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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.21 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.68 by elmex, Mon Oct 6 08:46:33 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
154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
161 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
162} 156}
163 157
164/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
165 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
166 */ 160 */
167
168void 161void
169move_bolt (object *op) 162move_bolt (object *op)
170{ 163{
171 object *tmp;
172 int mflags; 164 int mflags;
173 sint16 x, y; 165 sint16 x, y;
174 maptile *m; 166 maptile *m;
175 167
176 if (--(op->duration) < 0) 168 if (--op->duration < 0)
177 { 169 {
178 op->destroy (); 170 op->drop_and_destroy ();
179 return; 171 return;
180 } 172 }
181 173
182 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
183 175
184 if (!op->direction) 176 if (!op->direction)
185 return; 177 return;
186 178
187 if (--op->range < 0) 179 if (--op->range < 0)
188 {
189 op->range = 0; 180 op->range = 0;
190 }
191 else 181 else
192 { 182 {
193 x = op->x + DIRX (op); 183 x = op->x + DIRX (op);
194 y = op->y + DIRY (op); 184 y = op->y + DIRY (op);
195 m = op->map; 185 m = op->map;
203 * on the space. So only call reflwall if we think the data it returns 193 * on the space. So only call reflwall if we think the data it returns
204 * will be useful. 194 * will be useful.
205 */ 195 */
206 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op))) 196 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)) || ((mflags & P_IS_ALIVE) && reflwall (m, x, y, op)))
207 { 197 {
208
209 if (!QUERY_FLAG (op, FLAG_REFLECTING)) 198 if (!QUERY_FLAG (op, FLAG_REFLECTING))
210 return; 199 return;
211 200
212 /* Since walls don't run diagonal, if the bolt is in 201 /* Since walls don't run diagonal, if the bolt is in
213 * one of 4 main directions, it just reflects back in the 202 * one of 4 main directions, it just reflects back in the
243 else if (left) 232 else if (left)
244 op->direction = absdir (op->direction + 2); 233 op->direction = absdir (op->direction + 2);
245 else if (right) 234 else if (right)
246 op->direction = absdir (op->direction - 2); 235 op->direction = absdir (op->direction - 2);
247 } 236 }
237
248 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */ 238 update_turn_face (op); /* A bolt *must* be IS_TURNABLE */
249 return; 239 return;
250 } 240 }
251 else 241 else
252 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
253 tmp = op->clone (); 243 object *tmp = op->clone ();
254 244
245 m->insert (tmp, x, y, op);
255 tmp->speed_left = -0.1; 246 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 */ 247 /* To make up for the decrease at the top of the function */
259 tmp->duration++; 248 tmp->duration++;
260 249
261 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
262 * going off in other directions. 251 * going off in other directions.
263 */ 252 */
264
265 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
266 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
267 forklightning (op, tmp); 255
268 }
269 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
270 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
271 */ 258 */
272 op->range = 0; 259 op->range = 0;
273 } /* copy object and move it along */ 260 } /* copy object and move it along */
280 * we remove the magic flag - that can be derived from 267 * we remove the magic flag - that can be derived from
281 * spob->attacktype. 268 * spob->attacktype.
282 * This function sets up the appropriate owner and skill 269 * This function sets up the appropriate owner and skill
283 * pointers. 270 * pointers.
284 */ 271 */
285
286int 272int
287fire_bolt (object *op, object *caster, int dir, object *spob, object *skill) 273fire_bolt (object *op, object *caster, int dir, object *spob, object *skill)
288{ 274{
289 object *tmp = NULL; 275 object *tmp = NULL;
290 int mflags; 276 int mflags;
297 return 0; 283 return 0;
298 284
299 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
300 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
301 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
302 if (spob->slaying) 289 if (spob->slaying)
303 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
304 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
305 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
306 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
307 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
308 296
315 303
316 tmp->x = op->x + DIRX (tmp); 304 tmp->x = op->x + DIRX (tmp);
317 tmp->y = op->y + DIRY (tmp); 305 tmp->y = op->y + DIRY (tmp);
318 tmp->map = op->map; 306 tmp->map = op->map;
319 307
308 maptile *newmap;
320 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
321 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
322 { 311 {
323 tmp->destroy (); 312 tmp->drop_and_destroy ();
324 return 0; 313 return 0;
325 } 314 }
326 315
316 tmp->map = newmap;
317
327 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
328 { 319 {
329 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
330 { 321 {
331 tmp->destroy (); 322 tmp->drop_and_destroy ();
332 return 0; 323 return 0;
333 } 324 }
334 325
335 tmp->x = op->x; 326 tmp->x = op->x;
336 tmp->y = op->y; 327 tmp->y = op->y;
337 tmp->direction = absdir (tmp->direction + 4); 328 tmp->direction = absdir (tmp->direction + 4);
338 tmp->map = op->map; 329 tmp->map = op->map;
339 } 330 }
340 331
341 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 332 if ((tmp = tmp->insert_at (tmp, op)))
342 move_bolt (tmp); 333 move_bolt (tmp);
343 334
344 return 1; 335 return 1;
345} 336}
346
347
348 337
349/*************************************************************************** 338/***************************************************************************
350 * 339 *
351 * BULLET/BALL CODE 340 * BULLET/BALL CODE
352 * 341 *
353 ***************************************************************************/ 342 ***************************************************************************/
354 343
355/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
356 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
357 * At least that is what I think this does. 346 * At least that is what I think this does.
358 */ 347 */
359void 348void
360explosion (object *op) 349explosion (object *op)
361{ 350{
362 object *tmp;
363 maptile *m = op->map; 351 maptile *m = op->map;
364 int i; 352 int i;
365 353
366 if (--(op->duration) < 0) 354 if (--op->duration < 0)
367 { 355 {
368 op->destroy (); 356 op->destroy ();
369 return; 357 return;
370 } 358 }
371 359
377 { 365 {
378 sint16 dx, dy; 366 sint16 dx, dy;
379 367
380 dx = op->x + freearr_x[i]; 368 dx = op->x + freearr_x[i];
381 dy = op->y + freearr_y[i]; 369 dy = op->y + freearr_y[i];
370
382 /* ok_to_put_more already does things like checks for walls, 371 /* ok_to_put_more already does things like checks for walls,
383 * out of map, etc. 372 * out of map, etc.
384 */ 373 */
385 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
386 { 375 {
387 tmp = op->clone (); 376 object *tmp = op->clone ();
377
388 tmp->state = 0; 378 tmp->state = 0;
389 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
390 tmp->range--; 380 tmp->range--;
391 tmp->value = 0; 381 tmp->value = 0;
392 tmp->x = dx; 382
393 tmp->y = dy; 383 m->insert (tmp, dx, dy, op);
394 insert_ob_in_map (tmp, m, op, 0);
395 } 384 }
396 } 385 }
397 } 386 }
398} 387}
399
400 388
401/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
402 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
403 * explode. 391 * explode.
404 */ 392 */
405void 393void
406explode_bullet (object *op) 394explode_bullet (object *op)
407{ 395{
408 object *tmp, *owner; 396 object *tmp, *owner;
409 397
410 if (op->other_arch == NULL) 398 if (!op->other_arch)
411 { 399 {
412 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
413 op->destroy (); 401 op->destroy ();
414 return; 402 return;
415 } 403 }
416 404
417 if (op->env) 405 if (op->env)
418 { 406 {
419 object *env; 407 object *env = op->outer_env ();
420 408
421 env = object_get_env_recursive (op);
422 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
423 { 410 {
424 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
425 op->destroy (); 412 op->destroy ();
426 return; 413 return;
427 } 414 }
428 415
429 op->remove (); 416 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 } 417 }
434 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
435 { 419 {
436 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
437 op->destroy (); 421 op->destroy ();
448 } 432 }
449 433
450 if (op->attacktype) 434 if (op->attacktype)
451 { 435 {
452 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
453 if (op->destroyed ()) 438 if (op->destroyed ())
454 return; 439 return;
455 } 440 }
456 441
457 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
460 tmp->set_owner (op); 445 tmp->set_owner (op);
461 tmp->skill = op->skill; 446 tmp->skill = op->skill;
462 447
463 owner = op->owner; 448 owner = op->owner;
464 449
465 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
466 { 454 {
467 op->destroy (); 455 op->destroy ();
468 return; 456 return;
469 } 457 }
470
471 tmp->x = op->x;
472 tmp->y = op->y;
473 458
474 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
475 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
476 { 461 {
477 tmp->attacktype = op->attacktype; 462 tmp->attacktype = op->attacktype;
481 } 466 }
482 else 467 else
483 { 468 {
484 if (op->attacktype & AT_MAGIC) 469 if (op->attacktype & AT_MAGIC)
485 tmp->attacktype |= AT_MAGIC; 470 tmp->attacktype |= AT_MAGIC;
471
486 /* Spell doc describes what is going on here */ 472 /* Spell doc describes what is going on here */
487 tmp->stats.dam = op->dam_modifier; 473 tmp->stats.dam = op->dam_modifier;
488 tmp->range = op->stats.maxhp; 474 tmp->range = op->stats.maxhp;
489 tmp->duration = op->stats.hp; 475 tmp->duration = op->stats.hp;
490 /* Used for spell tracking - just need a unique val for this spell - 476 /* Used for spell tracking - just need a unique val for this spell -
498 tmp->stats.sp = op->direction; 484 tmp->stats.sp = op->direction;
499 485
500 /* Prevent recursion */ 486 /* Prevent recursion */
501 op->move_on = 0; 487 op->move_on = 0;
502 488
503 insert_ob_in_map (tmp, op->map, op, 0); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
504 /* remove the firebullet */ 492 /* remove the firebullet */
505 if (!op->destroyed ())
506 {
507 op->destroy (); 493 op->destroy ();
508 }
509} 494}
510
511
512 495
513/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
514 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
515 */ 498 */
516
517void 499void
518check_bullet (object *op) 500check_bullet (object *op)
519{ 501{
520 object *tmp; 502 object *tmp;
521 int dam, mflags; 503 int dam, mflags;
536 518
537 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
538 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
539 return; 521 return;
540 522
541 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
542 { 524 {
543 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
544 { 526 {
545 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
546 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
547 { 531 {
548 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
549 { 533 {
550 op->destroy (); 534 op->destroy ();
553 } 537 }
554 } 538 }
555 } 539 }
556} 540}
557 541
558
559/* Basically, we move 'op' one square, and if it hits something, 542/* Basically, we move 'op' one square, and if it hits something,
560 * call check_bullet. 543 * call check_bullet.
561 * This function is only applicable to bullets, but not to all 544 * This function is only applicable to bullets, but not to all
562 * fired arches (eg, bolts). 545 * fired arches (eg, bolts).
563 */ 546 */
564
565void 547void
566move_bullet (object *op) 548move_bullet (object *op)
567{ 549{
568 sint16 new_x, new_y; 550 sint16 new_x, new_y;
569 int mflags; 551 int mflags;
612 op->destroy (); 594 op->destroy ();
613 595
614 return; 596 return;
615 } 597 }
616 598
617 op->remove (); 599 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; 600 return;
622 601
623 if (reflwall (op->map, op->x, op->y, op)) 602 if (reflwall (op->map, op->x, op->y, op))
624 { 603 {
625 op->direction = absdir (op->direction + 4); 604 op->direction = absdir (op->direction + 4);
626 update_turn_face (op); 605 update_turn_face (op);
627 } 606 }
628 else 607 else
629 {
630 check_bullet (op); 608 check_bullet (op);
631 }
632} 609}
633
634
635
636 610
637/* fire_bullet 611/* fire_bullet
638 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
639 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
640 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
641 * spob->attacktype. 615 * spob->attacktype.
642 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
643 * pointers. 617 * pointers.
644 */ 618 */
645
646int 619int
647fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
648{ 621{
649 object *tmp = NULL; 622 object *tmp = NULL;
650 int mflags; 623 int mflags;
651 624
652 if (!spob->other_arch) 625 if (!spob->other_arch)
653 return 0; 626 return 0;
654 627
655 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
656 if (tmp == NULL) 629 if (!tmp)
657 return 0; 630 return 0;
658 631
659 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
660 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
661 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
662 if (spob->slaying) 635 if (spob->slaying)
663 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
664 637
674 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
675 648
676 tmp->set_owner (op); 649 tmp->set_owner (op);
677 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
678 651
679 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
680 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
681 tmp->map = op->map; 654 tmp->map = op->map;
682 655
656 maptile *newmap;
683 mflags = get_map_flags (tmp->map, &tmp->map, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
684 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
685 { 659 {
686 tmp->destroy (); 660 tmp->destroy ();
687 return 0; 661 return 0;
688 } 662 }
663
664 tmp->map = newmap;
689 665
690 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
691 { 667 {
692 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
693 { 669 {
699 tmp->y = op->y; 675 tmp->y = op->y;
700 tmp->direction = absdir (tmp->direction + 4); 676 tmp->direction = absdir (tmp->direction + 4);
701 tmp->map = op->map; 677 tmp->map = op->map;
702 } 678 }
703 679
704 if ((tmp = insert_ob_in_map (tmp, tmp->map, op, 0)) != NULL) 680 if ((tmp = tmp->insert_at (tmp, op)))
705 check_bullet (tmp); 681 check_bullet (tmp);
706 682
707 return 1; 683 return 1;
708} 684}
709
710
711
712 685
713/***************************************************************************** 686/*****************************************************************************
714 * 687 *
715 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
716 * 689 *
717 *****************************************************************************/ 690 *****************************************************************************/
718 691
719
720/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
721void 693void
722cone_drop (object *op) 694cone_drop (object *op)
723{ 695{
724 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
725 697
726 new_ob->x = op->x;
727 new_ob->y = op->y;
728 new_ob->level = op->level; 698 new_ob->level = op->level;
729 new_ob->set_owner (op->owner); 699 new_ob->set_owner (op->owner);
730 700
731 /* preserve skill ownership */ 701 /* preserve skill ownership */
732 if (op->skill && op->skill != new_ob->skill) 702 if (op->skill && op->skill != new_ob->skill)
733 {
734 new_ob->skill = op->skill; 703 new_ob->skill = op->skill;
735 }
736 insert_ob_in_map (new_ob, op->map, op, 0);
737 704
705 new_ob->insert_at (op, op);
738} 706}
739 707
740/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
741 709
742void 710void
743move_cone (object *op) 711move_cone (object *op)
744{ 712{
745 int i;
746
747 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
748 if (!op->map) 714 if (!op->map)
749 { 715 {
750 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
751 op->speed = 0; 717 op->set_speed (0);
752 update_ob_speed (op);
753 return; 718 return;
754 } 719 }
755 720
756 /* lava saves it's life, but not yours :) */ 721 /* lava saves it's life, but not yours :) */
757 if (QUERY_FLAG (op, FLAG_LIFESAVE)) 722 if (QUERY_FLAG (op, FLAG_LIFESAVE))
772 } 737 }
773#endif 738#endif
774 739
775 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
776 741
742 if (!op->is_on_map ())
743 return;
744
777 /* Check to see if we should push anything. 745 /* Check to see if we should push anything.
778 * Spell objects with weight push whatever they encounter to some 746 * Spell objects with weight push whatever they encounter to some
779 * degree. 747 * degree.
780 */ 748 */
781 if (op->weight) 749 if (op->weight)
750 {
782 check_spell_knockback (op); 751 check_spell_knockback (op);
783 752
784 if (op->destroyed ()) 753 if (!op->is_on_map ())
785 return; 754 return;
755 }
786 756
787 if ((op->duration--) < 0) 757 if (op->duration-- < 0)
788 { 758 {
789 op->destroy (); 759 op->destroy ();
790 return; 760 return;
791 } 761 }
792 /* Object has hit maximum range, so don't have it move 762 /* Object has hit maximum range, so don't have it move
797 { 767 {
798 op->range = 0; /* just so it doesn't wrap */ 768 op->range = 0; /* just so it doesn't wrap */
799 return; 769 return;
800 } 770 }
801 771
802 for (i = -1; i < 2; i++) 772 for (int i = -1; i <= 1; i++)
803 { 773 {
804 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 774 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
805 775
806 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 776 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
807 { 777 {
808 object *tmp = op->clone (); 778 object *tmp = op->clone ();
809
810 tmp->x = x;
811 tmp->y = y;
812 779
813 tmp->duration = op->duration + 1; 780 tmp->duration = op->duration + 1;
814 781
815 /* Use for spell tracking - see ok_to_put_more() */ 782 /* Use for spell tracking - see ok_to_put_more() */
816 tmp->stats.maxhp = op->stats.maxhp; 783 tmp->stats.maxhp = op->stats.maxhp;
817 insert_ob_in_map (tmp, op->map, op, 0); 784
785 op->map->insert (tmp, x, y, op);
786
818 if (tmp->other_arch) 787 if (tmp->other_arch)
819 cone_drop (tmp); 788 cone_drop (tmp);
820 } 789 }
821 } 790 }
822} 791}
855 824
856 /* Need to know what the movetype of the object we are about 825 /* Need to know what the movetype of the object we are about
857 * to create is, so we can know if the space we are about to 826 * to create is, so we can know if the space we are about to
858 * insert it into is blocked. 827 * insert it into is blocked.
859 */ 828 */
860 movetype = spell->other_arch->clone.move_type; 829 movetype = spell->other_arch->move_type;
861 830
862 for (i = range_min; i <= range_max; i++) 831 for (i = range_min; i <= range_max; i++)
863 { 832 {
864 sint16 x, y, d; 833 sint16 x, y, d;
865 834
900 869
901 success = 1; 870 success = 1;
902 tmp = arch_to_object (spell->other_arch); 871 tmp = arch_to_object (spell->other_arch);
903 tmp->set_owner (op); 872 tmp->set_owner (op);
904 set_spell_skill (op, caster, spell, tmp); 873 set_spell_skill (op, caster, spell, tmp);
905 tmp->level = caster_level (caster, spell); 874 tmp->level = casting_level (caster, spell);
906 tmp->x = sx;
907 tmp->y = sy;
908 tmp->attacktype = spell->attacktype; 875 tmp->attacktype = spell->attacktype;
909 876
910 /* holy word stuff */ 877 /* holy word stuff */
911 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 878 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
912 if (!tailor_god_spell (tmp, op)) 879 if (!tailor_god_spell (tmp, op))
946 else 913 else
947 tmp->duration += caster->level / 3; 914 tmp->duration += caster->level / 3;
948 } 915 }
949 916
950 if (!(tmp->move_type & MOVE_FLY_LOW)) 917 if (!(tmp->move_type & MOVE_FLY_LOW))
951 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 918 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
952 919
953 if (!tmp->move_on && tmp->stats.dam) 920 if (!tmp->move_on && tmp->stats.dam)
954 {
955 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 921 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
956 }
957 922
958 insert_ob_in_map (tmp, m, op, 0); 923 m->insert (tmp, sx, sy, op);
959 924
960 /* This is used for tracking spells so that one effect doesn't hit 925 /* This is used for tracking spells so that one effect doesn't hit
961 * a single space too many times. 926 * a single space too many times.
962 */ 927 */
963 tmp->stats.maxhp = tmp->count; 928 tmp->stats.maxhp = tmp->count;
973 * 938 *
974 * BOMB related code 939 * BOMB related code
975 * 940 *
976 ****************************************************************************/ 941 ****************************************************************************/
977 942
978
979/* This handles an exploding bomb. 943/* This handles an exploding bomb.
980 * op is the original bomb object. 944 * op is the original bomb object.
981 */ 945 */
982void 946void
983animate_bomb (object *op) 947animate_bomb (object *op)
984{ 948{
985 int i;
986 object *env, *tmp;
987 archetype *at;
988
989 if (op->state != NUM_ANIMATIONS (op) - 1) 949 if (op->state != NUM_ANIMATIONS (op) - 1)
990 return; 950 return;
991 951
992 env = object_get_env_recursive (op); 952 object *env = op->outer_env ();
993 953
994 if (op->env) 954 if (op->env)
995 { 955 {
996 if (env->map == NULL) 956 if (env->map == NULL)
997 return; 957 return;
998 958
999 if (env->type == PLAYER) 959 if (!(op = op->insert_at (env, op)))
1000 esrv_del_item (env->contr, op->count);
1001
1002 op->remove ();
1003 op->x = env->x;
1004 op->y = env->y;
1005 if ((op = insert_ob_in_map (op, env->map, op, 0)) == NULL)
1006 return; 960 return;
1007 } 961 }
1008 962
1009 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 963 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
1010 // on a safe map. I don't like this special casing, but it seems to be neccessary 964 // on a safe map. I don't like this special casing, but it seems to be neccessary
1017 971
1018 /* This copies a lot of the code from the fire bullet, 972 /* This copies a lot of the code from the fire bullet,
1019 * but using the cast_bullet isn't really feasible, 973 * but using the cast_bullet isn't really feasible,
1020 * so just set up the appropriate values. 974 * so just set up the appropriate values.
1021 */ 975 */
1022 at = archetype::find (SPLINT); 976 if (archetype *at = archetype::find (SPLINT))
1023 if (at)
1024 { 977 {
1025 for (i = 1; i < 9; i++) 978 for (int i = 1; i < 9; i++)
1026 { 979 {
1027 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 980 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
1028 continue; 981 continue;
982
1029 tmp = arch_to_object (at); 983 object *tmp = arch_to_object (at);
1030 tmp->direction = i; 984 tmp->direction = i;
1031 tmp->range = op->range; 985 tmp->range = op->range;
1032 tmp->stats.dam = op->stats.dam; 986 tmp->stats.dam = op->stats.dam;
1033 tmp->duration = op->duration; 987 tmp->duration = op->duration;
1034 tmp->attacktype = op->attacktype; 988 tmp->attacktype = op->attacktype;
1035 tmp->set_owner (op); 989 tmp->set_owner (op);
1036 if (op->skill && op->skill != tmp->skill) 990 if (op->skill && op->skill != tmp->skill)
1037 {
1038 tmp->skill = op->skill; 991 tmp->skill = op->skill;
1039 } 992
1040 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE)) 993 if (QUERY_FLAG (tmp, FLAG_IS_TURNABLE))
1041 SET_ANIMATION (tmp, i); 994 SET_ANIMATION (tmp, i);
1042 tmp->x = op->x + freearr_x[i]; 995
1043 tmp->y = op->y + freearr_x[i]; 996 op->map->insert (tmp, op->x + freearr_x[i], op->y + freearr_x[i], op);
1044 insert_ob_in_map (tmp, op->map, op, 0);
1045 move_bullet (tmp); 997 move_bullet (tmp);
1046 } 998 }
1047 } 999 }
1048 1000
1049 explode_bullet (op); 1001 explode_bullet (op);
1050} 1002}
1051 1003
1052int 1004int
1053create_bomb (object *op, object *caster, int dir, object *spell) 1005create_bomb (object *op, object *caster, int dir, object *spell)
1054{ 1006{
1055
1056 object *tmp; 1007 object *tmp;
1057 int mflags; 1008 int mflags;
1058 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1059 maptile *m; 1010 maptile *m;
1060 1011
1062 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1063 { 1014 {
1064 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1065 return 0; 1016 return 0;
1066 } 1017 }
1018
1067 tmp = arch_to_object (spell->other_arch); 1019 tmp = arch_to_object (spell->other_arch);
1068 1020
1069 /* level dependencies for bomb */ 1021 /* level dependencies for bomb */
1070 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1022 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1071 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1023 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1072 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1024 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1073 tmp->attacktype = spell->attacktype; 1025 tmp->attacktype = spell->attacktype;
1074 1026
1075 tmp->set_owner (op); 1027 tmp->set_owner (op);
1076 set_spell_skill (op, caster, spell, tmp); 1028 set_spell_skill (op, caster, spell, tmp);
1077 tmp->x = dx; 1029
1078 tmp->y = dy; 1030 m->insert (tmp, dx, dy, op);
1079 insert_ob_in_map (tmp, m, op, 0);
1080 return 1; 1031 return 1;
1081} 1032}
1082 1033
1083/**************************************************************************** 1034/****************************************************************************
1084 * 1035 *
1093 * dir is the direction to look in. 1044 * dir is the direction to look in.
1094 * range is how far out to look. 1045 * range is how far out to look.
1095 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1046 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1096 * this info is used for blocked magic/unholy spaces. 1047 * this info is used for blocked magic/unholy spaces.
1097 */ 1048 */
1098
1099object * 1049object *
1100get_pointed_target (object *op, int dir, int range, int type) 1050get_pointed_target (object *op, int dir, int range, int type)
1101{ 1051{
1102 object *target; 1052 object *target;
1103 sint16 x, y; 1053 sint16 x, y;
1122 return NULL; 1072 return NULL;
1123 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1073 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1124 return NULL; 1074 return NULL;
1125 1075
1126 if (mflags & P_IS_ALIVE) 1076 if (mflags & P_IS_ALIVE)
1127 {
1128 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1077 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1129 { 1078 if (QUERY_FLAG (target, FLAG_MONSTER))
1130 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1131 {
1132 return target; 1079 return target;
1133 }
1134 }
1135 }
1136 } 1080 }
1081
1137 return NULL; 1082 return NULL;
1138} 1083}
1139
1140 1084
1141/* cast_smite_arch() - the priest points to a creature and causes 1085/* cast_smite_arch() - the priest points to a creature and causes
1142 * a 'godly curse' to decend. 1086 * a 'godly curse' to decend.
1143 * usual params - 1087 * usual params -
1144 * op = player 1088 * op = player
1145 * caster = object casting the spell. 1089 * caster = object casting the spell.
1146 * dir = direction being cast 1090 * dir = direction being cast
1147 * spell = spell object 1091 * spell = spell object
1148 */ 1092 */
1149
1150int 1093int
1151cast_smite_spell (object *op, object *caster, int dir, object *spell) 1094cast_smite_spell (object *op, object *caster, int dir, object *spell)
1152{ 1095{
1153 object *effect, *target; 1096 object *effect, *target;
1154 object *god = find_god (determine_god (op)); 1097 object *god = find_god (determine_god (op));
1178 effect = arch_to_object (spell->other_arch); 1121 effect = arch_to_object (spell->other_arch);
1179 else 1122 else
1180 return 0; 1123 return 0;
1181 1124
1182 /* tailor the effect by priest level and worshipped God */ 1125 /* tailor the effect by priest level and worshipped God */
1183 effect->level = caster_level (caster, spell); 1126 effect->level = casting_level (caster, spell);
1184 effect->attacktype = spell->attacktype; 1127 effect->attacktype = spell->attacktype;
1185 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1128 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1186 { 1129 {
1187 if (tailor_god_spell (effect, op)) 1130 if (tailor_god_spell (effect, op))
1188 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1131 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1227 1170
1228 effect->set_owner (op); 1171 effect->set_owner (op);
1229 set_spell_skill (op, caster, spell, effect); 1172 set_spell_skill (op, caster, spell, effect);
1230 1173
1231 /* ok, tell it where to be, and insert! */ 1174 /* ok, tell it where to be, and insert! */
1232 effect->x = target->x; 1175 effect->insert_at (target, op);
1233 effect->y = target->y;
1234 insert_ob_in_map (effect, target->map, op, 0);
1235 1176
1236 return 1; 1177 return 1;
1237} 1178}
1238
1239 1179
1240/**************************************************************************** 1180/****************************************************************************
1241 * 1181 *
1242 * MAGIC MISSILE code. 1182 * MAGIC MISSILE code.
1243 * note that the fire_bullet is used to fire the missile. The 1183 * note that the fire_bullet is used to fire the missile. The
1246 1186
1247/* op is a missile that needs to be moved */ 1187/* op is a missile that needs to be moved */
1248void 1188void
1249move_missile (object *op) 1189move_missile (object *op)
1250{ 1190{
1251 int i, mflags;
1252 object *owner;
1253 sint16 new_x, new_y;
1254 maptile *m;
1255
1256 if (op->range-- <= 0) 1191 if (op->range-- <= 0)
1257 { 1192 {
1193 op->drop_and_destroy ();
1194 return;
1195 }
1196
1197 mapxy pos (op);
1198 pos.move (op->direction);
1199
1200 if (!pos.normalise ())
1201 {
1258 op->destroy (); 1202 op->destroy ();
1259 return; 1203 return;
1260 } 1204 }
1261 1205
1262 owner = op->owner; 1206 mapspace &ms = pos.ms ();
1263#if 0
1264 /* It'd make things nastier if this wasn't here - spells cast by
1265 * monster that are then killed would continue to survive
1266 */
1267 if (owner == NULL)
1268 {
1269 op->destroy ();
1270 return;
1271 }
1272#endif
1273 1207
1274 new_x = op->x + DIRX (op); 1208 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1275 new_y = op->y + DIRY (op);
1276
1277 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1278
1279 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1280 { 1209 {
1281 hit_map (op, op->direction, AT_MAGIC, 1); 1210 hit_map (op, op->direction, AT_MAGIC, 1);
1282 /* Basically, missile only hits one thing then goes away. 1211 /* Basically, missile only hits one thing then goes away.
1283 * we need to remove it if someone hasn't already done so. 1212 * we need to remove it if someone hasn't already done so.
1284 */ 1213 */
1285 if (!op->destroyed ())
1286 op->destroy ();
1287
1288 return;
1289 }
1290
1291 op->remove ();
1292
1293 if (!op->direction || (mflags & P_OUT_OF_MAP))
1294 {
1295 op->destroy (); 1214 op->destroy ();
1296 return; 1215 return;
1297 } 1216 }
1298 1217
1299 op->x = new_x; 1218 if (!op->direction)
1300 op->y = new_y; 1219 {
1301 op->map = m; 1220 op->destroy ();
1221 return;
1222 }
1223
1302 i = spell_find_dir (op->map, op->x, op->y, op->owner); 1224 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1303 if (i > 0 && i != op->direction) 1225 if (i > 0 && i != op->direction)
1304 { 1226 {
1305 op->direction = i; 1227 op->direction = i;
1306 SET_ANIMATION (op, op->direction); 1228 SET_ANIMATION (op, op->direction);
1307 } 1229 }
1308 1230
1309 insert_ob_in_map (op, op->map, op, 0); 1231 pos.insert (op, op);
1310} 1232}
1311 1233
1312/**************************************************************************** 1234/****************************************************************************
1313 * Destruction 1235 * Destruction
1314 ****************************************************************************/ 1236 ****************************************************************************/
1317 * we do this by creating a force and inserting it in the 1239 * we do this by creating a force and inserting it in the
1318 * object. if time is 0, the object glows permanently. To truely 1240 * object. if time is 0, the object glows permanently. To truely
1319 * make this work for non-living objects, we would have to 1241 * make this work for non-living objects, we would have to
1320 * give them the capability to have an inventory. b.t. 1242 * give them the capability to have an inventory. b.t.
1321 */ 1243 */
1322
1323int 1244int
1324make_object_glow (object *op, int radius, int time) 1245make_object_glow (object *op, int radius, int time)
1325{ 1246{
1326 object *tmp;
1327
1328 /* some things are unaffected... */ 1247 /* some things are unaffected... */
1329 if (op->path_denied & PATH_LIGHT) 1248 if (op->path_denied & PATH_LIGHT)
1330 return 0; 1249 return 0;
1331 1250
1332 tmp = get_archetype (FORCE_NAME); 1251 object *tmp = get_archetype (FORCE_NAME);
1333 tmp->speed = 0.01; 1252 tmp->speed = 0.01;
1334 tmp->stats.food = time; 1253 tmp->stats.food = time;
1335 SET_FLAG (tmp, FLAG_IS_USED_UP); 1254 SET_FLAG (tmp, FLAG_IS_USED_UP);
1336 tmp->glow_radius = radius; 1255 tmp->glow_radius = radius;
1337 if (tmp->glow_radius > MAX_LIGHT_RADII) 1256 if (tmp->glow_radius > MAX_LIGHT_RADII)
1338 tmp->glow_radius = MAX_LIGHT_RADII; 1257 tmp->glow_radius = MAX_LIGHT_RADII;
1339 1258
1340 tmp->x = op->x;
1341 tmp->y = op->y;
1342 if (tmp->speed < MIN_ACTIVE_SPEED)
1343 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1344 tmp = insert_ob_in_ob (tmp, op); 1259 tmp = insert_ob_in_ob (tmp, op);
1260
1345 if (tmp->glow_radius > op->glow_radius) 1261 if (tmp->glow_radius > op->glow_radius)
1346 op->glow_radius = tmp->glow_radius; 1262 op->glow_radius = tmp->glow_radius;
1347 1263
1348 if (!tmp->env || op != tmp->env)
1349 {
1350 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1351 return 0;
1352 }
1353 return 1; 1264 return 1;
1354} 1265}
1355
1356
1357
1358 1266
1359int 1267int
1360cast_destruction (object *op, object *caster, object *spell_ob) 1268cast_destruction (object *op, object *caster, object *spell_ob)
1361{ 1269{
1362 int i, j, range, mflags, friendly = 0, dam, dur; 1270 int i, j, range, mflags, friendly = 0, dam, dur;
1383 else if (caster->skill) 1291 else if (caster->skill)
1384 op->skill = caster->skill; 1292 op->skill = caster->skill;
1385 else 1293 else
1386 op->skill = NULL; 1294 op->skill = NULL;
1387 1295
1388 change_skill (op, find_skill_by_name (op, op->skill), 1); 1296 op->change_skill (find_skill_by_name (op, op->skill));
1389 1297
1390 for (i = -range; i < range; i++) 1298 for (i = -range; i <= range; i++)
1391 { 1299 {
1392 for (j = -range; j < range; j++) 1300 for (j = -range; j <= range; j++)
1393 { 1301 {
1394 m = op->map; 1302 m = op->map;
1395 sx = op->x + i; 1303 sx = op->x + i;
1396 sy = op->y + j; 1304 sy = op->y + j;
1305
1397 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); 1306 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP) 1307 if (mflags & P_OUT_OF_MAP)
1399 continue; 1308 continue;
1309
1400 if (mflags & P_IS_ALIVE) 1310 if (mflags & P_IS_ALIVE)
1401 { 1311 {
1402 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above)
1403 {
1404 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER) 1313 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1405 break; 1314 break;
1406 } 1315
1407 if (tmp) 1316 if (tmp)
1408 { 1317 {
1409 if (tmp->head) 1318 if (tmp->head)
1410 tmp = tmp->head; 1319 tmp = tmp->head;
1411 1320
1413 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1322 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1414 { 1323 {
1415 if (spell_ob->subtype == SP_DESTRUCTION) 1324 if (spell_ob->subtype == SP_DESTRUCTION)
1416 { 1325 {
1417 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1326 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1327
1418 if (spell_ob->other_arch) 1328 if (spell_ob->other_arch)
1419 {
1420 tmp = arch_to_object (spell_ob->other_arch); 1329 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1421 tmp->x = sx;
1422 tmp->y = sy;
1423 insert_ob_in_map (tmp, m, op, 0);
1424 }
1425 } 1330 }
1426 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1331 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1427 { 1332 {
1428 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1333 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1429 {
1430 object *effect = arch_to_object (spell_ob->other_arch); 1334 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1431
1432 effect->x = sx;
1433 effect->y = sy;
1434 insert_ob_in_map (effect, m, op, 0);
1435 }
1436 } 1335 }
1437 } 1336 }
1438 } 1337 }
1439 } 1338 }
1440 } 1339 }
1441 } 1340 }
1341
1442 op->skill = skill; 1342 op->skill = skill;
1443 return 1; 1343 return 1;
1444} 1344}
1445 1345
1446/*************************************************************************** 1346/***************************************************************************
1460 { 1360 {
1461 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1361 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1462 return 0; 1362 return 0;
1463 } 1363 }
1464 1364
1365 tmp = tmp->head_ ();
1366
1465 /* If we've already got a force of this type, don't add a new one. */ 1367 /* If we've already got a force of this type, don't add a new one. */
1466 for (force = tmp->inv; force != NULL; force = force->below) 1368 for (force = tmp->inv; force; force = force->below)
1467 { 1369 {
1468 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1370 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1469 { 1371 {
1470 if (force->name == spell_ob->name) 1372 if (force->name == spell_ob->name)
1471 { 1373 {
1477 return 0; 1379 return 0;
1478 } 1380 }
1479 } 1381 }
1480 } 1382 }
1481 1383
1482 if (force == NULL) 1384 if (!force)
1483 { 1385 {
1484 force = get_archetype (FORCE_NAME); 1386 force = get_archetype (FORCE_NAME);
1485 force->subtype = FORCE_CHANGE_ABILITY; 1387 force->subtype = FORCE_CHANGE_ABILITY;
1388
1486 if (spell_ob->race) 1389 if (spell_ob->race)
1487 force->name = spell_ob->race; 1390 force->name = spell_ob->race;
1488 else 1391 else
1489 force->name = spell_ob->name; 1392 force->name = spell_ob->name;
1490 1393
1500 { 1403 {
1501 force->duration = duration; 1404 force->duration = duration;
1502 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1405 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1503 } 1406 }
1504 else 1407 else
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1408 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1507 } 1409
1508 return 1; 1410 return 1;
1509 } 1411 }
1412
1510 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1413 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1511 force->speed = 1.0; 1414 force->speed = 1.f;
1512 force->speed_left = -1.0; 1415 force->speed_left = -1.f;
1513 SET_FLAG (force, FLAG_APPLIED); 1416 SET_FLAG (force, FLAG_APPLIED);
1514 1417
1515 if (god) 1418 if (god)
1516 { 1419 {
1517 if (spell_ob->last_grace) 1420 if (spell_ob->last_grace)
1530 force->stats.ac = spell_ob->stats.ac; 1433 force->stats.ac = spell_ob->stats.ac;
1531 force->stats.wc = spell_ob->stats.wc; 1434 force->stats.wc = spell_ob->stats.wc;
1532 1435
1533 change_abil (tmp, force); /* Mostly to display any messages */ 1436 change_abil (tmp, force); /* Mostly to display any messages */
1534 insert_ob_in_ob (force, tmp); 1437 insert_ob_in_ob (force, tmp);
1535 fix_player (tmp); 1438 tmp->update_stats ();
1536 return 1; 1439 return 1;
1537 1440
1538} 1441}
1539
1540 1442
1541/********************************************************************** 1443/**********************************************************************
1542 * mood change 1444 * mood change
1543 * Arguably, this may or may not be an attack spell. But since it 1445 * Arguably, this may or may not be an attack spell. But since it
1544 * effects monsters, it seems best to put it into this file 1446 * effects monsters, it seems best to put it into this file
1558 1460
1559 /* We precompute some values here so that we don't have to keep 1461 /* We precompute some values here so that we don't have to keep
1560 * doing it over and over again. 1462 * doing it over and over again.
1561 */ 1463 */
1562 god = find_god (determine_god (op)); 1464 god = find_god (determine_god (op));
1563 level = caster_level (caster, spell); 1465 level = casting_level (caster, spell);
1564 range = spell->range + SP_level_range_adjust (caster, spell); 1466 range = spell->range + SP_level_range_adjust (caster, spell);
1565 1467
1566 /* On the bright side, no monster should ever have a race of GOD_... 1468 /* On the bright side, no monster should ever have a race of GOD_...
1567 * so even if the player doesn't worship a god, if race=GOD_.., it 1469 * so even if the player doesn't worship a god, if race=GOD_.., it
1568 * won't ever match anything. 1470 * won't ever match anything.
1574 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1476 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1575 race = god->race; 1477 race = god->race;
1576 else 1478 else
1577 race = spell->race; 1479 race = spell->race;
1578 1480
1579
1580 for (x = op->x - range; x <= op->x + range; x++) 1481 for (x = op->x - range; x <= op->x + range; x++)
1581 for (y = op->y - range; y <= op->y + range; y++) 1482 for (y = op->y - range; y <= op->y + range; y++)
1582 { 1483 {
1583
1584 done_one = 0; 1484 done_one = 0;
1585 m = op->map; 1485 m = op->map;
1586 nx = x; 1486 nx = x;
1587 ny = y; 1487 ny = y;
1588 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1488 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1591 1491
1592 /* If there is nothing living on this space, no need to go further */ 1492 /* If there is nothing living on this space, no need to go further */
1593 if (!(mflags & P_IS_ALIVE)) 1493 if (!(mflags & P_IS_ALIVE))
1594 continue; 1494 continue;
1595 1495
1496 // players can only affect spaces that they can actually see
1497 if (caster && caster->contr
1498 && caster->contr->visibility_at (m, nx, ny) < 70)
1499 continue;
1500
1596 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1501 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1597 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1502 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1598 break; 1503 break;
1599 1504
1600 /* There can be living objects that are not monsters */ 1505 /* There can be living objects that are not monsters */
1601 if (!tmp || tmp->type == PLAYER) 1506 if (!tmp || tmp->type == PLAYER)
1608 head = tmp; 1513 head = tmp;
1609 1514
1610 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1515 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1611 if (race && head->race && !strstr (race, head->race)) 1516 if (race && head->race && !strstr (race, head->race))
1612 continue; 1517 continue;
1518
1613 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1519 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1614 continue; 1520 continue;
1615 1521
1616 /* Now do a bunch of stuff related to saving throws */ 1522 /* Now do a bunch of stuff related to saving throws */
1617 best_at = -1; 1523 best_at = -1;
1634 at -= level / 5; 1540 at -= level / 5;
1635 if (did_make_save (head, head->level, at)) 1541 if (did_make_save (head, head->level, at))
1636 continue; 1542 continue;
1637 } 1543 }
1638 else /* spell->attacktype */ 1544 else /* spell->attacktype */
1639 /*
1640 Spell has no attacktype (charm & such), so we'll have a specific saving:
1641 * if spell level < monster level, no go
1642 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1643
1644 The chance will then be in the range [20-70] percent, not too bad.
1645
1646 This is required to fix the 'charm monster' abuse, where a player level 1 can
1647 charm a level 125 monster...
1648
1649 Ryo, august 14th
1650 */
1651 { 1545 {
1546 /*
1547 Spell has no attacktype (charm & such), so we'll have a specific saving:
1548 * if spell level < monster level, no go
1549 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1550
1551 The chance will then be in the range [20-70] percent, not too bad.
1552
1553 This is required to fix the 'charm monster' abuse, where a player level 1 can
1554 charm a level 125 monster...
1555
1556 Ryo, august 14th
1557 */
1652 if (head->level > level) 1558 if (head->level > level)
1653 continue; 1559 continue;
1560
1654 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1561 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1655 /* Failed, no effect */ 1562 /* Failed, no effect */
1656 continue; 1563 continue;
1657 } 1564 }
1658 1565
1659 /* Done with saving throw. Now start effecting the monster */ 1566 /* Done with saving throw. Now start affecting the monster */
1660 1567
1661 /* aggravation */ 1568 /* aggravation */
1662 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1569 if (QUERY_FLAG (spell, FLAG_MONSTER))
1663 { 1570 {
1664 CLEAR_FLAG (head, FLAG_SLEEP); 1571 CLEAR_FLAG (head, FLAG_SLEEP);
1665 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1666 remove_friendly_object (head); 1572 remove_friendly_object (head);
1667
1668 done_one = 1; 1573 done_one = 1;
1669 head->enemy = op; 1574 head->enemy = op;
1670 } 1575 }
1671 1576
1672 /* calm monsters */ 1577 /* calm monsters */
1681 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1586 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1682 { 1587 {
1683 SET_FLAG (head, FLAG_BERSERK); 1588 SET_FLAG (head, FLAG_BERSERK);
1684 done_one = 1; 1589 done_one = 1;
1685 } 1590 }
1591
1686 /* charm */ 1592 /* charm */
1687 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1593 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1688 { 1594 {
1689 SET_FLAG (head, FLAG_FRIENDLY); 1595 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1596
1690 /* Prevent uncontolled outbreaks of self replicating monsters. 1597 /* Prevent uncontrolled outbreaks of self replicating monsters.
1691 Typical use case is charm, go somwhere, use aggravation to make hostile. 1598 Typical use case is charm, go somwhere, use aggravation to make hostile.
1692 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1599 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1693 CLEAR_FLAG (head, FLAG_GENERATOR); 1600 CLEAR_FLAG (head, FLAG_GENERATOR);
1694 head->set_owner (op); 1601 head->set_owner (op);
1695 set_spell_skill (op, caster, spell, head); 1602 set_spell_skill (op, caster, spell, head);
1700 head->stats.exp = 0; 1607 head->stats.exp = 0;
1701 } 1608 }
1702 1609
1703 /* If a monster was effected, put an effect in */ 1610 /* If a monster was effected, put an effect in */
1704 if (done_one && spell->other_arch) 1611 if (done_one && spell->other_arch)
1705 {
1706 tmp = arch_to_object (spell->other_arch); 1612 m->insert (arch_to_object (spell->other_arch), nx, ny, op);
1707 tmp->x = nx;
1708 tmp->y = ny;
1709 insert_ob_in_map (tmp, m, op, 0);
1710 }
1711 } /* for y */ 1613 } /* for y */
1712 1614
1713 return 1; 1615 return 1;
1714} 1616}
1715 1617
1718 * about. was called move_ball_lightning, but since more than the ball 1620 * about. was called move_ball_lightning, but since more than the ball
1719 * lightning spell used it, that seemed misnamed. 1621 * lightning spell used it, that seemed misnamed.
1720 * op is the spell effect. 1622 * op is the spell effect.
1721 * note that duration is handled by process_object() in time.c 1623 * note that duration is handled by process_object() in time.c
1722 */ 1624 */
1723
1724void 1625void
1725move_ball_spell (object *op) 1626move_ball_spell (object *op)
1726{ 1627{
1727 int i, j, dam_save, dir, mflags; 1628 int i, j, dam_save, dir, mflags;
1728 sint16 nx, ny, hx, hy; 1629 sint16 nx, ny, hx, hy;
1766 nx = op->x; 1667 nx = op->x;
1767 ny = op->y; 1668 ny = op->y;
1768 m = op->map; 1669 m = op->map;
1769 } 1670 }
1770 1671
1771 op->remove (); 1672 m->insert (op, nx, ny, op);
1772 op->y = ny;
1773 op->x = nx;
1774 insert_ob_in_map (op, m, op, 0);
1775 1673
1776 dam_save = op->stats.dam; /* save the original dam: we do halfdam on 1674 dam_save = op->stats.dam; /* save the original dam: we do halfdam on
1777 surrounding squares */ 1675 surrounding squares */
1778 1676
1779 /* loop over current square and neighbors to hit. 1677 /* loop over current square and neighbors to hit.
1780 * if this has an other_arch field, we insert that in 1678 * if this has an other_arch field, we insert that in
1781 * the surround spaces. 1679 * the surround spaces.
1782 */ 1680 */
1783 for (j = 0; j < 9; j++) 1681 for (j = 0; j < 9; j++)
1784 { 1682 {
1785 object *new_ob;
1786
1787 hx = nx + freearr_x[j]; 1683 hx = nx + freearr_x[j];
1788 hy = ny + freearr_y[j]; 1684 hy = ny + freearr_y[j];
1789 1685
1790 m = op->map; 1686 m = op->map;
1791 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1687 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1799 1695
1800 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1696 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1801 { 1697 {
1802 if (j) 1698 if (j)
1803 op->stats.dam = dam_save / 2; 1699 op->stats.dam = dam_save / 2;
1700
1804 hit_map (op, j, op->attacktype, 1); 1701 hit_map (op, j, op->attacktype, 1);
1805
1806 } 1702 }
1807 1703
1808 /* insert the other arch */ 1704 /* insert the other arch */
1809 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1705 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1810 { 1706 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1811 new_ob = arch_to_object (op->other_arch);
1812 new_ob->x = hx;
1813 new_ob->y = hy;
1814 insert_ob_in_map (new_ob, m, op, 0);
1815 }
1816 } 1707 }
1817 1708
1818 /* restore to the center location and damage */ 1709 /* restore to the center location and damage */
1819 op->stats.dam = dam_save; 1710 op->stats.dam = dam_save;
1820 1711
1823 if (i >= 0) 1714 if (i >= 0)
1824 { /* we have a preferred direction! */ 1715 { /* we have a preferred direction! */
1825 /* pick another direction if the preferred dir is blocked. */ 1716 /* pick another direction if the preferred dir is blocked. */
1826 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP || 1717 if (get_map_flags (op->map, &m, nx + freearr_x[i], ny + freearr_y[i], &hx, &hy) & P_OUT_OF_MAP ||
1827 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))) 1718 OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))
1828 {
1829 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */ 1719 i = absdir (i + rndm (0, 2) - 1); /* -1, 0, +1 */
1830 } 1720
1831 op->direction = i; 1721 op->direction = i;
1832 } 1722 }
1833} 1723}
1834 1724
1835
1836/* move_swarm_spell: peterm 1725/* move_swarm_spell: peterm
1837 * This is an implementation of the swarm spell. It was written for 1726 * This is an implementation of the swarm spell. It was written for
1838 * meteor swarm, but it could be used for any swarm. A swarm spell 1727 * meteor swarm, but it could be used for any swarm. A swarm spell
1839 * is a special type of object that casts swarms of other types 1728 * is a special type of object that casts swarms of other types
1840 * of spells. Which spell it casts is flexible. It fires the spells 1729 * of spells. Which spell it casts is flexible. It fires the spells
1841 * from a set of squares surrounding the caster, in a given direction. 1730 * from a set of squares surrounding the caster, in a given direction.
1842 */ 1731 */
1843
1844void 1732void
1845move_swarm_spell (object *op) 1733move_swarm_spell (object *op)
1846{ 1734{
1847#if 0 1735#if 0
1848 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1736 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1849 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1737 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1850 sint16 target_x, target_y, origin_x, origin_y; 1738 sint16 target_x, target_y, origin_x, origin_y;
1851 int adjustdir; 1739 int adjustdir;
1852 maptile *m; 1740 maptile *m;
1853#endif 1741#endif
1854 int basedir;
1855 object *owner; 1742 object *owner = op->env;
1856 1743
1857 owner = op->owner; 1744 if (!owner) // MUST not happen, remove when true TODO
1858 if (op->duration == 0 || owner == NULL)
1859 { 1745 {
1746 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1860 op->destroy (); 1747 op->destroy ();
1861 return; 1748 return;
1862 } 1749 }
1863 1750
1751 if (!op->duration || !owner->is_on_map ())
1752 {
1753 op->drop_and_destroy ();
1754 return;
1755 }
1756
1864 op->duration--; 1757 op->duration--;
1865 1758
1866 basedir = op->direction; 1759 int basedir = op->direction;
1867 if (basedir == 0) 1760 if (!basedir)
1868 { 1761 {
1869 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1870 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1871 } 1765 }
1872 1766
1873#if 0 1767#if 0
1874 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1875 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1876 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1877 // space. 1771 // space.
1878 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1879 // (schmorp) 1773 // (schmorp)
1880 1774
1881 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1882 * more uniform 1776 * more uniform
1883 */ 1777 */
1936 { 1830 {
1937 /* Bullet spells have a bunch more customization that needs to be done */ 1831 /* Bullet spells have a bunch more customization that needs to be done */
1938 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1939 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1940 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1941 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1835 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1942 } 1836 }
1943} 1837}
1944
1945
1946
1947 1838
1948/* fire_swarm: 1839/* fire_swarm:
1949 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1950 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1951 * the parts of the swarm. 1842 * the parts of the swarm.
1954 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1955 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1956 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1957 * n: the number to be fired. 1848 * n: the number to be fired.
1958 */ 1849 */
1959
1960int 1850int
1961fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1962{ 1852{
1963 object *tmp;
1964 int i;
1965
1966 if (!spell->other_arch) 1853 if (!spell->other_arch)
1967 return 0; 1854 return 0;
1968 1855
1969 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1970 tmp->x = op->x; 1857
1971 tmp->y = op->y;
1972 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1973 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1974
1975 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1859 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1976 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1977
1978 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1979 1862
1980 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1981 {
1982 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1983 return 1; 1865 return 1;
1984 } 1866
1985 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1986 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1987 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1988 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1989 tmp->direction = dir; 1873 tmp->direction = dir;
1990 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1991 insert_ob_in_map (tmp, op->map, op, 0); 1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1876
1877 op->insert (tmp);
1878
1992 return 1; 1879 return 1;
1993} 1880}
1994
1995 1881
1996/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1997 * function. 1883 * function.
1998 */ 1884 */
1999int 1885int
2030 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
2031 { 1917 {
2032 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
2033 if (target->head) 1919 if (target->head)
2034 target = target->head; 1920 target = target->head;
1921
2035 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
2036 return 1; /* one success only! */ 1923 return 1; /* one success only! */
2037 } 1924 }
2038 } 1925 }
2039 1926
2040 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
2056 { 1943 {
2057 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1944 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell);
2058 if (tmp->glow_radius > MAX_LIGHT_RADII) 1945 if (tmp->glow_radius > MAX_LIGHT_RADII)
2059 tmp->glow_radius = MAX_LIGHT_RADII; 1946 tmp->glow_radius = MAX_LIGHT_RADII;
2060 } 1947 }
2061 tmp->x = x; 1948
2062 tmp->y = y; 1949 m->insert (tmp, x, y, op);
2063 insert_ob_in_map (tmp, m, op, 0);
2064 return 1; 1950 return 1;
2065} 1951}
2066
2067
2068
2069 1952
2070/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2071 * player and infects someone. 1954 * player and infects someone.
2072 * op is the player/monster, caster is the object, dir is the direction 1955 * op is the player/monster, caster is the object, dir is the direction
2073 * to cast, disease_arch is the specific disease, and type is the spell number 1956 * to cast, disease_arch is the specific disease, and type is the spell number
2074 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2075 */ 1958 */
2076
2077int 1959int
2078cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2079{ 1961{
2080 sint16 x, y; 1962 sint16 x, y;
2081 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2088 /* If casting from a scroll, no direction will be available, so refer to the 1970 /* If casting from a scroll, no direction will be available, so refer to the
2089 * direction the player is pointing. 1971 * direction the player is pointing.
2090 */ 1972 */
2091 if (!dir) 1973 if (!dir)
2092 dir = op->facing; 1974 dir = op->facing;
1975
2093 if (!dir) 1976 if (!dir)
2094 return 0; /* won't find anything if casting on ourself, so just return */ 1977 return 0; /* won't find anything if casting on ourself, so just return */
2095 1978
2096 /* Calculate these once here */ 1979 /* Calculate these once here */
2097 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2124 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2125 2008
2126 disease->set_owner (op); 2009 disease->set_owner (op);
2127 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2128 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2129 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2130 2013
2131 /* do level adjustments */ 2014 /* do level adjustments */
2132 if (disease->stats.wc) 2015 if (disease->stats.wc)
2133 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2134 2017
2135 if (disease->magic > 0) 2018 if (disease->magic > 0)
2136 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2137 2020
2138 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2139 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2140 2023
2141 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2176 if (disease->stats.sp) 2059 if (disease->stats.sp)
2177 disease->stats.sp -= dam_mod; 2060 disease->stats.sp -= dam_mod;
2178 2061
2179 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2180 { 2063 {
2181 object *flash; /* visual effect for inflicting disease */
2182
2183 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2064 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2184 2065
2185 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (); /* don't need this one anymore */
2186 flash = get_archetype (ARCH_DETECT_MAGIC); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2187 flash->x = x;
2188 flash->y = y;
2189 flash->map = walk->map;
2190 insert_ob_in_map (flash, walk->map, op, 0);
2191 return 1; 2068 return 1;
2192 } 2069 }
2193 2070
2194 disease->destroy (); 2071 disease->destroy ();
2195 } 2072 }
2196 } /* if living creature */ 2073 } /* if living creature */
2197 } /* for range of spaces */ 2074 } /* for range of spaces */
2075
2198 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");
2199 return 1; 2077 return 1;
2200} 2078}

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