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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.24 by root, Tue Dec 26 08:55:00 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 */
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 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 */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*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 */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 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); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 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)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* 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))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* 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
81 * 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
82 * 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.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 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 */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
144 141
145 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
146 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
147 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
149 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
150 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->x = sx;
153 new_bolt->y = sy;
154 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
155 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
156 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
157 tmp->stats.dam++; 152 tmp->stats.dam++;
158 new_bolt = insert_ob_in_map (new_bolt, m, op, 0); 153 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
159 update_turn_face (new_bolt); 154 update_turn_face (new_bolt);
160} 155}
161 156
162/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
163 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
164 */ 159 */
165
166void 160void
167move_bolt (object *op) 161move_bolt (object *op)
168{ 162{
169 object *tmp;
170 int mflags; 163 int mflags;
171 sint16 x, y; 164 sint16 x, y;
172 maptile *m; 165 maptile *m;
173 166
174 if (--(op->duration) < 0) 167 if (--op->duration < 0)
175 { 168 {
176 op->destroy (); 169 op->destroy ();
177 return; 170 return;
178 } 171 }
179 172
181 174
182 if (!op->direction) 175 if (!op->direction)
183 return; 176 return;
184 177
185 if (--op->range < 0) 178 if (--op->range < 0)
186 {
187 op->range = 0; 179 op->range = 0;
188 }
189 else 180 else
190 { 181 {
191 x = op->x + DIRX (op); 182 x = op->x + DIRX (op);
192 y = op->y + DIRY (op); 183 y = op->y + DIRY (op);
193 m = op->map; 184 m = op->map;
201 * 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
202 * will be useful. 193 * will be useful.
203 */ 194 */
204 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)))
205 { 196 {
206
207 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 197 if (!QUERY_FLAG (op, FLAG_REFLECTING))
208 return; 198 return;
209 199
210 /* Since walls don't run diagonal, if the bolt is in 200 /* Since walls don't run diagonal, if the bolt is in
211 * one of 4 main directions, it just reflects back in the 201 * one of 4 main directions, it just reflects back in the
241 else if (left) 231 else if (left)
242 op->direction = absdir (op->direction + 2); 232 op->direction = absdir (op->direction + 2);
243 else if (right) 233 else if (right)
244 op->direction = absdir (op->direction - 2); 234 op->direction = absdir (op->direction - 2);
245 } 235 }
236
246 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 237 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
247 return; 238 return;
248 } 239 }
249 else 240 else
250 { /* Create a copy of this object and put it ahead */ 241 { /* Create a copy of this object and put it ahead */
251 tmp = op->clone (); 242 object *tmp = op->clone ();
252 243
244 m->insert (tmp, x, y, op);
253 tmp->speed_left = -0.1; 245 tmp->speed_left = -0.1f;
254 tmp->x += DIRX (tmp), tmp->y += DIRY (tmp);
255 tmp = insert_ob_in_map (tmp, op->map, op, 0);
256 /* 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 */
257 tmp->duration++; 247 tmp->duration++;
258 248
259 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
260 * going off in other directions. 250 * going off in other directions.
261 */ 251 */
262
263 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
264 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
265 forklightning (op, tmp); 254
266 }
267 /* 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
268 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
269 */ 257 */
270 op->range = 0; 258 op->range = 0;
271 } /* copy object and move it along */ 259 } /* copy object and move it along */
294 return 0; 282 return 0;
295 283
296 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
297 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);
298 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
299 if (spob->slaying) 288 if (spob->slaying)
300 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
301 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
302 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
303 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
304 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
305 295
336 tmp->y = op->y; 326 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 327 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 328 tmp->map = op->map;
339 } 329 }
340 330
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 331 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 332 move_bolt (tmp);
343 333
344 return 1; 334 return 1;
345} 335}
346
347
348 336
349/*************************************************************************** 337/***************************************************************************
350 * 338 *
351 * BULLET/BALL CODE 339 * BULLET/BALL CODE
352 * 340 *
353 ***************************************************************************/ 341 ***************************************************************************/
354 342
355/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 345 * At least that is what I think this does.
358 */ 346 */
359void 347void
360explosion (object *op) 348explosion (object *op)
361{ 349{
362 object *tmp;
363 maptile *m = op->map; 350 maptile *m = op->map;
364 int i; 351 int i;
365 352
366 if (--(op->duration) < 0) 353 if (--op->duration < 0)
367 { 354 {
368 op->destroy (); 355 op->destroy ();
369 return; 356 return;
370 } 357 }
371 358
377 { 364 {
378 sint16 dx, dy; 365 sint16 dx, dy;
379 366
380 dx = op->x + freearr_x[i]; 367 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 368 dy = op->y + freearr_y[i];
369
382 /* ok_to_put_more already does things like checks for walls, 370 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 371 * out of map, etc.
384 */ 372 */
385 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))
386 { 374 {
387 tmp = op->clone (); 375 object *tmp = op->clone ();
376
388 tmp->state = 0; 377 tmp->state = 0;
389 tmp->speed_left = -0.21; 378 tmp->speed_left = -0.21f;
390 tmp->range--; 379 tmp->range--;
391 tmp->value = 0; 380 tmp->value = 0;
392 tmp->x = dx; 381
393 tmp->y = dy; 382 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 383 }
396 } 384 }
397 } 385 }
398} 386}
399
400 387
401/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
403 * explode. 390 * explode.
404 */ 391 */
414 return; 401 return;
415 } 402 }
416 403
417 if (op->env) 404 if (op->env)
418 { 405 {
419 object *env; 406 object *env = op->outer_env ();
420 407
421 env = object_get_env_recursive (op);
422 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))
423 { 409 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 411 op->destroy ();
426 return; 412 return;
427 } 413 }
428 414
429 op->remove (); 415 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
430 op->x = env->x;
431 op->y = env->y;
432 insert_ob_in_map (op, env->map, op, INS_NO_MERGE | INS_NO_WALK_ON);
433 } 416 }
434 else if (out_of_map (op->map, op->x, op->y)) 417 else if (out_of_map (op->map, op->x, op->y))
435 { 418 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 419 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 420 op->destroy ();
448 } 431 }
449 432
450 if (op->attacktype) 433 if (op->attacktype)
451 { 434 {
452 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
453 if (op->destroyed ()) 437 if (op->destroyed ())
454 return; 438 return;
455 } 439 }
456 440
457 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
465 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))
466 { 450 {
467 op->destroy (); 451 op->destroy ();
468 return; 452 return;
469 } 453 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 454
474 /* special for bombs - it actually has sane values for these */ 455 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 456 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 457 {
477 tmp->attacktype = op->attacktype; 458 tmp->attacktype = op->attacktype;
481 } 462 }
482 else 463 else
483 { 464 {
484 if (op->attacktype & AT_MAGIC) 465 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 466 tmp->attacktype |= AT_MAGIC;
467
486 /* Spell doc describes what is going on here */ 468 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 469 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 470 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 471 tmp->duration = op->stats.hp;
490 /* 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 -
498 tmp->stats.sp = op->direction; 480 tmp->stats.sp = op->direction;
499 481
500 /* Prevent recursion */ 482 /* Prevent recursion */
501 op->move_on = 0; 483 op->move_on = 0;
502 484
503 insert_ob_in_map (tmp, op->map, op, 0); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
504 /* remove the firebullet */ 488 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 489 op->destroy ();
508 }
509} 490}
510
511
512 491
513/* 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
514 * (eg, explode, damage player, etc) 493 * (eg, explode, damage player, etc)
515 */ 494 */
516
517void 495void
518check_bullet (object *op) 496check_bullet (object *op)
519{ 497{
520 object *tmp; 498 object *tmp;
521 int dam, mflags; 499 int dam, mflags;
536 514
537 /* 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 */
538 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
539 return; 517 return;
540 518
541 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)
542 { 520 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 522 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 526 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 528 {
550 op->destroy (); 529 op->destroy ();
610 op->destroy (); 589 op->destroy ();
611 590
612 return; 591 return;
613 } 592 }
614 593
615 op->remove (); 594 if (!(op = m->insert (op, new_x, new_y, op)))
616 op->x = new_x;
617 op->y = new_y;
618 if ((op = insert_ob_in_map (op, m, op, 0)) == NULL)
619 return; 595 return;
620 596
621 if (reflwall (op->map, op->x, op->y, op)) 597 if (reflwall (op->map, op->x, op->y, op))
622 { 598 {
623 op->direction = absdir (op->direction + 4); 599 op->direction = absdir (op->direction + 4);
624 update_turn_face (op); 600 update_turn_face (op);
625 } 601 }
626 else 602 else
627 check_bullet (op); 603 check_bullet (op);
628} 604}
629
630
631
632 605
633/* fire_bullet 606/* fire_bullet
634 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
635 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
636 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
637 * spob->attacktype. 610 * spob->attacktype.
638 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
639 * pointers. 612 * pointers.
640 */ 613 */
641
642int 614int
643fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
644{ 616{
645 object *tmp = NULL; 617 object *tmp = NULL;
646 int mflags; 618 int mflags;
647 619
648 if (!spob->other_arch) 620 if (!spob->other_arch)
649 return 0; 621 return 0;
650 622
651 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
652 if (tmp == NULL) 624 if (!tmp)
653 return 0; 625 return 0;
654 626
655 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
656 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);
657 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
658 if (spob->slaying) 630 if (spob->slaying)
659 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
660 632
670 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
671 643
672 tmp->set_owner (op); 644 tmp->set_owner (op);
673 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
674 646
675 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
676 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
677 tmp->map = op->map; 649 tmp->map = op->map;
678 650
679 maptile *newmap; 651 maptile *newmap;
680 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);
681 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
698 tmp->y = op->y; 670 tmp->y = op->y;
699 tmp->direction = absdir (tmp->direction + 4); 671 tmp->direction = absdir (tmp->direction + 4);
700 tmp->map = op->map; 672 tmp->map = op->map;
701 } 673 }
702 674
703 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0))) 675 if ((tmp = tmp->insert_at (tmp, op)))
704 check_bullet (tmp); 676 check_bullet (tmp);
705 677
706 return 1; 678 return 1;
707} 679}
708
709
710
711 680
712/***************************************************************************** 681/*****************************************************************************
713 * 682 *
714 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
715 * 684 *
716 *****************************************************************************/ 685 *****************************************************************************/
717 686
718
719/* 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" */
720void 688void
721cone_drop (object *op) 689cone_drop (object *op)
722{ 690{
723 object *new_ob = arch_to_object (op->other_arch); 691 object *new_ob = arch_to_object (op->other_arch);
724 692
725 new_ob->x = op->x;
726 new_ob->y = op->y;
727 new_ob->level = op->level; 693 new_ob->level = op->level;
728 new_ob->set_owner (op->owner); 694 new_ob->set_owner (op->owner);
729 695
730 /* preserve skill ownership */ 696 /* preserve skill ownership */
731 if (op->skill && op->skill != new_ob->skill) 697 if (op->skill && op->skill != new_ob->skill)
732 {
733 new_ob->skill = op->skill; 698 new_ob->skill = op->skill;
734 }
735 insert_ob_in_map (new_ob, op->map, op, 0);
736 699
700 new_ob->insert_at (op, op);
737} 701}
738 702
739/* 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 */
740 704
741void 705void
742move_cone (object *op) 706move_cone (object *op)
743{ 707{
744 int i;
745
746 /* 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 */
747 if (!op->map) 709 if (!op->map)
748 { 710 {
749 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");
750 op->set_speed (0); 712 op->set_speed (0);
795 { 757 {
796 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
797 return; 759 return;
798 } 760 }
799 761
800 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
801 { 763 {
802 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)];
803 765
804 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))
805 { 767 {
806 object *tmp = op->clone (); 768 object *tmp = op->clone ();
807
808 tmp->x = x;
809 tmp->y = y;
810 769
811 tmp->duration = op->duration + 1; 770 tmp->duration = op->duration + 1;
812 771
813 /* Use for spell tracking - see ok_to_put_more() */ 772 /* Use for spell tracking - see ok_to_put_more() */
814 tmp->stats.maxhp = op->stats.maxhp; 773 tmp->stats.maxhp = op->stats.maxhp;
815 insert_ob_in_map (tmp, op->map, op, 0); 774
775 op->map->insert (tmp, x, y, op);
776
816 if (tmp->other_arch) 777 if (tmp->other_arch)
817 cone_drop (tmp); 778 cone_drop (tmp);
818 } 779 }
819 } 780 }
820} 781}
853 814
854 /* 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
855 * 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
856 * insert it into is blocked. 817 * insert it into is blocked.
857 */ 818 */
858 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
859 820
860 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
861 { 822 {
862 sint16 x, y, d; 823 sint16 x, y, d;
863 824
899 success = 1; 860 success = 1;
900 tmp = arch_to_object (spell->other_arch); 861 tmp = arch_to_object (spell->other_arch);
901 tmp->set_owner (op); 862 tmp->set_owner (op);
902 set_spell_skill (op, caster, spell, tmp); 863 set_spell_skill (op, caster, spell, tmp);
903 tmp->level = caster_level (caster, spell); 864 tmp->level = caster_level (caster, spell);
904 tmp->x = sx;
905 tmp->y = sy;
906 tmp->attacktype = spell->attacktype; 865 tmp->attacktype = spell->attacktype;
907 866
908 /* holy word stuff */ 867 /* holy word stuff */
909 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 868 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
910 if (!tailor_god_spell (tmp, op)) 869 if (!tailor_god_spell (tmp, op))
944 else 903 else
945 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
946 } 905 }
947 906
948 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
949 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);
950 909
951 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
952 {
953 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);
954 }
955 912
956 insert_ob_in_map (tmp, m, op, 0); 913 m->insert (tmp, sx, sy, op);
957 914
958 /* 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
959 * a single space too many times. 916 * a single space too many times.
960 */ 917 */
961 tmp->stats.maxhp = tmp->count; 918 tmp->stats.maxhp = tmp->count;
971 * 928 *
972 * BOMB related code 929 * BOMB related code
973 * 930 *
974 ****************************************************************************/ 931 ****************************************************************************/
975 932
976
977/* This handles an exploding bomb. 933/* This handles an exploding bomb.
978 * op is the original bomb object. 934 * op is the original bomb object.
979 */ 935 */
980void 936void
981animate_bomb (object *op) 937animate_bomb (object *op)
982{ 938{
983 int i;
984 object *env, *tmp;
985 archetype *at;
986
987 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
988 return; 940 return;
989 941
990 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
991 943
992 if (op->env) 944 if (op->env)
993 { 945 {
994 if (env->map == NULL) 946 if (env->map == NULL)
995 return; 947 return;
996 948
997 if (env->type == PLAYER) 949 if (!(op = op->insert_at (env, op)))
998 esrv_del_item (env->contr, op->count);
999
1000 op->remove ();
1001 op->x = env->x;
1002 op->y = env->y;
1003 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1004 return; 950 return;
1005 } 951 }
1006 952
1007 // 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
1008 // 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
1015 961
1016 /* This copies a lot of the code from the fire bullet, 962 /* This copies a lot of the code from the fire bullet,
1017 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
1018 * so just set up the appropriate values. 964 * so just set up the appropriate values.
1019 */ 965 */
1020 at = archetype::find (SPLINT); 966 if (archetype *at = archetype::find (SPLINT))
1021 if (at)
1022 { 967 {
1023 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
1024 { 969 {
1025 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]))
1026 continue; 971 continue;
972
1027 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
1028 tmp->direction = i; 974 tmp->direction = i;
1029 tmp->range = op->range; 975 tmp->range = op->range;
1030 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
1031 tmp->duration = op->duration; 977 tmp->duration = op->duration;
1032 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1033 tmp->set_owner (op); 979 tmp->set_owner (op);
1034 if (op->skill && op->skill != tmp->skill) 980 if (op->skill && op->skill != tmp->skill)
1035 {
1036 tmp->skill = op->skill; 981 tmp->skill = op->skill;
1037 } 982
1038 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 983 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1039 SET_ANIMATION (tmp, i); 984 SET_ANIMATION (tmp, i);
1040 tmp->x = op->x + freearr_x[i]; 985
1041 tmp->y = op->y + freearr_x[i]; 986 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1042 insert_ob_in_map (tmp, op->map, op, 0);
1043 move_bullet (tmp); 987 move_bullet (tmp);
1044 } 988 }
1045 } 989 }
1046 990
1047 explode_bullet (op); 991 explode_bullet (op);
1048} 992}
1049 993
1050int 994int
1051create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1052{ 996{
1053
1054 object *tmp; 997 object *tmp;
1055 int mflags; 998 int mflags;
1056 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];
1057 maptile *m; 1000 maptile *m;
1058 1001
1060 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))
1061 { 1004 {
1062 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.");
1063 return 0; 1006 return 0;
1064 } 1007 }
1008
1065 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1066 1010
1067 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1068 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1069 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);
1070 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1014 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1071 tmp->attacktype = spell->attacktype; 1015 tmp->attacktype = spell->attacktype;
1072 1016
1073 tmp->set_owner (op); 1017 tmp->set_owner (op);
1074 set_spell_skill (op, caster, spell, tmp); 1018 set_spell_skill (op, caster, spell, tmp);
1075 tmp->x = dx; 1019
1076 tmp->y = dy; 1020 m->insert (tmp, dx, dy, op);
1077 insert_ob_in_map (tmp, m, op, 0);
1078 return 1; 1021 return 1;
1079} 1022}
1080 1023
1081/**************************************************************************** 1024/****************************************************************************
1082 * 1025 *
1091 * dir is the direction to look in. 1034 * dir is the direction to look in.
1092 * range is how far out to look. 1035 * range is how far out to look.
1093 * 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.
1094 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1095 */ 1038 */
1096
1097object * 1039object *
1098get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1099{ 1041{
1100 object *target; 1042 object *target;
1101 sint16 x, y; 1043 sint16 x, y;
1120 return NULL; 1062 return NULL;
1121 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1122 return NULL; 1064 return NULL;
1123 1065
1124 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1125 {
1126 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)
1127 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1128 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1129 {
1130 return target; 1069 return target;
1131 }
1132 }
1133 }
1134 } 1070 }
1071
1135 return NULL; 1072 return NULL;
1136} 1073}
1137
1138 1074
1139/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1140 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1141 * usual params - 1077 * usual params -
1142 * op = player 1078 * op = player
1143 * caster = object casting the spell. 1079 * caster = object casting the spell.
1144 * dir = direction being cast 1080 * dir = direction being cast
1145 * spell = spell object 1081 * spell = spell object
1146 */ 1082 */
1147
1148int 1083int
1149cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1150{ 1085{
1151 object *effect, *target; 1086 object *effect, *target;
1152 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1225 1160
1226 effect->set_owner (op); 1161 effect->set_owner (op);
1227 set_spell_skill (op, caster, spell, effect); 1162 set_spell_skill (op, caster, spell, effect);
1228 1163
1229 /* ok, tell it where to be, and insert! */ 1164 /* ok, tell it where to be, and insert! */
1230 effect->x = target->x; 1165 effect->insert_at (target, op);
1231 effect->y = target->y;
1232 insert_ob_in_map (effect, target->map, op, 0);
1233 1166
1234 return 1; 1167 return 1;
1235} 1168}
1236
1237 1169
1238/**************************************************************************** 1170/****************************************************************************
1239 * 1171 *
1240 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1241 * 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
1244 1176
1245/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1246void 1178void
1247move_missile (object *op) 1179move_missile (object *op)
1248{ 1180{
1249 int i, mflags;
1250 object *owner;
1251 sint16 new_x, new_y;
1252 maptile *m;
1253
1254 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1255 { 1182 {
1256 op->destroy (); 1183 op->destroy ();
1257 return; 1184 return;
1258 } 1185 }
1259 1186
1260 owner = op->owner; 1187 mapxy pos (op);
1261#if 0 1188 pos.move (op->direction);
1262 /* It'd make things nastier if this wasn't here - spells cast by 1189
1263 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1264 */
1265 if (owner == NULL)
1266 { 1191 {
1267 op->destroy (); 1192 op->destroy ();
1268 return; 1193 return;
1269 } 1194 }
1270#endif
1271 1195
1272 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1273 new_y = op->y + DIRY (op);
1274 1197
1275 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))
1276
1277 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1278 { 1199 {
1279 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1280 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1281 * 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.
1282 */ 1203 */
1283 if (!op->destroyed ())
1284 op->destroy ();
1285
1286 return;
1287 }
1288
1289 op->remove ();
1290
1291 if (!op->direction || (mflags & P_OUT_OF_MAP))
1292 {
1293 op->destroy (); 1204 op->destroy ();
1294 return; 1205 return;
1295 } 1206 }
1296 1207
1297 op->x = new_x; 1208 if (!op->direction)
1298 op->y = new_y; 1209 {
1299 op->map = m; 1210 op->destroy ();
1211 return;
1212 }
1213
1300 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);
1301 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1302 { 1216 {
1303 op->direction = i; 1217 op->direction = i;
1304 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1305 } 1219 }
1306 1220
1307 insert_ob_in_map (op, op->map, op, 0); 1221 pos.insert (op, op);
1308} 1222}
1309 1223
1310/**************************************************************************** 1224/****************************************************************************
1311 * Destruction 1225 * Destruction
1312 ****************************************************************************/ 1226 ****************************************************************************/
1315 * 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
1316 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1317 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1318 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1319 */ 1233 */
1320
1321int 1234int
1322make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1323{ 1236{
1324 object *tmp;
1325
1326 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1327 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1328 return 0; 1239 return 0;
1329 1240
1330 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1331 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1332 tmp->stats.food = time; 1243 tmp->stats.food = time;
1333 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1334 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1335 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1336 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1337 1248
1338 tmp->x = op->x;
1339 tmp->y = op->y;
1340 if (tmp->speed < MIN_ACTIVE_SPEED)
1341 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1342 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1343 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1344 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1345 1253
1346 if (!tmp->env || op != tmp->env)
1347 {
1348 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1349 return 0;
1350 }
1351 return 1; 1254 return 1;
1352} 1255}
1353
1354
1355
1356 1256
1357int 1257int
1358cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1359{ 1259{
1360 int i, j, range, mflags, friendly = 0, dam, dur; 1260 int i, j, range, mflags, friendly = 0, dam, dur;
1381 else if (caster->skill) 1281 else if (caster->skill)
1382 op->skill = caster->skill; 1282 op->skill = caster->skill;
1383 else 1283 else
1384 op->skill = NULL; 1284 op->skill = NULL;
1385 1285
1386 change_skill (op, find_skill_by_name (op, op->skill), 1); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1387 1287
1388 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1389 { 1289 {
1390 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1391 { 1291 {
1392 m = op->map; 1292 m = op->map;
1393 sx = op->x + i; 1293 sx = op->x + i;
1394 sy = op->y + j; 1294 sy = op->y + j;
1295
1395 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1296 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP) 1297 if (mflags & P_OUT_OF_MAP)
1397 continue; 1298 continue;
1299
1398 if (mflags & P_IS_ALIVE) 1300 if (mflags & P_IS_ALIVE)
1399 { 1301 {
1400 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)
1401 {
1402 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1303 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1403 break; 1304 break;
1404 } 1305
1405 if (tmp) 1306 if (tmp)
1406 { 1307 {
1407 if (tmp->head) 1308 if (tmp->head)
1408 tmp = tmp->head; 1309 tmp = tmp->head;
1409 1310
1411 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1412 { 1313 {
1413 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1414 { 1315 {
1415 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1416 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1417 {
1418 tmp = arch_to_object (spell_ob->other_arch); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1419 tmp->x = sx;
1420 tmp->y = sy;
1421 insert_ob_in_map (tmp, m, op, 0);
1422 }
1423 } 1320 }
1424 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)
1425 { 1322 {
1426 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1323 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1427 {
1428 object *effect = arch_to_object (spell_ob->other_arch); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1429
1430 effect->x = sx;
1431 effect->y = sy;
1432 insert_ob_in_map (effect, m, op, 0);
1433 }
1434 } 1325 }
1435 } 1326 }
1436 } 1327 }
1437 } 1328 }
1438 } 1329 }
1439 } 1330 }
1331
1440 op->skill = skill; 1332 op->skill = skill;
1441 return 1; 1333 return 1;
1442} 1334}
1443 1335
1444/*************************************************************************** 1336/***************************************************************************
1458 { 1350 {
1459 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.");
1460 return 0; 1352 return 0;
1461 } 1353 }
1462 1354
1355 tmp = tmp->head_ ();
1356
1463 /* 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. */
1464 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1465 { 1359 {
1466 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1467 { 1361 {
1468 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1469 { 1363 {
1475 return 0; 1369 return 0;
1476 } 1370 }
1477 } 1371 }
1478 } 1372 }
1479 1373
1480 if (force == NULL) 1374 if (!force)
1481 { 1375 {
1482 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1483 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1484 if (spell_ob->race) 1379 if (spell_ob->race)
1485 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1486 else 1381 else
1487 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1488 1383
1498 { 1393 {
1499 force->duration = duration; 1394 force->duration = duration;
1500 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.");
1501 } 1396 }
1502 else 1397 else
1503 {
1504 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.");
1505 } 1399
1506 return 1; 1400 return 1;
1507 } 1401 }
1402
1508 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;
1509 force->speed = 1.0; 1404 force->speed = 1.f;
1510 force->speed_left = -1.0; 1405 force->speed_left = -1.f;
1511 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1512 1407
1513 if (god) 1408 if (god)
1514 { 1409 {
1515 if (spell_ob->last_grace) 1410 if (spell_ob->last_grace)
1532 insert_ob_in_ob (force, tmp); 1427 insert_ob_in_ob (force, tmp);
1533 tmp->update_stats (); 1428 tmp->update_stats ();
1534 return 1; 1429 return 1;
1535 1430
1536} 1431}
1537
1538 1432
1539/********************************************************************** 1433/**********************************************************************
1540 * mood change 1434 * mood change
1541 * 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
1542 * effects monsters, it seems best to put it into this file 1436 * effects monsters, it seems best to put it into this file
1572 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1466 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1573 race = god->race; 1467 race = god->race;
1574 else 1468 else
1575 race = spell->race; 1469 race = spell->race;
1576 1470
1577
1578 for (x = op->x - range; x <= op->x + range; x++) 1471 for (x = op->x - range; x <= op->x + range; x++)
1579 for (y = op->y - range; y <= op->y + range; y++) 1472 for (y = op->y - range; y <= op->y + range; y++)
1580 { 1473 {
1581
1582 done_one = 0; 1474 done_one = 0;
1583 m = op->map; 1475 m = op->map;
1584 nx = x; 1476 nx = x;
1585 ny = y; 1477 ny = y;
1586 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1478 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1589 1481
1590 /* 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 */
1591 if (!(mflags & P_IS_ALIVE)) 1483 if (!(mflags & P_IS_ALIVE))
1592 continue; 1484 continue;
1593 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
1594 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)
1595 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1492 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1596 break; 1493 break;
1597 1494
1598 /* There can be living objects that are not monsters */ 1495 /* There can be living objects that are not monsters */
1599 if (!tmp || tmp->type == PLAYER) 1496 if (!tmp || tmp->type == PLAYER)
1606 head = tmp; 1503 head = tmp;
1607 1504
1608 /* 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 */
1609 if (race && head->race && !strstr (race, head->race)) 1506 if (race && head->race && !strstr (race, head->race))
1610 continue; 1507 continue;
1508
1611 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1509 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1612 continue; 1510 continue;
1613 1511
1614 /* Now do a bunch of stuff related to saving throws */ 1512 /* Now do a bunch of stuff related to saving throws */
1615 best_at = -1; 1513 best_at = -1;
1632 at -= level / 5; 1530 at -= level / 5;
1633 if (did_make_save (head, head->level, at)) 1531 if (did_make_save (head, head->level, at))
1634 continue; 1532 continue;
1635 } 1533 }
1636 else /* spell->attacktype */ 1534 else /* spell->attacktype */
1637 /*
1638 Spell has no attacktype (charm & such), so we'll have a specific saving:
1639 * if spell level < monster level, no go
1640 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1641
1642 The chance will then be in the range [20-70] percent, not too bad.
1643
1644 This is required to fix the 'charm monster' abuse, where a player level 1 can
1645 charm a level 125 monster...
1646
1647 Ryo, august 14th
1648 */
1649 { 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 */
1650 if (head->level > level) 1548 if (head->level > level)
1651 continue; 1549 continue;
1550
1652 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))))
1653 /* Failed, no effect */ 1552 /* Failed, no effect */
1654 continue; 1553 continue;
1655 } 1554 }
1656 1555
1657 /* Done with saving throw. Now start effecting the monster */ 1556 /* Done with saving throw. Now start affecting the monster */
1658 1557
1659 /* aggravation */ 1558 /* aggravation */
1660 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1559 if (QUERY_FLAG (spell, FLAG_MONSTER))
1661 { 1560 {
1662 CLEAR_FLAG (head, FLAG_SLEEP); 1561 CLEAR_FLAG (head, FLAG_SLEEP);
1663 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1664 remove_friendly_object (head); 1562 remove_friendly_object (head);
1665
1666 done_one = 1; 1563 done_one = 1;
1667 head->enemy = op; 1564 head->enemy = op;
1668 } 1565 }
1669 1566
1670 /* calm monsters */ 1567 /* calm monsters */
1679 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1576 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1680 { 1577 {
1681 SET_FLAG (head, FLAG_BERSERK); 1578 SET_FLAG (head, FLAG_BERSERK);
1682 done_one = 1; 1579 done_one = 1;
1683 } 1580 }
1581
1684 /* charm */ 1582 /* charm */
1685 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))
1686 { 1584 {
1687 SET_FLAG (head, FLAG_FRIENDLY); 1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1688 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1689 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.
1690 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. */
1691 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1692 head->set_owner (op); 1591 head->set_owner (op);
1693 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1698 head->stats.exp = 0; 1597 head->stats.exp = 0;
1699 } 1598 }
1700 1599
1701 /* If a monster was effected, put an effect in */ 1600 /* If a monster was effected, put an effect in */
1702 if (done_one && spell->other_arch) 1601 if (done_one && spell->other_arch)
1703 {
1704 tmp = arch_to_object (spell->other_arch); 1602 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1705 tmp->x = nx;
1706 tmp->y = ny;
1707 insert_ob_in_map (tmp, m, op, 0);
1708 }
1709 } /* for y */ 1603 } /* for y */
1710 1604
1711 return 1; 1605 return 1;
1712} 1606}
1713 1607
1764 nx = op->x; 1658 nx = op->x;
1765 ny = op->y; 1659 ny = op->y;
1766 m = op->map; 1660 m = op->map;
1767 } 1661 }
1768 1662
1769 op->remove (); 1663 m->insert (op, nx, ny, op);
1770 op->y = ny;
1771 op->x = nx;
1772 insert_ob_in_map (op, m, op, 0);
1773 1664
1774 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
1775 surrounding squares */ 1666 surrounding squares */
1776 1667
1777 /* loop over current square and neighbors to hit. 1668 /* loop over current square and neighbors to hit.
1778 * if this has an other_arch field, we insert that in 1669 * if this has an other_arch field, we insert that in
1779 * the surround spaces. 1670 * the surround spaces.
1780 */ 1671 */
1781 for (j = 0; j < 9; j++) 1672 for (j = 0; j < 9; j++)
1782 { 1673 {
1783 object *new_ob;
1784
1785 hx = nx + freearr_x[j]; 1674 hx = nx + freearr_x[j];
1786 hy = ny + freearr_y[j]; 1675 hy = ny + freearr_y[j];
1787 1676
1788 m = op->map; 1677 m = op->map;
1789 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1678 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1797 1686
1798 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)))
1799 { 1688 {
1800 if (j) 1689 if (j)
1801 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1802 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1803
1804 } 1693 }
1805 1694
1806 /* insert the other arch */ 1695 /* insert the other arch */
1807 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))))
1808 { 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1809 new_ob = arch_to_object (op->other_arch);
1810 new_ob->x = hx;
1811 new_ob->y = hy;
1812 insert_ob_in_map (new_ob, m, op, 0);
1813 }
1814 } 1698 }
1815 1699
1816 /* restore to the center location and damage */ 1700 /* restore to the center location and damage */
1817 op->stats.dam = dam_save; 1701 op->stats.dam = dam_save;
1818 1702
1821 if (i >= 0) 1705 if (i >= 0)
1822 { /* we have a preferred direction! */ 1706 { /* we have a preferred direction! */
1823 /* pick another direction if the preferred dir is blocked. */ 1707 /* pick another direction if the preferred dir is blocked. */
1824 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 ||
1825 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)))
1826 {
1827 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1710 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1828 } 1711
1829 op->direction = i; 1712 op->direction = i;
1830 } 1713 }
1831} 1714}
1832 1715
1833
1834/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1835 * 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
1836 * 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
1837 * 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
1838 * 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
1839 * 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.
1840 */ 1722 */
1841
1842void 1723void
1843move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1844{ 1725{
1845#if 0 1726#if 0
1846 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 };
1847 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 };
1848 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1849 int adjustdir; 1730 int adjustdir;
1850 maptile *m; 1731 maptile *m;
1851#endif 1732#endif
1852 int basedir;
1853 object *owner; 1733 object *owner = op->env;
1854 1734
1855 owner = op->owner; 1735 if (!op->duration || !owner->is_on_map ())
1856 if (op->duration == 0 || owner == NULL)
1857 { 1736 {
1858 op->destroy (); 1737 op->destroy ();
1859 return; 1738 return;
1860 } 1739 }
1861 1740
1862 op->duration--; 1741 op->duration--;
1863 1742
1864 basedir = op->direction; 1743 int basedir = op->direction;
1865 if (basedir == 0) 1744 if (!basedir)
1866 {
1867 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1868 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1869 }
1870 1747
1871#if 0 1748#if 0
1872 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1873 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1874 // 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
1875 // space. 1752 // space.
1876 // should be fixed later, but correctness before featurs... 1753 // should be fixed later, but correctness before features...
1877 // (schmorp) 1754 // (schmorp)
1878 1755
1879 /* new offset calculation to make swarm element distribution 1756 /* new offset calculation to make swarm element distribution
1880 * more uniform 1757 * more uniform
1881 */ 1758 */
1934 { 1811 {
1935 /* 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 */
1936 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1937 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1938 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1939 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);
1940 } 1817 }
1941} 1818}
1942
1943
1944
1945 1819
1946/* fire_swarm: 1820/* fire_swarm:
1947 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1948 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1949 * the parts of the swarm. 1823 * the parts of the swarm.
1952 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1953 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1954 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1955 * n: the number to be fired. 1829 * n: the number to be fired.
1956 */ 1830 */
1957
1958int 1831int
1959fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1960{ 1833{
1961 object *tmp;
1962 int i;
1963
1964 if (!spell->other_arch) 1834 if (!spell->other_arch)
1965 return 0; 1835 return 0;
1966 1836
1967 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1968 tmp->x = op->x;
1969 tmp->y = op->y;
1970 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1971 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1972
1973 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. */
1974 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1975
1976 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1977 1842
1978 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1979 {
1980 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1981 return 1; 1845 return 1;
1982 } 1846
1983 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1984 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1985 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1986 1850
1987 tmp->direction = dir; 1851 tmp->direction = dir;
1988 tmp->invisible = 1; 1852 tmp->invisible = 1;
1989 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
1990 return 1; 1858 return 1;
1991} 1859}
1992
1993 1860
1994/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1995 * function. 1862 * function.
1996 */ 1863 */
1997int 1864int
2028 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
2029 { 1896 {
2030 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
2031 if (target->head) 1898 if (target->head)
2032 target = target->head; 1899 target = target->head;
1900
2033 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
2034 return 1; /* one success only! */ 1902 return 1; /* one success only! */
2035 } 1903 }
2036 } 1904 }
2037 1905
2038 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
2054 { 1922 {
2055 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1923 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2056 if (tmp->glow_radius > MAX_LIGHT_RADII) 1924 if (tmp->glow_radius > MAX_LIGHT_RADII)
2057 tmp->glow_radius = MAX_LIGHT_RADII; 1925 tmp->glow_radius = MAX_LIGHT_RADII;
2058 } 1926 }
2059 tmp->x = x; 1927
2060 tmp->y = y; 1928 m->insert (tmp, x, y, op);
2061 insert_ob_in_map (tmp, m, op, 0);
2062 return 1; 1929 return 1;
2063} 1930}
2064
2065
2066
2067 1931
2068/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
2069 * player and infects someone. 1933 * player and infects someone.
2070 * 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
2071 * 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
2072 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
2073 */ 1937 */
2074
2075int 1938int
2076cast_cause_disease (object *op, object *caster, object *spell, int dir) 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
2077{ 1940{
2078 sint16 x, y; 1941 sint16 x, y;
2079 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
2086 /* 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
2087 * direction the player is pointing. 1950 * direction the player is pointing.
2088 */ 1951 */
2089 if (!dir) 1952 if (!dir)
2090 dir = op->facing; 1953 dir = op->facing;
1954
2091 if (!dir) 1955 if (!dir)
2092 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 */
2093 1957
2094 /* Calculate these once here */ 1958 /* Calculate these once here */
2095 range = spell->range + SP_level_range_adjust (caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
2129 /* do level adjustments */ 1993 /* do level adjustments */
2130 if (disease->stats.wc) 1994 if (disease->stats.wc)
2131 disease->stats.wc += dur_mod / 2; 1995 disease->stats.wc += dur_mod / 2;
2132 1996
2133 if (disease->magic > 0) 1997 if (disease->magic > 0)
2134 disease->magic += dur_mod / 4; 1998 disease->magic += dur_mod / 8;
2135 1999
2136 if (disease->stats.maxhp > 0) 2000 if (disease->stats.maxhp > 0)
2137 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
2138 2002
2139 if (disease->stats.maxgrace > 0) 2003 if (disease->stats.maxgrace > 0)
2174 if (disease->stats.sp) 2038 if (disease->stats.sp)
2175 disease->stats.sp -= dam_mod; 2039 disease->stats.sp -= dam_mod;
2176 2040
2177 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2178 { 2042 {
2179 object *flash; /* visual effect for inflicting disease */
2180
2181 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);
2182 2044
2183 disease->destroy (); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2184 flash = get_archetype (ARCH_DETECT_MAGIC); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2185 flash->x = x;
2186 flash->y = y;
2187 flash->map = walk->map;
2188 insert_ob_in_map (flash, walk->map, op, 0);
2189 return 1; 2047 return 1;
2190 } 2048 }
2191 2049
2192 disease->destroy (); 2050 disease->destroy ();
2193 } 2051 }
2194 } /* if living creature */ 2052 } /* if living creature */
2195 } /* for range of spaces */ 2053 } /* for range of spaces */
2054
2196 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2055 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2197 return 1; 2056 return 1;
2198} 2057}

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