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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.23 by root, Mon Dec 25 11:25:50 2006 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 2008 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
27 */ 27 */
28 28
29#include <global.h> 29#include <global.h>
30#include <object.h> 30#include <object.h>
31#include <living.h> 31#include <living.h>
32#ifndef __CEXTRACT__
33# include <sproto.h> 32#include <sproto.h>
34#endif
35#include <spells.h> 33#include <spells.h>
36#include <sounds.h> 34#include <sounds.h>
37 35
38/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
39 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
40 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
41 * op is the spell object. 39 * op is the spell object.
42 */ 40 */
43
44void 41void
45check_spell_knockback (object *op) 42check_spell_knockback (object *op)
46{ 43{
47 object *tmp, *tmp2; /* object on the map */
48 int weight_move; 44 int weight_move;
49 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
50 46
51 if (!op->weight) 47 if (!op->weight)
52 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
57 { 53 {
58 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
59 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
60 } 56 }
61 57
62 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
63 { 59 {
64 int num_sections = 1; 60 int num_sections = 1;
65 61
66 /* don't move DM */ 62 /* don't move DM */
67 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
74 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
75 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
76 continue; 72 continue;
77 73
78 /* count the object's sections */ 74 /* count the object's sections */
79 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
80 num_sections++; 76 num_sections++;
81 77
82 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
83 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
84 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
108 * 104 *
109 * BOLT CODE 105 * BOLT CODE
110 * 106 *
111 ***************************************************************************/ 107 ***************************************************************************/
112 108
113/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
114 * is the first piece of the fork. 110 * is the first piece of the fork.
115 */ 111 */
116
117void 112void
118forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
119{ 114{
120 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
121 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
146 141
147 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
148 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
149 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
150 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
151 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
152 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
153 new_bolt->duration++; 148 new_bolt->duration++;
154 new_bolt->x = sx;
155 new_bolt->y = sy;
156 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
157 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
158 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
159 tmp->stats.dam++; 152 tmp->stats.dam++;
160 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 154 update_turn_face (new_bolt);
162} 155}
163 156
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
166 */ 159 */
167
168void 160void
169move_bolt (object *op) 161move_bolt (object *op)
170{ 162{
171 object *tmp;
172 int mflags; 163 int mflags;
173 sint16 x, y; 164 sint16 x, y;
174 maptile *m; 165 maptile *m;
175 166
176 if (--(op->duration) < 0) 167 if (--op->duration < 0)
177 { 168 {
178 op->destroy (); 169 op->destroy ();
179 return; 170 return;
180 } 171 }
181 172
183 174
184 if (!op->direction) 175 if (!op->direction)
185 return; 176 return;
186 177
187 if (--op->range < 0) 178 if (--op->range < 0)
188 {
189 op->range = 0; 179 op->range = 0;
190 }
191 else 180 else
192 { 181 {
193 x = op->x + DIRX (op); 182 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 183 y = op->y + DIRY (op);
195 m = op->map; 184 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 192 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 193 * will be useful.
205 */ 194 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 195 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 196 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 198 return;
211 199
212 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
243 else if (left) 231 else if (left)
244 op->direction = absdir (op->direction + 2); 232 op->direction = absdir (op->direction + 2);
245 else if (right) 233 else if (right)
246 op->direction = absdir (op->direction - 2); 234 op->direction = absdir (op->direction - 2);
247 } 235 }
236
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 238 return;
250 } 239 }
251 else 240 else
252 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 242 object *tmp = op->clone ();
254 243
244 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
256 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
257 tmp = insert_ob_in_map (tmp, op->map, op, 0);
258 /* To make up for the decrease at the top of the function */ 246 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 247 tmp->duration++;
260 248
261 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 250 * going off in other directions.
263 */ 251 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 254
268 }
269 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
271 */ 257 */
272 op->range = 0; 258 op->range = 0;
273 } /* copy object and move it along */ 259 } /* copy object and move it along */
296 return 0; 282 return 0;
297 283
298 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
299 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
300 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
301 if (spob->slaying) 288 if (spob->slaying)
302 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
303 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
304 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
305 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
306 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
307 295
338 tmp->y = op->y; 326 tmp->y = op->y;
339 tmp->direction = absdir (tmp->direction + 4); 327 tmp->direction = absdir (tmp->direction + 4);
340 tmp->map = op->map; 328 tmp->map = op->map;
341 } 329 }
342 330
343 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331 if ((tmp = tmp->insert_at (tmp, op)))
344 move_bolt (tmp); 332 move_bolt (tmp);
345 333
346 return 1; 334 return 1;
347} 335}
348
349
350 336
351/*************************************************************************** 337/***************************************************************************
352 * 338 *
353 * BULLET/BALL CODE 339 * BULLET/BALL CODE
354 * 340 *
355 ***************************************************************************/ 341 ***************************************************************************/
356 342
357/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
358 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
359 * At least that is what I think this does. 345 * At least that is what I think this does.
360 */ 346 */
361void 347void
362explosion (object *op) 348explosion (object *op)
363{ 349{
364 object *tmp;
365 maptile *m = op->map; 350 maptile *m = op->map;
366 int i; 351 int i;
367 352
368 if (--(op->duration) < 0) 353 if (--op->duration < 0)
369 { 354 {
370 op->destroy (); 355 op->destroy ();
371 return; 356 return;
372 } 357 }
373 358
379 { 364 {
380 sint16 dx, dy; 365 sint16 dx, dy;
381 366
382 dx = op->x + freearr_x[i]; 367 dx = op->x + freearr_x[i];
383 dy = op->y + freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
384 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
385 * out of map, etc. 371 * out of map, etc.
386 */ 372 */
387 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 373 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
388 { 374 {
389 tmp = op->clone (); 375 object *tmp = op->clone ();
376
390 tmp->state = 0; 377 tmp->state = 0;
391 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
392 tmp->range--; 379 tmp->range--;
393 tmp->value = 0; 380 tmp->value = 0;
394 tmp->x = dx; 381
395 tmp->y = dy; 382 m->insert (tmp, dx, dy, op);
396 insert_ob_in_map (tmp, m, op, 0);
397 } 383 }
398 } 384 }
399 } 385 }
400} 386}
401
402 387
403/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
404 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
405 * explode. 390 * explode.
406 */ 391 */
416 return; 401 return;
417 } 402 }
418 403
419 if (op->env) 404 if (op->env)
420 { 405 {
421 object *env; 406 object *env = op->outer_env ();
422 407
423 env = object_get_env_recursive (op);
424 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
425 { 409 {
426 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
427 op->destroy (); 411 op->destroy ();
428 return; 412 return;
429 } 413 }
430 414
431 op->remove (); 415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
432 op->x = env->x;
433 op->y = env->y;
434 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
435 } 416 }
436 else if (out_of_map (op->map, op->x, op->y)) 417 else if (out_of_map (op->map, op->x, op->y))
437 { 418 {
438 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
439 op->destroy (); 420 op->destroy ();
450 } 431 }
451 432
452 if (op->attacktype) 433 if (op->attacktype)
453 { 434 {
454 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
455 if (op->destroyed ()) 437 if (op->destroyed ())
456 return; 438 return;
457 } 439 }
458 440
459 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
467 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 449 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner))
468 { 450 {
469 op->destroy (); 451 op->destroy ();
470 return; 452 return;
471 } 453 }
472
473 tmp->x = op->x;
474 tmp->y = op->y;
475 454
476 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
477 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
478 { 457 {
479 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
483 } 462 }
484 else 463 else
485 { 464 {
486 if (op->attacktype & AT_MAGIC) 465 if (op->attacktype & AT_MAGIC)
487 tmp->attacktype |= AT_MAGIC; 466 tmp->attacktype |= AT_MAGIC;
467
488 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
489 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
490 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
491 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
492 /* Used for spell tracking - just need a unique val for this spell - 472 /* Used for spell tracking - just need a unique val for this spell -
500 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
501 481
502 /* Prevent recursion */ 482 /* Prevent recursion */
503 op->move_on = 0; 483 op->move_on = 0;
504 484
505 insert_ob_in_map (tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
506 /* remove the firebullet */ 488 /* remove the firebullet */
507 if (!op->destroyed ())
508 {
509 op->destroy (); 489 op->destroy ();
510 }
511} 490}
512
513
514 491
515/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
516 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
517 */ 494 */
518
519void 495void
520check_bullet (object *op) 496check_bullet (object *op)
521{ 497{
522 object *tmp; 498 object *tmp;
523 int dam, mflags; 499 int dam, mflags;
538 514
539 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
540 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
541 return; 517 return;
542 518
543 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
544 { 520 {
545 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
546 { 522 {
547 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
548 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
549 { 526 {
550 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
551 { 528 {
552 op->destroy (); 529 op->destroy ();
612 op->destroy (); 589 op->destroy ();
613 590
614 return; 591 return;
615 } 592 }
616 593
617 op->remove (); 594 if (!(op = m->insert (op, new_x, new_y, op)))
618 op->x = new_x;
619 op->y = new_y;
620 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
621 return; 595 return;
622 596
623 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
624 { 598 {
625 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 600 update_turn_face (op);
627 } 601 }
628 else 602 else
629 check_bullet (op); 603 check_bullet (op);
630} 604}
631
632
633
634 605
635/* fire_bullet 606/* fire_bullet
636 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
637 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
638 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
639 * spob->attacktype. 610 * spob->attacktype.
640 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
641 * pointers. 612 * pointers.
642 */ 613 */
643
644int 614int
645fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
646{ 616{
647 object *tmp = NULL; 617 object *tmp = NULL;
648 int mflags; 618 int mflags;
649 619
650 if (!spob->other_arch) 620 if (!spob->other_arch)
651 return 0; 621 return 0;
652 622
653 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
654 if (tmp == NULL) 624 if (!tmp)
655 return 0; 625 return 0;
656 626
657 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
658 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
659 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
660 if (spob->slaying) 630 if (spob->slaying)
661 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
662 632
672 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
673 643
674 tmp->set_owner (op); 644 tmp->set_owner (op);
675 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
676 646
677 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
678 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
679 tmp->map = op->map; 649 tmp->map = op->map;
680 650
681 maptile *newmap; 651 maptile *newmap;
682 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
683 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
700 tmp->y = op->y; 670 tmp->y = op->y;
701 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
702 tmp->map = op->map; 672 tmp->map = op->map;
703 } 673 }
704 674
705 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 675 if ((tmp = tmp->insert_at (tmp, op)))
706 check_bullet (tmp); 676 check_bullet (tmp);
707 677
708 return 1; 678 return 1;
709} 679}
710
711
712
713 680
714/***************************************************************************** 681/*****************************************************************************
715 * 682 *
716 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
717 * 684 *
718 *****************************************************************************/ 685 *****************************************************************************/
719 686
720
721/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
722void 688void
723cone_drop (object *op) 689cone_drop (object *op)
724{ 690{
725 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
726 692
727 new_ob->x = op->x;
728 new_ob->y = op->y;
729 new_ob->level = op->level; 693 new_ob->level = op->level;
730 new_ob->set_owner (op->owner); 694 new_ob->set_owner (op->owner);
731 695
732 /* preserve skill ownership */ 696 /* preserve skill ownership */
733 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
734 {
735 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
736 }
737 insert_ob_in_map (new_ob, op->map, op, 0);
738 699
700 new_ob->insert_at (op, op);
739} 701}
740 702
741/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
742 704
743void 705void
744move_cone (object *op) 706move_cone (object *op)
745{ 707{
746 int i;
747
748 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
749 if (!op->map) 709 if (!op->map)
750 { 710 {
751 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
752 op->speed = 0; 712 op->set_speed (0);
753 update_ob_speed (op);
754 return; 713 return;
755 } 714 }
756 715
757 /* lava saves it's life, but not yours :) */ 716 /* lava saves it's life, but not yours :) */
758 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 717 if (QUERY_FLAG (op, FLAG_LIFESAVE))
798 { 757 {
799 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
800 return; 759 return;
801 } 760 }
802 761
803 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
804 { 763 {
805 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
806 765
807 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
808 { 767 {
809 object *tmp = op->clone (); 768 object *tmp = op->clone ();
810
811 tmp->x = x;
812 tmp->y = y;
813 769
814 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
815 771
816 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
817 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
818 insert_ob_in_map (tmp, op->map, op, 0); 774
775 op->map->insert (tmp, x, y, op);
776
819 if (tmp->other_arch) 777 if (tmp->other_arch)
820 cone_drop (tmp); 778 cone_drop (tmp);
821 } 779 }
822 } 780 }
823} 781}
856 814
857 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
858 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
859 * insert it into is blocked. 817 * insert it into is blocked.
860 */ 818 */
861 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
862 820
863 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
864 { 822 {
865 sint16 x, y, d; 823 sint16 x, y, d;
866 824
902 success = 1; 860 success = 1;
903 tmp = arch_to_object (spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
904 tmp->set_owner (op); 862 tmp->set_owner (op);
905 set_spell_skill (op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
906 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
907 tmp->x = sx;
908 tmp->y = sy;
909 tmp->attacktype = spell->attacktype; 865 tmp->attacktype = spell->attacktype;
910 866
911 /* holy word stuff */ 867 /* holy word stuff */
912 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
913 if (!tailor_god_spell (tmp, op)) 869 if (!tailor_god_spell (tmp, op))
947 else 903 else
948 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
949 } 905 }
950 906
951 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
952 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
953 909
954 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
955 {
956 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
957 }
958 912
959 insert_ob_in_map (tmp, m, op, 0); 913 m->insert (tmp, sx, sy, op);
960 914
961 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
962 * a single space too many times. 916 * a single space too many times.
963 */ 917 */
964 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
974 * 928 *
975 * BOMB related code 929 * BOMB related code
976 * 930 *
977 ****************************************************************************/ 931 ****************************************************************************/
978 932
979
980/* This handles an exploding bomb. 933/* This handles an exploding bomb.
981 * op is the original bomb object. 934 * op is the original bomb object.
982 */ 935 */
983void 936void
984animate_bomb (object *op) 937animate_bomb (object *op)
985{ 938{
986 int i;
987 object *env, *tmp;
988 archetype *at;
989
990 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
991 return; 940 return;
992 941
993 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
994 943
995 if (op->env) 944 if (op->env)
996 { 945 {
997 if (env->map == NULL) 946 if (env->map == NULL)
998 return; 947 return;
999 948
1000 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
1001 esrv_del_item (env->contr, op->count);
1002
1003 op->remove ();
1004 op->x = env->x;
1005 op->y = env->y;
1006 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1007 return; 950 return;
1008 } 951 }
1009 952
1010 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 953 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1011 // on a safe map. I don't like this special casing, but it seems to be neccessary 954 // on a safe map. I don't like this special casing, but it seems to be neccessary
1018 961
1019 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
1020 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
1021 * so just set up the appropriate values. 964 * so just set up the appropriate values.
1022 */ 965 */
1023 at = archetype::find (SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
1024 if (at)
1025 { 967 {
1026 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
1027 { 969 {
1028 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1029 continue; 971 continue;
972
1030 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
1031 tmp->direction = i; 974 tmp->direction = i;
1032 tmp->range = op->range; 975 tmp->range = op->range;
1033 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
1034 tmp->duration = op->duration; 977 tmp->duration = op->duration;
1035 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1036 tmp->set_owner (op); 979 tmp->set_owner (op);
1037 if (op->skill && op->skill != tmp->skill) 980 if (op->skill && op->skill != tmp->skill)
1038 {
1039 tmp->skill = op->skill; 981 tmp->skill = op->skill;
1040 } 982
1041 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1042 SET_ANIMATION (tmp, i); 984 SET_ANIMATION (tmp, i);
1043 tmp->x = op->x + freearr_x[i]; 985
1044 tmp->y = op->y + freearr_x[i]; 986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1045 insert_ob_in_map (tmp, op->map, op, 0);
1046 move_bullet (tmp); 987 move_bullet (tmp);
1047 } 988 }
1048 } 989 }
1049 990
1050 explode_bullet (op); 991 explode_bullet (op);
1051} 992}
1052 993
1053int 994int
1054create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1055{ 996{
1056
1057 object *tmp; 997 object *tmp;
1058 int mflags; 998 int mflags;
1059 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1060 maptile *m; 1000 maptile *m;
1061 1001
1063 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1064 { 1004 {
1065 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1066 return 0; 1006 return 0;
1067 } 1007 }
1008
1068 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1069 1010
1070 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1071 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1072 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1073 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1074 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
1075 1016
1076 tmp->set_owner (op); 1017 tmp->set_owner (op);
1077 set_spell_skill (op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
1078 tmp->x = dx; 1019
1079 tmp->y = dy; 1020 m->insert (tmp, dx, dy, op);
1080 insert_ob_in_map (tmp, m, op, 0);
1081 return 1; 1021 return 1;
1082} 1022}
1083 1023
1084/**************************************************************************** 1024/****************************************************************************
1085 * 1025 *
1094 * dir is the direction to look in. 1034 * dir is the direction to look in.
1095 * range is how far out to look. 1035 * range is how far out to look.
1096 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1097 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1098 */ 1038 */
1099
1100object * 1039object *
1101get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1102{ 1041{
1103 object *target; 1042 object *target;
1104 sint16 x, y; 1043 sint16 x, y;
1123 return NULL; 1062 return NULL;
1124 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1125 return NULL; 1064 return NULL;
1126 1065
1127 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1128 {
1129 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1130 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1131 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1132 {
1133 return target; 1069 return target;
1134 }
1135 }
1136 }
1137 } 1070 }
1071
1138 return NULL; 1072 return NULL;
1139} 1073}
1140
1141 1074
1142/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1143 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1144 * usual params - 1077 * usual params -
1145 * op = player 1078 * op = player
1146 * caster = object casting the spell. 1079 * caster = object casting the spell.
1147 * dir = direction being cast 1080 * dir = direction being cast
1148 * spell = spell object 1081 * spell = spell object
1149 */ 1082 */
1150
1151int 1083int
1152cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1153{ 1085{
1154 object *effect, *target; 1086 object *effect, *target;
1155 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1228 1160
1229 effect->set_owner (op); 1161 effect->set_owner (op);
1230 set_spell_skill (op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1231 1163
1232 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1233 effect->x = target->x; 1165 effect->insert_at (target, op);
1234 effect->y = target->y;
1235 insert_ob_in_map (effect, target->map, op, 0);
1236 1166
1237 return 1; 1167 return 1;
1238} 1168}
1239
1240 1169
1241/**************************************************************************** 1170/****************************************************************************
1242 * 1171 *
1243 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1244 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1247 1176
1248/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1249void 1178void
1250move_missile (object *op) 1179move_missile (object *op)
1251{ 1180{
1252 int i, mflags;
1253 object *owner;
1254 sint16 new_x, new_y;
1255 maptile *m;
1256
1257 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1258 { 1182 {
1259 op->destroy (); 1183 op->destroy ();
1260 return; 1184 return;
1261 } 1185 }
1262 1186
1263 owner = op->owner; 1187 mapxy pos (op);
1264#if 0 1188 pos.move (op->direction);
1265 /* It'd make things nastier if this wasn't here - spells cast by 1189
1266 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1267 */
1268 if (owner == NULL)
1269 { 1191 {
1270 op->destroy (); 1192 op->destroy ();
1271 return; 1193 return;
1272 } 1194 }
1273#endif
1274 1195
1275 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1276 new_y = op->y + DIRY (op);
1277 1197
1278 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1279
1280 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1281 { 1199 {
1282 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1283 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1284 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1285 */ 1203 */
1286 if (!op->destroyed ())
1287 op->destroy ();
1288
1289 return;
1290 }
1291
1292 op->remove ();
1293
1294 if (!op->direction || (mflags & P_OUT_OF_MAP))
1295 {
1296 op->destroy (); 1204 op->destroy ();
1297 return; 1205 return;
1298 } 1206 }
1299 1207
1300 op->x = new_x; 1208 if (!op->direction)
1301 op->y = new_y; 1209 {
1302 op->map = m; 1210 op->destroy ();
1211 return;
1212 }
1213
1303 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1304 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1305 { 1216 {
1306 op->direction = i; 1217 op->direction = i;
1307 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1308 } 1219 }
1309 1220
1310 insert_ob_in_map (op, op->map, op, 0); 1221 pos.insert (op, op);
1311} 1222}
1312 1223
1313/**************************************************************************** 1224/****************************************************************************
1314 * Destruction 1225 * Destruction
1315 ****************************************************************************/ 1226 ****************************************************************************/
1318 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1319 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1320 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1321 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1322 */ 1233 */
1323
1324int 1234int
1325make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1326{ 1236{
1327 object *tmp;
1328
1329 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1330 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1331 return 0; 1239 return 0;
1332 1240
1333 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1334 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1335 tmp->stats.food = time; 1243 tmp->stats.food = time;
1336 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1337 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1338 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1339 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1340 1248
1341 tmp->x = op->x;
1342 tmp->y = op->y;
1343 if (tmp->speed < MIN_ACTIVE_SPEED)
1344 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1345 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1346 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1347 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1348 1253
1349 if (!tmp->env || op != tmp->env)
1350 {
1351 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1352 return 0;
1353 }
1354 return 1; 1254 return 1;
1355} 1255}
1356
1357
1358
1359 1256
1360int 1257int
1361cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1362{ 1259{
1363 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1384 else if (caster->skill) 1281 else if (caster->skill)
1385 op->skill = caster->skill; 1282 op->skill = caster->skill;
1386 else 1283 else
1387 op->skill = NULL; 1284 op->skill = NULL;
1388 1285
1389 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1390 1287
1391 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1392 { 1289 {
1393 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1394 { 1291 {
1395 m = op->map; 1292 m = op->map;
1396 sx = op->x + i; 1293 sx = op->x + i;
1397 sy = op->y + j; 1294 sy = op->y + j;
1295
1398 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1399 if (mflags & P_OUT_OF_MAP) 1297 if (mflags & P_OUT_OF_MAP)
1400 continue; 1298 continue;
1299
1401 if (mflags & P_IS_ALIVE) 1300 if (mflags & P_IS_ALIVE)
1402 { 1301 {
1403 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1302 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1404 {
1405 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1406 break; 1304 break;
1407 } 1305
1408 if (tmp) 1306 if (tmp)
1409 { 1307 {
1410 if (tmp->head) 1308 if (tmp->head)
1411 tmp = tmp->head; 1309 tmp = tmp->head;
1412 1310
1414 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1415 { 1313 {
1416 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1417 { 1315 {
1418 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1419 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1420 {
1421 tmp = arch_to_object (spell_ob->other_arch); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1422 tmp->x = sx;
1423 tmp->y = sy;
1424 insert_ob_in_map (tmp, m, op, 0);
1425 }
1426 } 1320 }
1427 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1428 { 1322 {
1429 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1430 {
1431 object *effect = arch_to_object (spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1432
1433 effect->x = sx;
1434 effect->y = sy;
1435 insert_ob_in_map (effect, m, op, 0);
1436 }
1437 } 1325 }
1438 } 1326 }
1439 } 1327 }
1440 } 1328 }
1441 } 1329 }
1442 } 1330 }
1331
1443 op->skill = skill; 1332 op->skill = skill;
1444 return 1; 1333 return 1;
1445} 1334}
1446 1335
1447/*************************************************************************** 1336/***************************************************************************
1461 { 1350 {
1462 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1463 return 0; 1352 return 0;
1464 } 1353 }
1465 1354
1355 tmp = tmp->head_ ();
1356
1466 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1467 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1468 { 1359 {
1469 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1470 { 1361 {
1471 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1472 { 1363 {
1478 return 0; 1369 return 0;
1479 } 1370 }
1480 } 1371 }
1481 } 1372 }
1482 1373
1483 if (force == NULL) 1374 if (!force)
1484 { 1375 {
1485 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1486 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1487 if (spell_ob->race) 1379 if (spell_ob->race)
1488 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1489 else 1381 else
1490 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1491 1383
1501 { 1393 {
1502 force->duration = duration; 1394 force->duration = duration;
1503 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1504 } 1396 }
1505 else 1397 else
1506 {
1507 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1508 } 1399
1509 return 1; 1400 return 1;
1510 } 1401 }
1402
1511 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1512 force->speed = 1.0; 1404 force->speed = 1.f;
1513 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1514 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1515 1407
1516 if (god) 1408 if (god)
1517 { 1409 {
1518 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1535 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1536 tmp->update_stats (); 1428 tmp->update_stats ();
1537 return 1; 1429 return 1;
1538 1430
1539} 1431}
1540
1541 1432
1542/********************************************************************** 1433/**********************************************************************
1543 * mood change 1434 * mood change
1544 * Arguably, this may or may not be an attack spell. But since it 1435 * Arguably, this may or may not be an attack spell. But since it
1545 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1575 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1576 race = god->race; 1467 race = god->race;
1577 else 1468 else
1578 race = spell->race; 1469 race = spell->race;
1579 1470
1580
1581 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1582 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1583 { 1473 {
1584
1585 done_one = 0; 1474 done_one = 0;
1586 m = op->map; 1475 m = op->map;
1587 nx = x; 1476 nx = x;
1588 ny = y; 1477 ny = y;
1589 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1592 1481
1593 /* If there is nothing living on this space, no need to go further */ 1482 /* If there is nothing living on this space, no need to go further */
1594 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1595 continue; 1484 continue;
1596 1485
1486 // players can only affect spaces that they can actually see
1487 if (caster && caster->contr
1488 && caster->contr->visibility_at (m, nx, ny) < 70)
1489 continue;
1490
1597 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1491 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1598 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1599 break; 1493 break;
1600 1494
1601 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1602 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1609 head = tmp; 1503 head = tmp;
1610 1504
1611 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1505 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1612 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1613 continue; 1507 continue;
1508
1614 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1615 continue; 1510 continue;
1616 1511
1617 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1618 best_at = -1; 1513 best_at = -1;
1635 at -= level / 5; 1530 at -= level / 5;
1636 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1637 continue; 1532 continue;
1638 } 1533 }
1639 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1640 /*
1641 Spell has no attacktype (charm & such), so we'll have a specific saving:
1642 * if spell level < monster level, no go
1643 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1644
1645 The chance will then be in the range [20-70] percent, not too bad.
1646
1647 This is required to fix the 'charm monster' abuse, where a player level 1 can
1648 charm a level 125 monster...
1649
1650 Ryo, august 14th
1651 */
1652 { 1535 {
1536 /*
1537 Spell has no attacktype (charm & such), so we'll have a specific saving:
1538 * if spell level < monster level, no go
1539 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1540
1541 The chance will then be in the range [20-70] percent, not too bad.
1542
1543 This is required to fix the 'charm monster' abuse, where a player level 1 can
1544 charm a level 125 monster...
1545
1546 Ryo, august 14th
1547 */
1653 if (head->level > level) 1548 if (head->level > level)
1654 continue; 1549 continue;
1550
1655 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1551 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1656 /* Failed, no effect */ 1552 /* Failed, no effect */
1657 continue; 1553 continue;
1658 } 1554 }
1659 1555
1660 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1661 1557
1662 /* aggravation */ 1558 /* aggravation */
1663 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1664 { 1560 {
1665 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1666 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1667 remove_friendly_object (head); 1562 remove_friendly_object (head);
1668
1669 done_one = 1; 1563 done_one = 1;
1670 head->enemy = op; 1564 head->enemy = op;
1671 } 1565 }
1672 1566
1673 /* calm monsters */ 1567 /* calm monsters */
1682 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1683 { 1577 {
1684 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1685 done_one = 1; 1579 done_one = 1;
1686 } 1580 }
1581
1687 /* charm */ 1582 /* charm */
1688 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1689 { 1584 {
1690 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1691 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1692 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1693 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1694 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1695 head->set_owner (op); 1591 head->set_owner (op);
1696 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1701 head->stats.exp = 0; 1597 head->stats.exp = 0;
1702 } 1598 }
1703 1599
1704 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1705 if (done_one && spell->other_arch) 1601 if (done_one && spell->other_arch)
1706 {
1707 tmp = arch_to_object (spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1708 tmp->x = nx;
1709 tmp->y = ny;
1710 insert_ob_in_map (tmp, m, op, 0);
1711 }
1712 } /* for y */ 1603 } /* for y */
1713 1604
1714 return 1; 1605 return 1;
1715} 1606}
1716 1607
1767 nx = op->x; 1658 nx = op->x;
1768 ny = op->y; 1659 ny = op->y;
1769 m = op->map; 1660 m = op->map;
1770 } 1661 }
1771 1662
1772 op->remove (); 1663 m->insert (op, nx, ny, op);
1773 op->y = ny;
1774 op->x = nx;
1775 insert_ob_in_map (op, m, op, 0);
1776 1664
1777 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1665 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1778 surrounding squares */ 1666 surrounding squares */
1779 1667
1780 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1781 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1782 * the surround spaces. 1670 * the surround spaces.
1783 */ 1671 */
1784 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1785 { 1673 {
1786 object *new_ob;
1787
1788 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1789 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1790 1676
1791 m = op->map; 1677 m = op->map;
1792 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1800 1686
1801 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1802 { 1688 {
1803 if (j) 1689 if (j)
1804 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1805 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1806
1807 } 1693 }
1808 1694
1809 /* insert the other arch */ 1695 /* insert the other arch */
1810 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1811 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1812 new_ob = arch_to_object (op->other_arch);
1813 new_ob->x = hx;
1814 new_ob->y = hy;
1815 insert_ob_in_map (new_ob, m, op, 0);
1816 }
1817 } 1698 }
1818 1699
1819 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1820 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1821 1702
1824 if (i >= 0) 1705 if (i >= 0)
1825 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1826 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1827 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1708 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1828 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1709 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1829 {
1830 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1831 } 1711
1832 op->direction = i; 1712 op->direction = i;
1833 } 1713 }
1834} 1714}
1835 1715
1836
1837/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1838 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1839 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1840 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1841 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1842 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1843 */ 1722 */
1844
1845void 1723void
1846move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1847{ 1725{
1848#if 0 1726#if 0
1849 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1850 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1851 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1852 int adjustdir; 1730 int adjustdir;
1853 maptile *m; 1731 maptile *m;
1854#endif 1732#endif
1855 int basedir;
1856 object *owner; 1733 object *owner = op->env;
1857 1734
1858 owner = op->owner; 1735 if (!op->duration || !owner->is_on_map ())
1859 if (op->duration == 0 || owner == NULL)
1860 { 1736 {
1861 op->destroy (); 1737 op->destroy ();
1862 return; 1738 return;
1863 } 1739 }
1864 1740
1865 op->duration--; 1741 op->duration--;
1866 1742
1867 basedir = op->direction; 1743 int basedir = op->direction;
1868 if (basedir == 0) 1744 if (!basedir)
1869 {
1870 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1871 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1872 }
1873 1747
1874#if 0 1748#if 0
1875 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1876 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1877 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1878 // space. 1752 // space.
1879 // should be fixed later, but correctness before featurs... 1753 // should be fixed later, but correctness before features...
1880 // (schmorp) 1754 // (schmorp)
1881 1755
1882 /* new offset calculation to make swarm element distribution 1756 /* new offset calculation to make swarm element distribution
1883 * more uniform 1757 * more uniform
1884 */ 1758 */
1937 { 1811 {
1938 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1939 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1940 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1941 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1942 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1943 } 1817 }
1944} 1818}
1945
1946
1947
1948 1819
1949/* fire_swarm: 1820/* fire_swarm:
1950 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1951 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1952 * the parts of the swarm. 1823 * the parts of the swarm.
1955 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1956 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1957 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1958 * n: the number to be fired. 1829 * n: the number to be fired.
1959 */ 1830 */
1960
1961int 1831int
1962fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1963{ 1833{
1964 object *tmp;
1965 int i;
1966
1967 if (!spell->other_arch) 1834 if (!spell->other_arch)
1968 return 0; 1835 return 0;
1969 1836
1970 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1971 tmp->x = op->x;
1972 tmp->y = op->y;
1973 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1974 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1975
1976 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1977 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1978
1979 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1980 1842
1981 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1982 {
1983 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1984 return 1; 1845 return 1;
1985 } 1846
1986 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1987 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1988 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1989 1850
1990 tmp->direction = dir; 1851 tmp->direction = dir;
1991 tmp->invisible = 1; 1852 tmp->invisible = 1;
1992 insert_ob_in_map (tmp, op->map, op, 0); 1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1855
1856 op->insert (tmp);
1857
1993 return 1; 1858 return 1;
1994} 1859}
1995
1996 1860
1997/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1998 * function. 1862 * function.
1999 */ 1863 */
2000int 1864int
2031 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
2032 { 1896 {
2033 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
2034 if (target->head) 1898 if (target->head)
2035 target = target->head; 1899 target = target->head;
1900
2036 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
2037 return 1; /* one success only! */ 1902 return 1; /* one success only! */
2038 } 1903 }
2039 } 1904 }
2040 1905
2041 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
2057 { 1922 {
2058 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1923 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2059 if (tmp->glow_radius > MAX_LIGHT_RADII) 1924 if (tmp->glow_radius > MAX_LIGHT_RADII)
2060 tmp->glow_radius = MAX_LIGHT_RADII; 1925 tmp->glow_radius = MAX_LIGHT_RADII;
2061 } 1926 }
2062 tmp->x = x; 1927
2063 tmp->y = y; 1928 m->insert (tmp, x, y, op);
2064 insert_ob_in_map (tmp, m, op, 0);
2065 return 1; 1929 return 1;
2066} 1930}
2067
2068
2069
2070 1931
2071/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
2072 * player and infects someone. 1933 * player and infects someone.
2073 * op is the player/monster, caster is the object, dir is the direction 1934 * op is the player/monster, caster is the object, dir is the direction
2074 * to cast, disease_arch is the specific disease, and type is the spell number 1935 * to cast, disease_arch is the specific disease, and type is the spell number
2075 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
2076 */ 1937 */
2077
2078int 1938int
2079cast_cause_disease (object *op, object *caster, object *spell, int dir) 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
2080{ 1940{
2081 sint16 x, y; 1941 sint16 x, y;
2082 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
2089 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
2090 * direction the player is pointing. 1950 * direction the player is pointing.
2091 */ 1951 */
2092 if (!dir) 1952 if (!dir)
2093 dir = op->facing; 1953 dir = op->facing;
1954
2094 if (!dir) 1955 if (!dir)
2095 return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
2096 1957
2097 /* Calculate these once here */ 1958 /* Calculate these once here */
2098 range = spell->range + SP_level_range_adjust (caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
2132 /* do level adjustments */ 1993 /* do level adjustments */
2133 if (disease->stats.wc) 1994 if (disease->stats.wc)
2134 disease->stats.wc += dur_mod / 2; 1995 disease->stats.wc += dur_mod / 2;
2135 1996
2136 if (disease->magic > 0) 1997 if (disease->magic > 0)
2137 disease->magic += dur_mod / 4; 1998 disease->magic += dur_mod / 8;
2138 1999
2139 if (disease->stats.maxhp > 0) 2000 if (disease->stats.maxhp > 0)
2140 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
2141 2002
2142 if (disease->stats.maxgrace > 0) 2003 if (disease->stats.maxgrace > 0)
2177 if (disease->stats.sp) 2038 if (disease->stats.sp)
2178 disease->stats.sp -= dam_mod; 2039 disease->stats.sp -= dam_mod;
2179 2040
2180 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2181 { 2042 {
2182 object *flash; /* visual effect for inflicting disease */
2183
2184 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2185 2044
2186 disease->destroy (); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2187 flash = get_archetype (ARCH_DETECT_MAGIC); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2188 flash->x = x;
2189 flash->y = y;
2190 flash->map = walk->map;
2191 insert_ob_in_map (flash, walk->map, op, 0);
2192 return 1; 2047 return 1;
2193 } 2048 }
2194 2049
2195 disease->destroy (); 2050 disease->destroy ();
2196 } 2051 }
2197 } /* if living creature */ 2052 } /* if living creature */
2198 } /* for range of spaces */ 2053 } /* for range of spaces */
2054
2199 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2055 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2200 return 1; 2056 return 1;
2201} 2057}

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