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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.55 by root, Sat May 17 00:17:02 2008 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
435 } 433 }
436 434
437 if (op->attacktype) 435 if (op->attacktype)
438 { 436 {
439 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
440 if (op->destroyed ()) 439 if (op->destroyed ())
441 return; 440 return;
442 } 441 }
443 442
444 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
445 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
446 445
447 tmp->set_owner (op); 446 tmp->set_owner (op);
448 tmp->skill = op->skill; 447 tmp->skill = op->skill;
449 448
450 owner = op->owner; 449 owner = op->owner;
451 450
452 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
453 { 455 {
454 op->destroy (); 456 op->destroy ();
455 return; 457 return;
456 } 458 }
457 459
522 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
523 { 525 {
524 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
525 { 527 {
526 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
527 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
528 { 532 {
529 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
530 { 534 {
531 op->destroy (); 535 op->destroy ();
542 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
543 */ 547 */
544void 548void
545move_bullet (object *op) 549move_bullet (object *op)
546{ 550{
547 sint16 new_x, new_y;
548 int mflags;
549 maptile *m;
550
551#if 0 551#if 0
552 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
553 553
554 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
555 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
570 op->destroy (); 570 op->destroy ();
571 571
572 return; 572 return;
573 } 573 }
574 574
575 new_x = op->x + DIRX (op); 575 mapxy pos (op);
576 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
577 m = op->map;
578 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
579 577
580 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
581 { 579 {
582 op->destroy (); 580 op->destroy ();
583 return; 581 return;
584 } 582 }
585 583
586 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
587 { 589 {
588 if (op->other_arch) 590 if (op->other_arch)
589 explode_bullet (op); 591 explode_bullet (op);
590 else 592 else
591 op->destroy (); 593 op->destroy ();
592 594
593 return; 595 return;
594 } 596 }
595 597
596 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
597 return; 599 return;
598 600
599 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
600 { 602 {
601 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
658 return 0; 660 return 0;
659 } 661 }
660 662
661 tmp->map = newmap; 663 tmp->map = newmap;
662 664
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 }
677
663 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)))
664 { 679 {
665 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
666 { 681 {
667 tmp->destroy (); 682 tmp->destroy ();
685 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
686 * 701 *
687 *****************************************************************************/ 702 *****************************************************************************/
688 703
689/* 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" */
690void 705static void
691cone_drop (object *op) 706cone_drop (object *op)
692{ 707{
693 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
694 709
695 new_ob->level = op->level; 710 new_ob->level = op->level;
696 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
697 712
698 /* preserve skill ownership */ 713 /* preserve skill ownership */
705/* 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 */
706 721
707void 722void
708move_cone (object *op) 723move_cone (object *op)
709{ 724{
710 int i;
711
712 /* 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 */
713 if (!op->map) 726 if (!op->map)
714 { 727 {
715 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");
716 op->set_speed (0); 729 op->set_speed (0);
736 } 749 }
737#endif 750#endif
738 751
739 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
740 753
754 if (!op->is_on_map ())
755 return;
756
741 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
742 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
743 * degree. 759 * degree.
744 */ 760 */
745 if (op->weight) 761 if (op->weight)
762 {
746 check_spell_knockback (op); 763 check_spell_knockback (op);
747 764
748 if (op->destroyed ()) 765 if (!op->is_on_map ())
749 return; 766 return;
767 }
750 768
751 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
752 { 770 {
753 op->destroy (); 771 op->destroy ();
754 return; 772 return;
755 } 773 }
756 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
761 { 779 {
762 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
763 return; 781 return;
764 } 782 }
765 783
766 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
767 { 785 {
768 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)];
769 787
770 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))
771 { 789 {
822 */ 840 */
823 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
824 842
825 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
826 { 844 {
827 sint16 x, y, d; 845 sint16 x, y;
828 846
829 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
830 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
831 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
832 * to hit that person. 850 * to hit that person.
833 */ 851 */
834 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
835 while (d < 0)
836 d += 8;
837 while (d > 8)
838 d -= 8;
839 853
840 /* 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.
841 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
842 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
843 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
860 874
861 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
862 continue; 876 continue;
863 877
864 success = 1; 878 success = 1;
865 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
866 tmp->set_owner (op); 880 tmp->set_owner (op);
867 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
868 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
869 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
870 884
871 /* holy word stuff */ 885 /* holy word stuff */
872 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
873 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
945 959
946 object *env = op->outer_env (); 960 object *env = op->outer_env ();
947 961
948 if (op->env) 962 if (op->env)
949 { 963 {
950 if (env->map == NULL) 964 if (!env->map)
951 return; 965 return;
952 966
953 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
954 return; 968 return;
955 } 969 }
956 970
957 // 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
958 // 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
959 // as bombs can be carried. 973 // as bombs can be carried.
960 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
961 { 975 {
962 op->destroy (); 976 op->destroy ();
963 return; 977 return;
964 } 978 }
965 979
972 for (int i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
973 { 987 {
974 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]))
975 continue; 989 continue;
976 990
977 object *tmp = arch_to_object (at); 991 object *tmp = at->instance ();
978 tmp->direction = i; 992 tmp->direction = i;
979 tmp->range = op->range; 993 tmp->range = op->range;
980 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
981 tmp->duration = op->duration; 995 tmp->duration = op->duration;
982 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1002 int mflags; 1016 int mflags;
1003 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];
1004 maptile *m; 1018 maptile *m;
1005 1019
1006 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 {
1007 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))
1008 { 1029 {
1009 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.");
1010 return 0; 1031 return 0;
1032 }
1011 } 1033 }
1012 1034
1013 tmp = arch_to_object (spell->other_arch); 1035 tmp = spell->other_arch->instance ();
1014 1036
1015 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1016 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1017 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);
1018 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1038 * dir is the direction to look in. 1060 * dir is the direction to look in.
1039 * range is how far out to look. 1061 * range is how far out to look.
1040 * 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.
1041 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1042 */ 1064 */
1043object * 1065static object *
1044get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1045{ 1067{
1046 object *target; 1068 object *target;
1047 sint16 x, y; 1069 sint16 x, y;
1048 int dist, mflags; 1070 int dist, mflags;
1101 * interesting spell. 1123 * interesting spell.
1102 * 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
1103 * can't be friendly to your god. 1125 * can't be friendly to your god.
1104 */ 1126 */
1105 1127
1106 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1107 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1108 || (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)))
1109 { 1133 {
1110 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1111 return 0; 1135 return 0;
1112 } 1136 }
1113 1137
1114 if (spell->other_arch) 1138 if (spell->other_arch)
1115 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1116 else 1140 else
1117 return 0; 1141 return 0;
1118 1142
1119 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1120 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1121 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1122 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1123 { 1147 {
1124 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1125 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));
1126 else 1150 else
1127 { 1151 {
1128 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1129 return 0; 1153 return 0;
1130 } 1154 }
1180 1204
1181/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1182void 1206void
1183move_missile (object *op) 1207move_missile (object *op)
1184{ 1208{
1185 int i, mflags;
1186 object *owner;
1187 sint16 new_x, new_y;
1188 maptile *m;
1189
1190 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1191 { 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 {
1192 op->destroy (); 1220 op->destroy ();
1193 return; 1221 return;
1194 } 1222 }
1195 1223
1196 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1197#if 0
1198 /* It'd make things nastier if this wasn't here - spells cast by
1199 * monster that are then killed would continue to survive
1200 */
1201 if (owner == NULL)
1202 {
1203 op->destroy ();
1204 return;
1205 }
1206#endif
1207 1225
1208 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1209 new_y = op->y + DIRY (op);
1210
1211 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1212
1213 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1214 { 1227 {
1215 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1216 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1217 * 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.
1218 */ 1231 */
1219 if (!op->destroyed ())
1220 op->destroy ();
1221
1222 return;
1223 }
1224
1225 op->remove ();
1226
1227 if (!op->direction || (mflags & P_OUT_OF_MAP))
1228 {
1229 op->destroy (); 1232 op->destroy ();
1230 return; 1233 return;
1231 } 1234 }
1232 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1233 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);
1234 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1235 { 1244 {
1236 op->direction = i; 1245 op->direction = i;
1237 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1238 } 1247 }
1239 1248
1240 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1241} 1250}
1242 1251
1243/**************************************************************************** 1252/****************************************************************************
1244 * Destruction 1253 * Destruction
1245 ****************************************************************************/ 1254 ****************************************************************************/
1248 * 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
1249 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1250 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1251 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1252 */ 1261 */
1253int 1262static int
1254make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1255{ 1264{
1256 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1257 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1258 return 0; 1267 return 0;
1259 1268
1260 object *tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1261 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1262 tmp->stats.food = time; 1271 tmp->stats.food = time;
1263 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1264 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1265 if (tmp->glow_radius > MAX_LIGHT_RADII)
1266 tmp->glow_radius = MAX_LIGHT_RADII;
1267
1268 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1269 1275
1270 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1271 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1272 1278
1273 return 1; 1279 return 1;
1274} 1280}
1275 1281
1276int 1282int
1277cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1278{ 1284{
1279 int i, j, range, mflags, friendly = 0, dam, dur;
1280 sint16 sx, sy;
1281 maptile *m;
1282 object *tmp;
1283 const char *skill;
1284
1285 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1286 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1287 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1288 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1289 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1290 1290
1291 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1292 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1293 * We do some shortcuts here - since this is just temporary
1294 * and we'll reset the values back, we don't need to go through
1295 * the full share string/free_string route.
1296 */ 1293 */
1297 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1298 if (caster == op) 1296 if (caster == op)
1299 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1300 else if (caster->skill) 1298 else if (caster->skill)
1301 op->skill = caster->skill; 1299 op->skill = caster->skill;
1302 else 1300 else
1303 op->skill = NULL; 1301 op->skill = 0;
1304 1302
1305 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1306 1304
1307 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1308 { 1306 {
1309 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1310 {
1311 m = op->map;
1312 sx = op->x + i;
1313 sy = op->y + j;
1314 1308
1315 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1316 if (mflags & P_OUT_OF_MAP)
1317 continue;
1318
1319 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1320 { 1311 {
1321 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1322 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1323 break;
1324 1313
1325 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1326 { 1315 {
1327 if (tmp->head)
1328 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1329 1317
1330 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1331 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1332 { 1320 {
1333 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1334 { 1322 {
1335 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1336 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1337 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1338 } 1327 }
1339 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)
1340 { 1329 {
1341 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1342 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1343 } 1332 }
1344 } 1333 }
1345 } 1334 }
1346 } 1335 }
1347 }
1348 } 1336 }
1349 1337
1350 op->skill = skill; 1338 op->skill = skill;
1351 return 1; 1339 return 1;
1352} 1340}
1354/*************************************************************************** 1342/***************************************************************************
1355 * 1343 *
1356 * CURSE 1344 * CURSE
1357 * 1345 *
1358 ***************************************************************************/ 1346 ***************************************************************************/
1359
1360int 1347int
1361cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1362{ 1349{
1363 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1364 object *tmp, *force; 1351 object *tmp, *force;
1442 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1443 1430
1444 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1445 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1446 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1447 return 1; 1435 return 1;
1448
1449} 1436}
1450 1437
1451/********************************************************************** 1438/**********************************************************************
1452 * mood change 1439 * mood change
1453 * 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
1459 */ 1446 */
1460int 1447int
1461mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1462{ 1449{
1463 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1464 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1465 sint16 x, y, nx, ny;
1466 maptile *m;
1467 const char *race; 1452 const char *race;
1468 1453
1469 /* 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
1470 * doing it over and over again. 1455 * doing it over and over again.
1471 */ 1456 */
1472 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1473 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1474 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1475 1460
1476 /* 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_...
1477 * 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
1478 * won't ever match anything. 1463 * won't ever match anything.
1479 */ 1464 */
1480 if (!spell->race) 1465 if (!spell->race)
1481 race = NULL; 1466 race = NULL;
1482 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1483 race = god->slaying; 1468 race = god->slaying;
1484 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1485 race = god->race; 1470 race = god->race;
1486 else 1471 else
1487 race = spell->race; 1472 race = spell->race;
1488 1473
1489 for (x = op->x - range; x <= op->x + range; x++) 1474 unordered_mapwalk (op, -range, -range, range, range)
1490 for (y = op->y - range; y <= op->y + range; y++)
1491 { 1475 {
1492 done_one = 0; 1476 mapspace &ms = m->at (nx, ny);
1493 m = op->map;
1494 nx = x;
1495 ny = y;
1496 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1497 if (mflags & P_OUT_OF_MAP)
1498 continue;
1499 1477
1500 /* 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 */
1501 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1502 continue; 1480 continue;
1503 1481
1504 // players can only affect spaces that they can actually see 1482 // players can only affect spaces that they can actually see
1483 if (caster
1505 if (caster && caster->contr 1484 && caster->contr
1506 && caster->contr->visibility_at (m, nx, ny) < 70) 1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1507 continue; 1486 continue;
1508 1487
1509 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1510 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1489 if (tmp->flag [FLAG_MONSTER])
1511 break; 1490 break;
1512 1491
1513 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1514 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1515 continue; 1494 continue;
1516 1495
1517 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1518 if (tmp->head)
1519 head = tmp->head; 1497 head = tmp->head_ ();
1520 else
1521 head = tmp;
1522 1498
1523 /* 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 */
1524 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1525 continue; 1501 continue;
1526 1502
1527 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1528 continue; 1504 continue;
1529 1505
1530 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1531 best_at = -1; 1507 best_at = -1;
1532 if (spell->attacktype) 1508 if (spell->attacktype)
1533 { 1509 {
1534 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1535 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1536 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1537 best_at = at; 1513 best_at = at;
1538 1514
1539 if (best_at == -1) 1515 if (best_at == -1)
1540 at = 0; 1516 at = 0;
1541 else 1517 else
1542 { 1518 {
1543 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1544 continue; 1520 continue;
1545 else 1521 else
1546 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1547 } 1523 }
1524
1548 at -= level / 5; 1525 at -= level / 5;
1549 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1550 continue; 1527 continue;
1551 } 1528 }
1552 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1553 { 1530 {
1554 /* 1531 /*
1555 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:
1556 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1557 * 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 ) )
1558 1535
1559 The chance will then be in the range [20-70] percent, not too bad. 1536 The chance will then be in the range [20-70] percent, not too bad.
1560 1537
1561 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
1562 charm a level 125 monster... 1539 charm a level 125 monster...
1563 1540
1564 Ryo, august 14th 1541 Ryo, august 14th
1565 */ 1542 */
1566 if (head->level > level) 1543 if (head->level > level)
1567 continue; 1544 continue;
1568 1545
1569 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))))
1570 /* Failed, no effect */ 1547 /* Failed, no effect */
1571 continue; 1548 continue;
1572 } 1549 }
1573 1550
1574 /* Done with saving throw. Now start affecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1575 1553
1576 /* aggravation */ 1554 /* aggravation */
1577 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1578 { 1556 {
1579 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1580 remove_friendly_object (head); 1558 remove_friendly_object (head);
1581 done_one = 1; 1559 done_one = 1;
1582 head->enemy = op; 1560 head->enemy = op;
1583 } 1561 }
1584 1562
1585 /* calm monsters */ 1563 /* calm monsters */
1586 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1587 { 1565 {
1588 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1589 head->enemy = NULL; 1567 head->enemy = NULL;
1590 done_one = 1; 1568 done_one = 1;
1591 } 1569 }
1592 1570
1593 /* berserk monsters */ 1571 /* berserk monsters */
1594 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1595 { 1573 {
1596 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1597 done_one = 1; 1575 done_one = 1;
1598 } 1576 }
1599 1577
1600 /* charm */ 1578 /* charm */
1601 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))
1602 { 1580 {
1603 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster)); 1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1604 1582
1605 /* Prevent uncontrolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 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.
1607 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. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op); 1587 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1611 add_friendly_object (head); 1589 add_friendly_object (head);
1612 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1613 done_one = 1; 1591 done_one = 1;
1614 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);
1615 head->stats.exp = 0; 1593 head->stats.exp = 0;
1616 } 1594 }
1617 1595
1618 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1619 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1620 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1621 } /* for y */ 1599 }
1622 1600
1623 return 1; 1601 return 1;
1624} 1602}
1625
1626 1603
1627/* 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
1628 * 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
1629 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1630 * op is the spell effect. 1607 * op is the spell effect.
1631 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1632 */ 1609 */
1633
1634void 1610void
1635move_ball_spell (object *op) 1611move_ball_spell (object *op)
1636{ 1612{
1637 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1638 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1657 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1658 { 1634 {
1659 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1660 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1661 */ 1637 */
1662
1663 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1664 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1665 1640
1666 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1667 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1669 { 1644 {
1670 dir = tmpdir; 1645 dir = tmpdir;
1671 break; 1646 break;
1672 } 1647 }
1673 } 1648 }
1649
1674 if (dir == 0) 1650 if (dir == 0)
1675 { 1651 {
1676 nx = op->x; 1652 nx = op->x;
1677 ny = op->y; 1653 ny = op->y;
1678 m = op->map; 1654 m = op->map;
1704 1680
1705 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)))
1706 { 1682 {
1707 if (j) 1683 if (j)
1708 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1709 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1710
1711 } 1687 }
1712 1688
1713 /* insert the other arch */ 1689 /* insert the other arch */
1714 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))))
1715 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1716 } 1692 }
1717 1693
1718 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1719 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1720 1696
1748 int adjustdir; 1724 int adjustdir;
1749 maptile *m; 1725 maptile *m;
1750#endif 1726#endif
1751 object *owner = op->env; 1727 object *owner = op->env;
1752 1728
1729 if (!owner) // MUST not happen, remove when true TODO
1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1732 op->destroy ();
1733 return;
1734 }
1735
1753 if (!op->duration || !owner->is_on_map ()) 1736 if (!op->duration || !owner->is_on_map ())
1754 { 1737 {
1755 op->destroy (); 1738 op->drop_and_destroy ();
1756 return; 1739 return;
1757 } 1740 }
1758 1741
1759 op->duration--; 1742 op->duration--;
1760 1743
1761 int basedir = op->direction; 1744 int basedir = op->direction;
1762 if (!basedir) 1745 if (!basedir)
1746 {
1763 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1764 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1750 }
1765 1751
1766#if 0 1752#if 0
1767 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1768 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1769 // 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
1829 { 1815 {
1830 /* 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 */
1831 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1832 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1833 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1834 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);
1835 } 1821 }
1836} 1822}
1837 1823
1838/* fire_swarm: 1824/* fire_swarm:
1839 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1851{ 1837{
1852 if (!spell->other_arch) 1838 if (!spell->other_arch)
1853 return 0; 1839 return 0;
1854 1840
1855 object *tmp = archetype::get (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1842
1856 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1857 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. */
1858 tmp->spell = spell->other_arch->instance (); 1845 tmp->spell = spell->other_arch->instance ();
1859 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1860 1847
1861 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1862 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1864 1851
1865 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1866 for (int i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1867 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1868 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1869 tmp->direction = dir; 1858 tmp->direction = dir;
1870 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1871 1861
1872 op->insert (tmp); 1862 op->insert (tmp);
1873 1863
1874 return 1; 1864 return 1;
1875} 1865}
1885 int dam, mflags; 1875 int dam, mflags;
1886 maptile *m; 1876 maptile *m;
1887 1877
1888 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1889 1879
1890 if (!dir) 1880 if (dir)
1891 {
1892 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1893 return 0;
1894 } 1881 {
1895
1896 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1897 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1898 m = op->map; 1884 m = op->map;
1899 1885
1900 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1901 1887
1902 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
1903 { 1889 {
1904 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1905 return 0; 1891 return 0;
1906 } 1892 }
1907 1893
1908 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1909 { 1895 {
1910 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)
1911 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1912 { 1898 {
1913 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1914 if (target->head) 1900 if (target->head)
1915 target = target->head; 1901 target = target->head;
1902
1916 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1917 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
1918 } 1906 }
1919 }
1920 1907
1921 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1922 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)))
1923 { 1910 {
1924 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.");
1925 return 0; 1912 return 0;
1913 }
1926 } 1914 }
1927 1915
1928 /* 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 */
1929 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1930 if (!tmp) 1918 if (!tmp)
1931 { 1919 {
1932 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1933 return 0; 1921 return 0;
1934 } 1922 }
1923
1935 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1936 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1937 { 1927 tmp->set_glow_radius (
1938 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)
1939 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
1940 tmp->glow_radius = MAX_LIGHT_RADII;
1941 }
1942 1930
1931 if (dir)
1943 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1944 return 1; 1936 return 1;
1945} 1937}
1946 1938
1947/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1948 * player and infects someone. 1940 * player and infects someone.
1996 { 1988 {
1997 /* search this square for a victim */ 1989 /* search this square for a victim */
1998 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)
1999 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2000 { /* found a victim */ 1992 { /* found a victim */
2001 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2002 1994
2003 disease->set_owner (op); 1995 disease->set_owner (op);
2004 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2005 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2006 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2007 1999
2008 /* do level adjustments */ 2000 /* do level adjustments */
2009 if (disease->stats.wc) 2001 if (disease->stats.wc)
2010 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2011 2003
2056 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2057 { 2049 {
2058 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);
2059 2051
2060 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2061 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2062 return 1; 2054 return 1;
2063 } 2055 }
2064 2056
2065 disease->destroy (); 2057 disease->destroy ();
2066 } 2058 }

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