ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.27 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
28 */ 28 */
37/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42 42static void
43void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 57 }
60 58
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115 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 object *tmp;
169 int mflags; 165 int mflags;
170 sint16 x, y; 166 sint16 x, y;
171 maptile *m; 167 maptile *m;
172 168
173 if (--op->duration < 0) 169 if (--op->duration < 0)
174 { 170 {
175 op->destroy (); 171 op->drop_and_destroy ();
176 return; 172 return;
177 } 173 }
178 174
179 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
180 176
246 else 242 else
247 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 244 object *tmp = op->clone ();
249 245
250 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 249 tmp->duration++;
254 250
255 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 252 * going off in other directions.
257 */ 253 */
258 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
259 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
260 forklightning (op, tmp);
261 }
262 256
263 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
264 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
265 */ 259 */
266 op->range = 0; 260 op->range = 0;
283 int mflags; 277 int mflags;
284 278
285 if (!spob->other_arch) 279 if (!spob->other_arch)
286 return 0; 280 return 0;
287 281
288 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
289 if (tmp == NULL) 283 if (tmp == NULL)
290 return 0; 284 return 0;
291 285
292 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
293 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
294 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
295 if (spob->slaying) 290 if (spob->slaying)
296 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
297 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
298 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
299 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
300 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
301 297
312 308
313 maptile *newmap; 309 maptile *newmap;
314 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
315 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
316 { 312 {
317 tmp->destroy (); 313 tmp->drop_and_destroy ();
318 return 0; 314 return 0;
319 } 315 }
320 316
321 tmp->map = newmap; 317 tmp->map = newmap;
322 318
323 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
324 { 320 {
325 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
326 { 322 {
327 tmp->destroy (); 323 tmp->drop_and_destroy ();
328 return 0; 324 return 0;
329 } 325 }
330 326
331 tmp->x = op->x; 327 tmp->x = op->x;
332 tmp->y = op->y; 328 tmp->y = op->y;
337 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
338 move_bolt (tmp); 334 move_bolt (tmp);
339 335
340 return 1; 336 return 1;
341} 337}
342
343
344 338
345/*************************************************************************** 339/***************************************************************************
346 * 340 *
347 * BULLET/BALL CODE 341 * BULLET/BALL CODE
348 * 342 *
349 ***************************************************************************/ 343 ***************************************************************************/
350 344
351/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
352 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
353 * At least that is what I think this does. 347 * At least that is what I think this does.
354 */ 348 */
355void 349void
356explosion (object *op) 350explosion (object *op)
357{ 351{
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 375 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 376 {
383 object *tmp = op->clone (); 377 object *tmp = op->clone ();
384 378
385 tmp->state = 0; 379 tmp->state = 0;
386 tmp->speed_left = -0.21; 380 tmp->speed_left = -0.21f;
387 tmp->range--; 381 tmp->range--;
388 tmp->value = 0; 382 tmp->value = 0;
389 383
390 m->insert (tmp, dx, dy, op); 384 m->insert (tmp, dx, dy, op);
391 } 385 }
392 } 386 }
393 } 387 }
394} 388}
395
396 389
397/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
399 * explode. 392 * explode.
400 */ 393 */
401void 394static void
402explode_bullet (object *op) 395explode_bullet (object *op)
403{ 396{
404 object *tmp, *owner; 397 object *tmp, *owner;
405 398
406 if (op->other_arch == NULL) 399 if (!op->other_arch)
407 { 400 {
408 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
409 op->destroy (); 402 op->destroy ();
410 return; 403 return;
411 } 404 }
412 405
413 if (op->env) 406 if (op->env)
414 { 407 {
415 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
416 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
417 { 411 {
418 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
419 op->destroy (); 413 op->destroy ();
420 return; 414 return;
421 } 415 }
439 } 433 }
440 434
441 if (op->attacktype) 435 if (op->attacktype)
442 { 436 {
443 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
444 if (op->destroyed ()) 439 if (op->destroyed ())
445 return; 440 return;
446 } 441 }
447 442
448 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
449 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
450 445
451 tmp->set_owner (op); 446 tmp->set_owner (op);
452 tmp->skill = op->skill; 447 tmp->skill = op->skill;
453 448
454 owner = op->owner; 449 owner = op->owner;
455 450
456 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
457 { 455 {
458 op->destroy (); 456 op->destroy ();
459 return; 457 return;
460 } 458 }
461 459
488 486
489 /* Prevent recursion */ 487 /* Prevent recursion */
490 op->move_on = 0; 488 op->move_on = 0;
491 489
492 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
493 /* remove the firebullet */ 493 /* remove the firebullet */
494 op->destroy (); 494 op->destroy ();
495} 495}
496 496
497/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
519 519
520 /* If nothing alive on this space, no reason to do anything further */ 520 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 521 if (!(mflags & P_IS_ALIVE))
522 return; 522 return;
523 523
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 525 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 527 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
530 { 532 {
531 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
532 { 534 {
533 op->destroy (); 535 op->destroy ();
544 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
545 */ 547 */
546void 548void
547move_bullet (object *op) 549move_bullet (object *op)
548{ 550{
549 sint16 new_x, new_y;
550 int mflags;
551 maptile *m;
552
553#if 0 551#if 0
554 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
555 553
556 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
557 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
572 op->destroy (); 570 op->destroy ();
573 571
574 return; 572 return;
575 } 573 }
576 574
577 new_x = op->x + DIRX (op); 575 mapxy pos (op);
578 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
579 m = op->map;
580 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
581 577
582 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
583 { 579 {
584 op->destroy (); 580 op->destroy ();
585 return; 581 return;
586 } 582 }
587 583
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
589 { 589 {
590 if (op->other_arch) 590 if (op->other_arch)
591 explode_bullet (op); 591 explode_bullet (op);
592 else 592 else
593 op->destroy (); 593 op->destroy ();
594 594
595 return; 595 return;
596 } 596 }
597 597
598 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
599 return; 599 return;
600 600
601 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
602 { 602 {
603 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
604 update_turn_face (op); 604 update_turn_face (op);
605 } 605 }
606 else 606 else
607 check_bullet (op); 607 check_bullet (op);
608} 608}
609
610
611
612 609
613/* fire_bullet 610/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 611 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 612 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 614 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
619 * pointers. 616 * pointers.
620 */ 617 */
621
622int 618int
623fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 620{
625 object *tmp = NULL; 621 object *tmp = NULL;
626 int mflags; 622 int mflags;
627 623
628 if (!spob->other_arch) 624 if (!spob->other_arch)
629 return 0; 625 return 0;
630 626
631 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
632 if (tmp == NULL) 628 if (!tmp)
633 return 0; 629 return 0;
634 630
635 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
637 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
638 if (spob->slaying) 634 if (spob->slaying)
639 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
640 636
650 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
651 647
652 tmp->set_owner (op); 648 tmp->set_owner (op);
653 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
654 650
655 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
656 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
657 tmp->map = op->map; 653 tmp->map = op->map;
658 654
659 maptile *newmap; 655 maptile *newmap;
660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
661 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
663 tmp->destroy (); 659 tmp->destroy ();
664 return 0; 660 return 0;
665 } 661 }
666 662
667 tmp->map = newmap; 663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
668 677
669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
670 { 679 {
671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
672 { 681 {
683 if ((tmp = tmp->insert_at (tmp, op))) 692 if ((tmp = tmp->insert_at (tmp, op)))
684 check_bullet (tmp); 693 check_bullet (tmp);
685 694
686 return 1; 695 return 1;
687} 696}
688
689
690
691 697
692/***************************************************************************** 698/*****************************************************************************
693 * 699 *
694 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
695 * 701 *
696 *****************************************************************************/ 702 *****************************************************************************/
697 703
698
699/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
700void 705static void
701cone_drop (object *op) 706cone_drop (object *op)
702{ 707{
703 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
704 709
705 new_ob->level = op->level; 710 new_ob->level = op->level;
706 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
707 712
708 /* preserve skill ownership */ 713 /* preserve skill ownership */
715/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
716 721
717void 722void
718move_cone (object *op) 723move_cone (object *op)
719{ 724{
720 int i;
721
722 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
723 if (!op->map) 726 if (!op->map)
724 { 727 {
725 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
726 op->set_speed (0); 729 op->set_speed (0);
746 } 749 }
747#endif 750#endif
748 751
749 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
750 753
754 if (!op->is_on_map ())
755 return;
756
751 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
752 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
753 * degree. 759 * degree.
754 */ 760 */
755 if (op->weight) 761 if (op->weight)
762 {
756 check_spell_knockback (op); 763 check_spell_knockback (op);
757 764
758 if (op->destroyed ()) 765 if (!op->is_on_map ())
759 return; 766 return;
767 }
760 768
761 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
762 { 770 {
763 op->destroy (); 771 op->destroy ();
764 return; 772 return;
765 } 773 }
766 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
771 { 779 {
772 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
773 return; 781 return;
774 } 782 }
775 783
776 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
777 { 785 {
778 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
779 787
780 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
781 { 789 {
828 836
829 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 839 * insert it into is blocked.
832 */ 840 */
833 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
834 842
835 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
836 { 844 {
837 sint16 x, y, d; 845 sint16 x, y;
838 846
839 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
840 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
841 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
842 * to hit that person. 850 * to hit that person.
843 */ 851 */
844 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
845 while (d < 0)
846 d += 8;
847 while (d > 8)
848 d -= 8;
849 853
850 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
851 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
852 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
853 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
870 874
871 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
872 continue; 876 continue;
873 877
874 success = 1; 878 success = 1;
875 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
876 tmp->set_owner (op); 880 tmp->set_owner (op);
877 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
878 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
879 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
880 884
881 /* holy word stuff */ 885 /* holy word stuff */
882 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
883 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
917 else 921 else
918 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
919 } 923 }
920 924
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 927
924 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 930
927 m->insert (tmp, sx, sy, op); 931 m->insert (tmp, sx, sy, op);
928 932
929 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 934 * a single space too many times.
942 * 946 *
943 * BOMB related code 947 * BOMB related code
944 * 948 *
945 ****************************************************************************/ 949 ****************************************************************************/
946 950
947
948/* This handles an exploding bomb. 951/* This handles an exploding bomb.
949 * op is the original bomb object. 952 * op is the original bomb object.
950 */ 953 */
951void 954void
952animate_bomb (object *op) 955animate_bomb (object *op)
953{ 956{
954 int i;
955 object *env, *tmp;
956
957 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
958 return; 958 return;
959 959
960 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
961 961
962 if (op->env) 962 if (op->env)
963 { 963 {
964 if (env->map == NULL) 964 if (!env->map)
965 return; 965 return;
966
967 if (env->type == PLAYER)
968 esrv_del_item (env->contr, op->count);
969 966
970 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
971 return; 968 return;
972 } 969 }
973 970
974 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
975 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
976 // as bombs can be carried. 973 // as bombs can be carried.
977 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
978 { 975 {
979 op->destroy (); 976 op->destroy ();
980 return; 977 return;
981 } 978 }
982 979
984 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
985 * so just set up the appropriate values. 982 * so just set up the appropriate values.
986 */ 983 */
987 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
988 { 985 {
989 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
990 { 987 {
991 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
992 continue; 989 continue;
993 990
994 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
995 tmp->direction = i; 992 tmp->direction = i;
996 tmp->range = op->range; 993 tmp->range = op->range;
997 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
998 tmp->duration = op->duration; 995 tmp->duration = op->duration;
999 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1013} 1010}
1014 1011
1015int 1012int
1016create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1017{ 1014{
1018
1019 object *tmp; 1015 object *tmp;
1020 int mflags; 1016 int mflags;
1021 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1022 maptile *m; 1018 maptile *m;
1023 1019
1024 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1025 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1026 { 1029 {
1027 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1028 return 0; 1031 return 0;
1032 }
1029 } 1033 }
1030 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1031 1036
1032 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1033 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1034 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1035 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1055 * dir is the direction to look in. 1060 * dir is the direction to look in.
1056 * range is how far out to look. 1061 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1059 */ 1064 */
1060 1065static object *
1061object *
1062get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1063{ 1067{
1064 object *target; 1068 object *target;
1065 sint16 x, y; 1069 sint16 x, y;
1066 int dist, mflags; 1070 int dist, mflags;
1084 return NULL; 1088 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1090 return NULL;
1087 1091
1088 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1095 return target;
1095 }
1096 }
1097 }
1098 } 1096 }
1097
1099 return NULL; 1098 return NULL;
1100} 1099}
1101
1102 1100
1103/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1105 * usual params - 1103 * usual params -
1106 * op = player 1104 * op = player
1107 * caster = object casting the spell. 1105 * caster = object casting the spell.
1108 * dir = direction being cast 1106 * dir = direction being cast
1109 * spell = spell object 1107 * spell = spell object
1110 */ 1108 */
1111
1112int 1109int
1113cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1114{ 1111{
1115 object *effect, *target; 1112 object *effect, *target;
1116 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1126 * interesting spell. 1123 * interesting spell.
1127 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1128 * can't be friendly to your god. 1125 * can't be friendly to your god.
1129 */ 1126 */
1130 1127
1131 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1132 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1133 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1134 { 1133 {
1135 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1136 return 0; 1135 return 0;
1137 } 1136 }
1138 1137
1139 if (spell->other_arch) 1138 if (spell->other_arch)
1140 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1141 else 1140 else
1142 return 0; 1141 return 0;
1143 1142
1144 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1145 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1146 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1147 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1148 { 1147 {
1149 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1150 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1151 else 1150 else
1152 { 1151 {
1153 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1154 return 0; 1153 return 0;
1155 } 1154 }
1194 effect->insert_at (target, op); 1193 effect->insert_at (target, op);
1195 1194
1196 return 1; 1195 return 1;
1197} 1196}
1198 1197
1199
1200/**************************************************************************** 1198/****************************************************************************
1201 * 1199 *
1202 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1203 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1204 * code here is just to move the missile. 1202 * code here is just to move the missile.
1206 1204
1207/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1208void 1206void
1209move_missile (object *op) 1207move_missile (object *op)
1210{ 1208{
1211 int i, mflags;
1212 object *owner;
1213 sint16 new_x, new_y;
1214 maptile *m;
1215
1216 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1217 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1218 op->destroy (); 1220 op->destroy ();
1219 return; 1221 return;
1220 } 1222 }
1221 1223
1222 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1223#if 0
1224 /* It'd make things nastier if this wasn't here - spells cast by
1225 * monster that are then killed would continue to survive
1226 */
1227 if (owner == NULL)
1228 {
1229 op->destroy ();
1230 return;
1231 }
1232#endif
1233 1225
1234 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1235 new_y = op->y + DIRY (op);
1236
1237 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1238
1239 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1240 { 1227 {
1241 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1242 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1243 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1244 */ 1231 */
1245 if (!op->destroyed ())
1246 op->destroy ();
1247
1248 return;
1249 }
1250
1251 op->remove ();
1252
1253 if (!op->direction || (mflags & P_OUT_OF_MAP))
1254 {
1255 op->destroy (); 1232 op->destroy ();
1256 return; 1233 return;
1257 } 1234 }
1258 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1259 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1260 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1261 { 1244 {
1262 op->direction = i; 1245 op->direction = i;
1263 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1264 } 1247 }
1265 1248
1266 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1267} 1250}
1268 1251
1269/**************************************************************************** 1252/****************************************************************************
1270 * Destruction 1253 * Destruction
1271 ****************************************************************************/ 1254 ****************************************************************************/
1274 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1275 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1276 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1277 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1278 */ 1261 */
1279 1262static int
1280int
1281make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1282{ 1264{
1283 object *tmp;
1284
1285 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1286 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1287 return 0; 1267 return 0;
1288 1268
1289 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1290 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1291 tmp->stats.food = time; 1271 tmp->stats.food = time;
1292 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1293 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1294 if (tmp->glow_radius > MAX_LIGHT_RADII)
1295 tmp->glow_radius = MAX_LIGHT_RADII;
1296
1297 tmp->x = op->x;
1298 tmp->y = op->y;
1299 if (tmp->speed < MIN_ACTIVE_SPEED)
1300 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1301 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1302 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1303 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1304 1278
1305 if (!tmp->env || op != tmp->env)
1306 {
1307 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1308 return 0;
1309 }
1310 return 1; 1279 return 1;
1311} 1280}
1312
1313
1314
1315 1281
1316int 1282int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1284{
1319 int i, j, range, mflags, friendly = 0, dam, dur;
1320 sint16 sx, sy;
1321 maptile *m;
1322 object *tmp;
1323 const char *skill;
1324
1325 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1326 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1327 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1328 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1329 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1330 1290
1331 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1332 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1333 * We do some shortcuts here - since this is just temporary
1334 * and we'll reset the values back, we don't need to go through
1335 * the full share string/free_string route.
1336 */ 1293 */
1337 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1338 if (caster == op) 1296 if (caster == op)
1339 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1340 else if (caster->skill) 1298 else if (caster->skill)
1341 op->skill = caster->skill; 1299 op->skill = caster->skill;
1342 else 1300 else
1343 op->skill = NULL; 1301 op->skill = 0;
1344 1302
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1346 1304
1347 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1348 { 1306 {
1349 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1350 {
1351 m = op->map;
1352 sx = op->x + i;
1353 sy = op->y + j;
1354 1308
1355 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1356 if (mflags & P_OUT_OF_MAP)
1357 continue;
1358
1359 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1360 { 1311 {
1361 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1362 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1363 break;
1364 1313
1365 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1366 { 1315 {
1367 if (tmp->head)
1368 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1369 1317
1370 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1371 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1372 { 1320 {
1373 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1374 { 1322 {
1375 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1376 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1377 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1378 } 1327 }
1379 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1380 { 1329 {
1381 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1382 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1383 } 1332 }
1384 } 1333 }
1385 } 1334 }
1386 } 1335 }
1387 }
1388 } 1336 }
1389 1337
1390 op->skill = skill; 1338 op->skill = skill;
1391 return 1; 1339 return 1;
1392} 1340}
1394/*************************************************************************** 1342/***************************************************************************
1395 * 1343 *
1396 * CURSE 1344 * CURSE
1397 * 1345 *
1398 ***************************************************************************/ 1346 ***************************************************************************/
1399
1400int 1347int
1401cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1402{ 1349{
1403 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1404 object *tmp, *force; 1351 object *tmp, *force;
1408 { 1355 {
1409 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1410 return 0; 1357 return 0;
1411 } 1358 }
1412 1359
1360 tmp = tmp->head_ ();
1361
1413 /* If we've already got a force of this type, don't add a new one. */ 1362 /* If we've already got a force of this type, don't add a new one. */
1414 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1415 { 1364 {
1416 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1417 { 1366 {
1418 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1419 { 1368 {
1425 return 0; 1374 return 0;
1426 } 1375 }
1427 } 1376 }
1428 } 1377 }
1429 1378
1430 if (force == NULL) 1379 if (!force)
1431 { 1380 {
1432 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1433 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1434 if (spell_ob->race) 1384 if (spell_ob->race)
1435 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1436 else 1386 else
1437 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1438 1388
1448 { 1398 {
1449 force->duration = duration; 1399 force->duration = duration;
1450 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1451 } 1401 }
1452 else 1402 else
1453 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1404
1456 return 1; 1405 return 1;
1457 } 1406 }
1407
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1409 force->speed = 1.f;
1460 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1462 1412
1463 if (god) 1413 if (god)
1464 { 1414 {
1465 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1479 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1480 1430
1481 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1482 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1484 return 1; 1435 return 1;
1485
1486} 1436}
1487
1488 1437
1489/********************************************************************** 1438/**********************************************************************
1490 * mood change 1439 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1492 * effects monsters, it seems best to put it into this file 1441 * effects monsters, it seems best to put it into this file
1497 */ 1446 */
1498int 1447int
1499mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1500{ 1449{
1501 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1502 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1503 sint16 x, y, nx, ny;
1504 maptile *m;
1505 const char *race; 1452 const char *race;
1506 1453
1507 /* We precompute some values here so that we don't have to keep 1454 /* We precompute some values here so that we don't have to keep
1508 * doing it over and over again. 1455 * doing it over and over again.
1509 */ 1456 */
1510 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1511 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1512 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1513 1460
1514 /* On the bright side, no monster should ever have a race of GOD_... 1461 /* On the bright side, no monster should ever have a race of GOD_...
1515 * so even if the player doesn't worship a god, if race=GOD_.., it 1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1516 * won't ever match anything. 1463 * won't ever match anything.
1517 */ 1464 */
1518 if (!spell->race) 1465 if (!spell->race)
1519 race = NULL; 1466 race = NULL;
1520 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1521 race = god->slaying; 1468 race = god->slaying;
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1523 race = god->race; 1470 race = god->race;
1524 else 1471 else
1525 race = spell->race; 1472 race = spell->race;
1526 1473
1527 1474 unordered_mapwalk (op, -range, -range, range, range)
1528 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1475 {
1476 mapspace &ms = m->at (nx, ny);
1531 1477
1532 done_one = 0;
1533 m = op->map;
1534 nx = x;
1535 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1537 if (mflags & P_OUT_OF_MAP)
1538 continue;
1539
1540 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1542 continue; 1480 continue;
1543 1481
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1482 // players can only affect spaces that they can actually see
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1483 if (caster
1484 && caster->contr
1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1486 continue;
1487
1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1489 if (tmp->flag [FLAG_MONSTER])
1546 break; 1490 break;
1547 1491
1548 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1550 continue; 1494 continue;
1551 1495
1552 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1553 if (tmp->head)
1554 head = tmp->head; 1497 head = tmp->head_ ();
1555 else
1556 head = tmp;
1557 1498
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1560 continue; 1501 continue;
1502
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1504 continue;
1563 1505
1564 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1507 best_at = -1;
1566 if (spell->attacktype) 1508 if (spell->attacktype)
1567 { 1509 {
1568 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1569 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1570 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1571 best_at = at; 1513 best_at = at;
1572 1514
1573 if (best_at == -1) 1515 if (best_at == -1)
1574 at = 0; 1516 at = 0;
1575 else 1517 else
1576 { 1518 {
1577 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1578 continue; 1520 continue;
1579 else 1521 else
1580 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1581 } 1523 }
1524
1582 at -= level / 5; 1525 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1584 continue; 1527 continue;
1585 } 1528 }
1586 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1530 {
1587 /* 1531 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving: 1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591 1535
1593 1537
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can 1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster... 1539 charm a level 125 monster...
1596 1540
1597 Ryo, august 14th 1541 Ryo, august 14th
1598 */ 1542 */
1599 {
1600 if (head->level > level) 1543 if (head->level > level)
1601 continue; 1544 continue;
1545
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1547 /* Failed, no effect */
1604 continue; 1548 continue;
1605 } 1549 }
1606 1550
1607 /* Done with saving throw. Now start effecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1608 1553
1609 /* aggravation */ 1554 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1556 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1558 remove_friendly_object (head);
1615
1616 done_one = 1; 1559 done_one = 1;
1617 head->enemy = op; 1560 head->enemy = op;
1618 } 1561 }
1619 1562
1620 /* calm monsters */ 1563 /* calm monsters */
1621 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1622 { 1565 {
1623 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1624 head->enemy = NULL; 1567 head->enemy = NULL;
1625 done_one = 1; 1568 done_one = 1;
1626 } 1569 }
1627 1570
1628 /* berserk monsters */ 1571 /* berserk monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1573 {
1631 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1575 done_one = 1;
1633 } 1576 }
1634 1577
1635 /* charm */ 1578 /* charm */
1636 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1637 { 1580 {
1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1587 head->set_owner (op);
1643 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1644 add_friendly_object (head); 1589 add_friendly_object (head);
1645 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1646 done_one = 1; 1591 done_one = 1;
1647 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1648 head->stats.exp = 0; 1593 head->stats.exp = 0;
1649 } 1594 }
1650 1595
1651 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1652 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1653 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1654 } /* for y */ 1599 }
1655 1600
1656 return 1; 1601 return 1;
1657} 1602}
1658
1659 1603
1660/* Move_ball_spell: This handles ball type spells that just sort of wander 1604/* Move_ball_spell: This handles ball type spells that just sort of wander
1661 * about. was called move_ball_lightning, but since more than the ball 1605 * about. was called move_ball_lightning, but since more than the ball
1662 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1663 * op is the spell effect. 1607 * op is the spell effect.
1664 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1665 */ 1609 */
1666
1667void 1610void
1668move_ball_spell (object *op) 1611move_ball_spell (object *op)
1669{ 1612{
1670 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1671 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1690 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1691 { 1634 {
1692 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1693 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1694 */ 1637 */
1695
1696 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1697 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1698 1640
1699 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1700 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1702 { 1644 {
1703 dir = tmpdir; 1645 dir = tmpdir;
1704 break; 1646 break;
1705 } 1647 }
1706 } 1648 }
1649
1707 if (dir == 0) 1650 if (dir == 0)
1708 { 1651 {
1709 nx = op->x; 1652 nx = op->x;
1710 ny = op->y; 1653 ny = op->y;
1711 m = op->map; 1654 m = op->map;
1720 * if this has an other_arch field, we insert that in 1663 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1664 * the surround spaces.
1722 */ 1665 */
1723 for (j = 0; j < 9; j++) 1666 for (j = 0; j < 9; j++)
1724 { 1667 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1668 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1669 hy = ny + freearr_y[j];
1729 1670
1730 m = op->map; 1671 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1672 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1739 1680
1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1681 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 { 1682 {
1742 if (j) 1683 if (j)
1743 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1744 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1687 }
1747 1688
1748 /* insert the other arch */ 1689 /* insert the other arch */
1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1690 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); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1751 } 1692 }
1752 1693
1753 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1754 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1755 1696
1764 1705
1765 op->direction = i; 1706 op->direction = i;
1766 } 1707 }
1767} 1708}
1768 1709
1769
1770/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1771 * This is an implementation of the swarm spell. It was written for 1711 * 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 1712 * 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 1713 * 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 1714 * 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. 1715 * from a set of squares surrounding the caster, in a given direction.
1776 */ 1716 */
1777
1778void 1717void
1779move_swarm_spell (object *op) 1718move_swarm_spell (object *op)
1780{ 1719{
1781#if 0 1720#if 0
1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1721 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 }; 1722 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; 1723 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1724 int adjustdir;
1786 maptile *m; 1725 maptile *m;
1787#endif 1726#endif
1788 int basedir;
1789 object *owner; 1727 object *owner = op->env;
1790 1728
1791 owner = op->owner; 1729 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1732 op->destroy ();
1795 return; 1733 return;
1796 } 1734 }
1797 1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1798 op->duration--; 1742 op->duration--;
1799 1743
1800 basedir = op->direction; 1744 int basedir = op->direction;
1801 if (basedir == 0) 1745 if (!basedir)
1802 { 1746 {
1803 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1805 } 1750 }
1806 1751
1807#if 0 1752#if 0
1808 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1755 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1756 // space.
1812 // should be fixed later, but correctness before featurs... 1757 // should be fixed later, but correctness before features...
1813 // (schmorp) 1758 // (schmorp)
1814 1759
1815 /* new offset calculation to make swarm element distribution 1760 /* new offset calculation to make swarm element distribution
1816 * more uniform 1761 * more uniform
1817 */ 1762 */
1870 { 1815 {
1871 /* Bullet spells have a bunch more customization that needs to be done */ 1816 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1820 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1876 } 1821 }
1877} 1822}
1878
1879
1880
1881 1823
1882/* fire_swarm: 1824/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1827 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1833 * n: the number to be fired.
1892 */ 1834 */
1893
1894int 1835int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1837{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1838 if (!spell->other_arch)
1901 return 0; 1839 return 0;
1902 1840
1903 tmp = get_archetype (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1842
1905 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1906
1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1844 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1911 1847
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1914 return 1; 1850 return 1;
1915 1851
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1858 tmp->direction = dir;
1921 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1861
1923 tmp->insert_at (op, op); 1862 op->insert (tmp);
1863
1924 return 1; 1864 return 1;
1925} 1865}
1926
1927 1866
1928/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
1929 * function. 1868 * function.
1930 */ 1869 */
1931int 1870int
1936 int dam, mflags; 1875 int dam, mflags;
1937 maptile *m; 1876 maptile *m;
1938 1877
1939 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1940 1879
1941 if (!dir) 1880 if (dir)
1942 {
1943 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1944 return 0;
1945 } 1881 {
1946
1947 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1948 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1949 m = op->map; 1884 m = op->map;
1950 1885
1951 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1952 1887
1953 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
1954 { 1889 {
1955 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1956 return 0; 1891 return 0;
1957 } 1892 }
1958 1893
1959 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1960 { 1895 {
1961 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1896 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1898 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1900 if (target->head)
1966 target = target->head; 1901 target = target->head;
1902
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
1969 } 1906 }
1970 }
1971 1907
1972 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1973 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1909 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1974 { 1910 {
1975 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1976 return 0; 1912 return 0;
1913 }
1977 } 1914 }
1978 1915
1979 /* ok, looks groovy to just insert a new light on the map */ 1916 /* ok, looks groovy to just insert a new light on the map */
1980 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1981 if (!tmp) 1918 if (!tmp)
1982 { 1919 {
1983 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1984 return 0; 1921 return 0;
1985 } 1922 }
1923
1986 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1987 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1988 { 1927 tmp->set_glow_radius (
1989 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1990 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
1991 tmp->glow_radius = MAX_LIGHT_RADII;
1992 }
1993 1930
1931 if (dir)
1994 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1995 return 1; 1936 return 1;
1996} 1937}
1997
1998
1999
2000 1938
2001/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1940 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1941 * 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 1942 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
2006 */ 1944 */
2007
2008int 1945int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1947{
2011 sint16 x, y; 1948 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1956 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1957 * direction the player is pointing.
2021 */ 1958 */
2022 if (!dir) 1959 if (!dir)
2023 dir = op->facing; 1960 dir = op->facing;
1961
2024 if (!dir) 1962 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1963 return 0; /* won't find anything if casting on ourself, so just return */
2026 1964
2027 /* Calculate these once here */ 1965 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
2050 { 1988 {
2051 /* search this square for a victim */ 1989 /* search this square for a victim */
2052 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2053 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2054 { /* found a victim */ 1992 { /* found a victim */
2055 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2056 1994
2057 disease->set_owner (op); 1995 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2061 1999
2062 /* do level adjustments */ 2000 /* do level adjustments */
2063 if (disease->stats.wc) 2001 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2065 2003
2066 if (disease->magic > 0) 2004 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 2005 disease->magic += dur_mod / 8;
2068 2006
2069 if (disease->stats.maxhp > 0) 2007 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
2071 2009
2072 if (disease->stats.maxgrace > 0) 2010 if (disease->stats.maxgrace > 0)
2107 if (disease->stats.sp) 2045 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2046 disease->stats.sp -= dam_mod;
2109 2047
2110 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2111 { 2049 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2051
2116 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2118 return 1; 2054 return 1;
2119 } 2055 }
2120 2056
2121 disease->destroy (); 2057 disease->destroy ();
2122 } 2058 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines