell object, so we need 1278 /* destruction doesn't use another spell object, so we need
1331 * update op's skill pointer so that exp is properly awarded. 1279 * update op's skill pointer so that exp is properly awarded.
1332 * We do some shortcuts here - since this is just temporary
1333 * and we'll reset the values back, we don't need to go through
1334 * the full share string/free_string route.
1335 */ 1280 */
1336 skill = op->skill; 1281 const shstr skill = op->skill;
1282
1337 if (caster == op) 1283 if (caster == op)
1338 op->skill = spell_ob->skill; 1284 op->skill = spell_ob->skill;
1339 else if (caster->skill) 1285 else if (caster->skill)
1340 op->skill = caster->skill; 1286 op->skill = caster->skill;
1341 else 1287 else
1342 op->skill = NULL; 1288 op->skill = 0;
1343 1289
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1290 op->change_skill (find_skill_by_name (op, op->skill));
1345 1291
1346 for (i = -range; i < range; i++) 1292 unordered_mapwalk (op, -range, -range, range, range)
1347 { 1293 {
1348 for (j = -range; j < range; j++) 1294 mapspace &ms = m->at (nx, ny);
1349 {
1350 m = op->map;
1351 sx = op->x + i;
1352 sy = op->y + j;
1353 1295
1354 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1355 if (mflags & P_OUT_OF_MAP)
1356 continue;
1357
1358 if (mflags & P_IS_ALIVE) 1296 if (ms.flags () & P_IS_ALIVE)
1297 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1298 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1359 { 1299 {
1360 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1300 tmp = tmp->head_ ();
1361 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1362 break;
1363 1301
1364 if (tmp) 1302 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1303 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1365 { 1304 {
1366 if (tmp->head) 1305 if (spell_ob->subtype == SP_DESTRUCTION)
1367 tmp = tmp->head;
1368
1369 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) ||
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1306 {
1372 if (spell_ob->subtype == SP_DESTRUCTION)
1373 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1307 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1308
1375 if (spell_ob->other_arch) 1309 if (spell_ob->other_arch)
1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1310 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1377 } 1311 }
1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1312 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1379 { 1313 {
1380 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1314 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1381 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1315 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1382 }
1383 } 1316 }
1384 } 1317 }
1385 } 1318 }
1386 }
1387 } 1319 }
1388 1320
1389 op->skill = skill; 1321 op->skill = skill;
1390 return 1; 1322 return 1;
1391} 1323}
1393/*************************************************************************** 1325/***************************************************************************
1394 * 1326 *
1395 * CURSE 1327 * CURSE
1396 * 1328 *
1397 ***************************************************************************/ 1329 ***************************************************************************/
1398
1399int 1330int
1400cast_curse (object *op, object *caster, object *spell_ob, int dir) 1331cast_curse (object *op, object *caster, object *spell_ob, int dir)
1401{ 1332{
1402 object *god = find_god (determine_god (op)); 1333 object *god = find_god (determine_god (op));
1403 object *tmp, *force; 1334 object *tmp, *force;
1407 { 1338 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1339 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0; 1340 return 0;
1410 } 1341 }
1411 1342
1343 tmp = tmp->head_ ();
1344
1412 /* If we've already got a force of this type, don't add a new one. */ 1345 /* If we've already got a force of this type, don't add a new one. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1346 for (force = tmp->inv; force; force = force->below)
1414 { 1347 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1348 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1349 {
1417 if (force->name == spell_ob->name) 1350 if (force->name == spell_ob->name)
1418 { 1351 {
1424 return 0; 1357 return 0;
1425 } 1358 }
1426 } 1359 }
1427 } 1360 }
1428 1361
1429 if (force == NULL) 1362 if (!force)
1430 { 1363 {
1431 force = get_archetype (FORCE_NAME); 1364 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1365 force->subtype = FORCE_CHANGE_ABILITY;
1366
1433 if (spell_ob->race) 1367 if (spell_ob->race)
1434 force->name = spell_ob->race; 1368 force->name = spell_ob->race;
1435 else 1369 else
1436 force->name = spell_ob->name; 1370 force->name = spell_ob->name;
1437 1371
1447 { 1381 {
1448 force->duration = duration; 1382 force->duration = duration;
1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1383 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1450 } 1384 }
1451 else 1385 else
1452 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1386 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1387
1455 return 1; 1388 return 1;
1456 } 1389 }
1390
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1391 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1392 force->speed = 1.f;
1459 force->speed_left = -1.0; 1393 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1394 SET_FLAG (force, FLAG_APPLIED);
1461 1395
1462 if (god) 1396 if (god)
1463 { 1397 {
1464 if (spell_ob->last_grace) 1398 if (spell_ob->last_grace)
1478 force->stats.wc = spell_ob->stats.wc; 1412 force->stats.wc = spell_ob->stats.wc;
1479 1413
1480 change_abil (tmp, force); /* Mostly to display any messages */ 1414 change_abil (tmp, force); /* Mostly to display any messages */
1481 insert_ob_in_ob (force, tmp); 1415 insert_ob_in_ob (force, tmp);
1482 tmp->update_stats (); 1416 tmp->update_stats ();
1417
1483 return 1; 1418 return 1;
1484
1485} 1419}
1486 1420
1487/********************************************************************** 1421/**********************************************************************
1488 * mood change 1422 * mood change
1489 * Arguably, this may or may not be an attack spell. But since it 1423 * Arguably, this may or may not be an attack spell. But since it
1495 */ 1429 */
1496int 1430int
1497mood_change (object *op, object *caster, object *spell) 1431mood_change (object *op, object *caster, object *spell)
1498{ 1432{
1499 object *tmp, *god, *head; 1433 object *tmp, *god, *head;
1500 int done_one, range, mflags, level, at, best_at; 1434 int done_one, range, level, at, best_at;
1501 sint16 x, y, nx, ny;
1502 maptile *m;
1503 const char *race; 1435 const char *race;
1504 1436
1505 /* We precompute some values here so that we don't have to keep 1437 /* We precompute some values here so that we don't have to keep
1506 * doing it over and over again. 1438 * doing it over and over again.
1507 */ 1439 */
1508 god = find_god (determine_god (op)); 1440 god = find_god (determine_god (op));
1509 level = caster_level (caster, spell); 1441 level = casting_level (caster, spell);
1510 range = spell->range + SP_level_range_adjust (caster, spell); 1442 range = spell->range + SP_level_range_adjust (caster, spell);
1511 1443
1512 /* On the bright side, no monster should ever have a race of GOD_... 1444 /* On the bright side, no monster should ever have a race of GOD_...
1513 * so even if the player doesn't worship a god, if race=GOD_.., it 1445 * so even if the player doesn't worship a god, if race=GOD_.., it
1514 * won't ever match anything. 1446 * won't ever match anything.
1515 */ 1447 */
1516 if (!spell->race) 1448 if (!spell->race)
1517 race = NULL; 1449 race = NULL;
1518 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1450 else if (god && spell->race == shstr_GOD_SLAYING)
1519 race = god->slaying; 1451 race = god->slaying;
1520 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1452 else if (god && spell->race == shstr_GOD_FRIEND)
1521 race = god->race; 1453 race = god->race;
1522 else 1454 else
1523 race = spell->race; 1455 race = spell->race;
1524 1456
1525 for (x = op->x - range; x <= op->x + range; x++) 1457 unordered_mapwalk (op, -range, -range, range, range)
1526 for (y = op->y - range; y <= op->y + range; y++)
1527 { 1458 {
1528 done_one = 0; 1459 mapspace &ms = m->at (nx, ny);
1529 m = op->map;
1530 nx = x;
1531 ny = y;
1532 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1533 if (mflags & P_OUT_OF_MAP)
1534 continue;
1535 1460
1536 /* If there is nothing living on this space, no need to go further */ 1461 /* If there is nothing living on this space, no need to go further */
1537 if (!(mflags & P_IS_ALIVE)) 1462 if (!ms.flags () & P_IS_ALIVE)
1538 continue; 1463 continue;
1539 1464
1540 // players can only affect spaces that they can actually see 1465 // players can only affect spaces that they can actually see
1466 if (caster
1541 if (caster && caster->contr 1467 && caster->contr
1542 && caster->contr->visibility_at (m, nx, ny) < 70) 1468 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1543 continue; 1469 continue;
1544 1470
1545 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1471 for (tmp = ms.top; tmp; tmp = tmp->below)
1546 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1472 if (tmp->flag [FLAG_MONSTER])
1547 break; 1473 break;
1548 1474
1549 /* There can be living objects that are not monsters */ 1475 /* There can be living objects that are not monsters */
1550 if (!tmp || tmp->type == PLAYER) 1476 if (!tmp)
1551 continue; 1477 continue;
1552 1478
1553 /* Only the head has meaningful data, so resolve to that */ 1479 /* Only the head has meaningful data, so resolve to that */
1554 if (tmp->head)
1555 head = tmp->head; 1480 head = tmp->head_ ();
1556 else
1557 head = tmp;
1558 1481
1559 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1482 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1560 if (race && head->race && !strstr (race, head->race)) 1483 if (race && head->race && !strstr (race, head->race))
1561 continue; 1484 continue;
1562 1485
1563 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1486 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1564 continue; 1487 continue;
1565 1488
1566 /* Now do a bunch of stuff related to saving throws */ 1489 /* Now do a bunch of stuff related to saving throws */
1567 best_at = -1; 1490 best_at = -1;
1568 if (spell->attacktype) 1491 if (spell->attacktype)
1569 { 1492 {
1570 for (at = 0; at < NROFATTACKS; at++) 1493 for (at = 0; at < NROFATTACKS; at++)
1571 if (spell->attacktype & (1 << at)) 1494 if (spell->attacktype & (1 << at))
1572 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1495 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1573 best_at = at; 1496 best_at = at;
1574 1497
1575 if (best_at == -1) 1498 if (best_at == -1)
1576 at = 0; 1499 at = 0;
1577 else 1500 else
1578 { 1501 {
1579 if (head->resist[best_at] == 100) 1502 if (head->resist[best_at] == 100)
1580 continue; 1503 continue;
1581 else 1504 else
1582 at = head->resist[best_at] / 5; 1505 at = head->resist[best_at] / 5;
1583 } 1506 }
1507
1584 at -= level / 5; 1508 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1509 if (did_make_save (head, head->level, at))
1586 continue; 1510 continue;
1587 } 1511 }
1588 else /* spell->attacktype */ 1512 else /* spell->attacktype */
1513 {
1589 /* 1514 /*
1590 Spell has no attacktype (charm & such), so we'll have a specific saving: 1515 Spell has no attacktype (charm & such), so we'll have a specific saving:
1591 * if spell level < monster level, no go 1516 * if spell level < monster level, no go
1592 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1517 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1593 1518
1595 1520
1596 This is required to fix the 'charm monster' abuse, where a player level 1 can 1521 This is required to fix the 'charm monster' abuse, where a player level 1 can
1597 charm a level 125 monster... 1522 charm a level 125 monster...
1598 1523
1599 Ryo, august 14th 1524 Ryo, august 14th
1600 */ 1525 */
1601 {
1602 if (head->level > level) 1526 if (head->level > level)
1603 continue; 1527 continue;
1528
1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1529 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1605 /* Failed, no effect */ 1530 /* Failed, no effect */
1606 continue; 1531 continue;
1607 } 1532 }
1608 1533
1609 /* Done with saving throw. Now start affecting the monster */ 1534 /* Done with saving throw. Now start affecting the monster */
1535 done_one = 0;
1610 1536
1611 /* aggravation */ 1537 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1538 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1539 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1540 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1541 remove_friendly_object (head);
1617
1618 done_one = 1; 1542 done_one = 1;
1619 head->enemy = op; 1543 head->enemy = op;
1620 } 1544 }
1621 1545
1622 /* calm monsters */ 1546 /* calm monsters */
1623 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1547 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1624 { 1548 {
1625 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1549 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1626 head->enemy = NULL; 1550 head->enemy = NULL;
1627 done_one = 1; 1551 done_one = 1;
1628 } 1552 }
1629 1553
1630 /* berserk monsters */ 1554 /* berserk monsters */
1631 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1555 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1632 { 1556 {
1633 SET_FLAG (head, FLAG_BERSERK); 1557 SET_FLAG (head, FLAG_BERSERK);
1634 done_one = 1; 1558 done_one = 1;
1635 } 1559 }
1636 1560
1637 /* charm */ 1561 /* charm */
1638 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1562 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1639 { 1563 {
1564 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1565
1640 /* Prevent uncontolled outbreaks of self replicating monsters. 1566 /* Prevent uncontrolled outbreaks of self replicating monsters.
1641 Typical use case is charm, go somwhere, use aggravation to make hostile. 1567 Typical use case is charm, go somwhere, use aggravation to make hostile.
1642 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1568 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1643 CLEAR_FLAG (head, FLAG_GENERATOR); 1569 CLEAR_FLAG (head, FLAG_GENERATOR);
1644 head->set_owner (op); 1570 head->set_owner (op);
1645 set_spell_skill (op, caster, spell, head); 1571 set_spell_skill (op, caster, spell, head);
1646 add_friendly_object (head); 1572 add_friendly_object (head);
1647 head->attack_movement = PETMOVE; 1573 head->attack_movement = PETMOVE;
1648 done_one = 1; 1574 done_one = 1;
1649 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1575 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1650 head->stats.exp = 0; 1576 head->stats.exp = 0;
1651 } 1577 }
1652 1578
1653 /* If a monster was effected, put an effect in */ 1579 /* If a monster was effected, put an effect in */
1654 if (done_one && spell->other_arch) 1580 if (done_one && spell->other_arch)
1655 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1581 m->insert (spell->other_arch->instance (), nx, ny, op);
1656 } /* for y */ 1582 }
1657 1583
1658 return 1; 1584 return 1;
1659} 1585}
1660
1661 1586
1662/* Move_ball_spell: This handles ball type spells that just sort of wander 1587/* Move_ball_spell: This handles ball type spells that just sort of wander
1663 * about. was called move_ball_lightning, but since more than the ball 1588 * about. was called move_ball_lightning, but since more than the ball
1664 * lightning spell used it, that seemed misnamed. 1589 * lightning spell used it, that seemed misnamed.
1665 * op is the spell effect. 1590 * op is the spell effect.
1666 * note that duration is handled by process_object() in time.c 1591 * note that duration is handled by process_object() in time.c
1667 */ 1592 */
1668
1669void 1593void
1670move_ball_spell (object *op) 1594move_ball_spell (object *op)
1671{ 1595{
1672 int i, j, dam_save, dir, mflags; 1596 int i, j, dam_save, dir, mflags;
1673 sint16 nx, ny, hx, hy; 1597 sint16 nx, ny, hx, hy;
1692 for (i = 1; i < 9; i++) 1616 for (i = 1; i < 9; i++)
1693 { 1617 {
1694 /* i bit 0: alters sign of offset 1618 /* i bit 0: alters sign of offset
1695 * other bits (i / 2): absolute value of offset 1619 * other bits (i / 2): absolute value of offset
1696 */ 1620 */
1697
1698 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1621 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1699 int tmpdir = absdir (op->direction + offset); 1622 int tmpdir = absdir (op->direction + offset);
1700 1623
1701 nx = op->x + freearr_x[tmpdir]; 1624 nx = op->x + freearr_x[tmpdir];
1702 ny = op->y + freearr_y[tmpdir]; 1625 ny = op->y + freearr_y[tmpdir];
1704 { 1627 {
1705 dir = tmpdir; 1628 dir = tmpdir;
1706 break; 1629 break;
1707 } 1630 }
1708 } 1631 }
1632
1709 if (dir == 0) 1633 if (dir == 0)
1710 { 1634 {
1711 nx = op->x; 1635 nx = op->x;
1712 ny = op->y; 1636 ny = op->y;
1713 m = op->map; 1637 m = op->map;
1739 1663
1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1664 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 { 1665 {
1742 if (j) 1666 if (j)
1743 op->stats.dam = dam_save / 2; 1667 op->stats.dam = dam_save / 2;
1668
1744 hit_map (op, j, op->attacktype, 1); 1669 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1670 }
1747 1671
1748 /* insert the other arch */ 1672 /* insert the other arch */
1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1673 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1674 m->insert (op->other_arch->instance (), hx, hy, op);
1751 } 1675 }
1752 1676
1753 /* restore to the center location and damage */ 1677 /* restore to the center location and damage */
1754 op->stats.dam = dam_save; 1678 op->stats.dam = dam_save;
1755 1679
1764 1688
1765 op->direction = i; 1689 op->direction = i;
1766 } 1690 }
1767} 1691}
1768 1692
1769
1770/* move_swarm_spell: peterm 1693/* move_swarm_spell: peterm
1771 * This is an implementation of the swarm spell. It was written for 1694 * This is an implementation of the swarm spell. It was written for
1772 * meteor swarm, but it could be used for any swarm. A swarm spell 1695 * meteor swarm, but it could be used for any swarm. A swarm spell
1773 * is a special type of object that casts swarms of other types 1696 * is a special type of object that casts swarms of other types
1774 * of spells. Which spell it casts is flexible. It fires the spells 1697 * of spells. Which spell it casts is flexible. It fires the spells
1775 * from a set of squares surrounding the caster, in a given direction. 1698 * from a set of squares surrounding the caster, in a given direction.
1776 */ 1699 */
1777
1778void 1700void
1779move_swarm_spell (object *op) 1701move_swarm_spell (object *op)
1780{ 1702{
1781#if 0 1703#if 0
1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1704 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1783 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1705 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1706 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1707 int adjustdir;
1786 maptile *m; 1708 maptile *m;
1787#endif 1709#endif
1788 int basedir;
1789 object *owner; 1710 object *owner = op->env;
1790 1711
1791 owner = op->owner; 1712 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1713 {
1714 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1715 op->destroy ();
1795 return; 1716 return;
1796 } 1717 }
1797 1718
1719 if (!op->duration || !owner->is_on_map ())
1720 {
1721 op->drop_and_destroy ();
1722 return;
1723 }
1724
1798 op->duration--; 1725 op->duration--;
1799 1726
1800 basedir = op->direction; 1727 int basedir = op->direction;
1801 if (basedir == 0) 1728 if (!basedir)
1802 { 1729 {
1803 /* spray in all directions! 8) */ 1730 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1731 op->facing = (op->facing + op->state) & 7;
1732 basedir = op->facing + 1;
1805 } 1733 }
1806 1734
1807#if 0 1735#if 0
1808 // this is bogus: it causes wrong places to be checked below 1736 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1737 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1738 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1739 // space.
1812 // should be fixed later, but correctness before featurs... 1740 // should be fixed later, but correctness before features...
1813 // (schmorp) 1741 // (schmorp)
1814 1742
1815 /* new offset calculation to make swarm element distribution 1743 /* new offset calculation to make swarm element distribution
1816 * more uniform 1744 * more uniform
1817 */ 1745 */
1870 { 1798 {
1871 /* Bullet spells have a bunch more customization that needs to be done */ 1799 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET) 1800 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1801 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1802 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1803 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1876 } 1804 }
1877} 1805}
1878
1879
1880
1881 1806
1882/* fire_swarm: 1807/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1808 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1809 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1810 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1813 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1814 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1815 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1816 * n: the number to be fired.
1892 */ 1817 */
1893
1894int 1818int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1819fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1820{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1821 if (!spell->other_arch)
1901 return 0; 1822 return 0;
1902 1823
1903 tmp = get_archetype (SWARM_SPELL); 1824 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1825
1905 set_spell_skill (op, caster, spell, tmp); 1826 set_spell_skill (op, caster, spell, tmp);
1906
1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1827 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1828 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1829 tmp->attacktype = tmp->spell->attacktype;
1911 1830
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1831 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1832 if (!tailor_god_spell (tmp, op))
1914 return 1; 1833 return 1;
1915 1834
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1835 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1836 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1837 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1838
1839 tmp->invisible = 1;
1840 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1841 tmp->direction = dir;
1921 tmp->invisible = 1; 1842 tmp->facing = rndm (1, 8); // initial firing direction
1843 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1844
1923 tmp->insert_at (op, op); 1845 op->insert (tmp);
1846
1924 return 1; 1847 return 1;
1925} 1848}
1926
1927 1849
1928/* See the spells documentation file for why this is its own 1850/* See the spells documentation file for why this is its own
1929 * function. 1851 * function.
1930 */ 1852 */
1931int 1853int
1936 int dam, mflags; 1858 int dam, mflags;
1937 maptile *m; 1859 maptile *m;
1938 1860
1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1861 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1940 1862
1941 if (!dir) 1863 if (dir)
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1944 return 0;
1945 } 1864 {
1946
1947 x = op->x + freearr_x[dir]; 1865 x = op->x + freearr_x[dir];
1948 y = op->y + freearr_y[dir]; 1866 y = op->y + freearr_y[dir];
1949 m = op->map; 1867 m = op->map;
1950 1868
1951 mflags = get_map_flags (m, &m, x, y, &x, &y); 1869 mflags = get_map_flags (m, &m, x, y, &x, &y);
1952 1870
1953 if (mflags & P_OUT_OF_MAP) 1871 if (mflags & P_OUT_OF_MAP)
1954 { 1872 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1956 return 0; 1874 return 0;
1957 } 1875 }
1958 1876
1959 if (mflags & P_IS_ALIVE && spell->attacktype) 1877 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 { 1878 {
1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1879 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1880 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1881 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1882 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1883 if (target->head)
1966 target = target->head; 1884 target = target->head;
1885
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1886 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1887 return 1; /* one success only! */
1888 }
1969 } 1889 }
1970 }
1971 1890
1972 /* no live target, perhaps a wall is in the way? */ 1891 /* no live target, perhaps a wall is in the way? */
1973 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1892 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1974 { 1893 {
1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1894 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1976 return 0; 1895 return 0;
1896 }
1977 } 1897 }
1978 1898
1979 /* ok, looks groovy to just insert a new light on the map */ 1899 /* ok, looks groovy to just insert a new light on the map */
1980 tmp = arch_to_object (spell->other_arch); 1900 tmp = spell->other_arch->instance ();
1981 if (!tmp) 1901 if (!tmp)
1982 { 1902 {
1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1903 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1984 return 0; 1904 return 0;
1985 } 1905 }
1906
1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1907 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1908
1987 if (tmp->glow_radius) 1909 if (tmp->glow_radius)
1988 { 1910 tmp->set_glow_radius (
1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1911 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1990 if (tmp->glow_radius > MAX_LIGHT_RADII) 1912 );
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1992 }
1993 1913
1914 if (dir)
1994 m->insert (tmp, x, y, op); 1915 m->insert (tmp, x, y, op);
1916 else
1917 caster->outer_env_or_self ()->insert (tmp);
1918
1995 return 1; 1919 return 1;
1996} 1920}
1997
1998
1999
2000 1921
2001/* cast_cause_disease: this spell looks along <dir> from the 1922/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1923 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1924 * op is the player/monster, caster is the object, dir is the direction
2004 * to cast, disease_arch is the specific disease, and type is the spell number 1925 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1926 * perhaps this should actually be in disease.c?
2006 */ 1927 */
2007
2008int 1928int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1929cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1930{
2011 sint16 x, y; 1931 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1932 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1939 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1940 * direction the player is pointing.
2021 */ 1941 */
2022 if (!dir) 1942 if (!dir)
2023 dir = op->facing; 1943 dir = op->facing;
1944
2024 if (!dir) 1945 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1946 return 0; /* won't find anything if casting on ourself, so just return */
2026 1947
2027 /* Calculate these once here */ 1948 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1949 range = spell->range + SP_level_range_adjust (caster, spell);
2050 { 1971 {
2051 /* search this square for a victim */ 1972 /* search this square for a victim */
2052 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1973 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2053 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1974 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2054 { /* found a victim */ 1975 { /* found a victim */
2055 object *disease = arch_to_object (spell->other_arch); 1976 object *disease = spell->other_arch->instance ();
2056 1977
2057 disease->set_owner (op); 1978 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 1979 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 1980 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 1981 disease->level = casting_level (caster, spell);
2061 1982
2062 /* do level adjustments */ 1983 /* do level adjustments */
2063 if (disease->stats.wc) 1984 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 1985 disease->stats.wc += dur_mod / 2;
2065 1986
2066 if (disease->magic > 0) 1987 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 1988 disease->magic += dur_mod / 8;
2068 1989
2069 if (disease->stats.maxhp > 0) 1990 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 1991 disease->stats.maxhp += dur_mod;
2071 1992
2072 if (disease->stats.maxgrace > 0) 1993 if (disease->stats.maxgrace > 0)
2110 if (infect_object (walk, disease, 1)) 2031 if (infect_object (walk, disease, 1))
2111 { 2032 {
2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2033 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2113 2034
2114 disease->destroy (); /* don't need this one anymore */ 2035 disease->destroy (); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2036 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2116 return 1; 2037 return 1;
2117 } 2038 }
2118 2039
2119 disease->destroy (); 2040 disease->destroy ();
2120 } 2041 }

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