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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 2007 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
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
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 */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
170 op->destroy_inv (true); // be explicit about dropping
173 op->destroy (); 171 op->destroy (true);
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
315 tmp->destroy (); 314 tmp->destroy (true);
316 return 0; 315 return 0;
317 } 316 }
318 317
319 tmp->map = newmap; 318 tmp->map = newmap;
320 319
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 321 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (); 325 tmp->destroy (true);
326 return 0; 326 return 0;
327 } 327 }
328 328
329 tmp->x = op->x; 329 tmp->x = op->x;
330 tmp->y = op->y; 330 tmp->y = op->y;
343 * BULLET/BALL CODE 343 * BULLET/BALL CODE
344 * 344 *
345 ***************************************************************************/ 345 ***************************************************************************/
346 346
347/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 349 * At least that is what I think this does.
350 */ 350 */
351void 351void
352explosion (object *op) 352explosion (object *op)
353{ 353{
354 maptile *m = op->map; 354 maptile *m = op->map;
355 int i; 355 int i;
356 356
357 if (--op->duration < 0) 357 if (--op->duration < 0)
358 { 358 {
359 op->destroy (); 359 op->destroy (true);
360 return; 360 return;
361 } 361 }
362 362
363 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
364 364
396void 396void
397explode_bullet (object *op) 397explode_bullet (object *op)
398{ 398{
399 object *tmp, *owner; 399 object *tmp, *owner;
400 400
401 if (op->other_arch == NULL) 401 if (!op->other_arch)
402 { 402 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 404 op->destroy (true);
405 return; 405 return;
406 } 406 }
407 407
408 if (op->env) 408 if (op->env)
409 { 409 {
410 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 413 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 415 op->destroy (true);
415 return; 416 return;
416 } 417 }
417 418
418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
419 } 420 }
420 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
421 { 422 {
422 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 op->destroy (); 424 op->destroy (true);
424 return; 425 return;
425 } 426 }
426 427
427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
429 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
431 { 432 {
432 op->destroy (); 433 op->destroy (true);
433 return; 434 return;
434 } 435 }
435 436
436 if (op->attacktype) 437 if (op->attacktype)
437 { 438 {
438 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
439 if (op->destroyed ()) 441 if (op->destroyed ())
440 return; 442 return;
441 } 443 }
442 444
443 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
446 tmp->set_owner (op); 448 tmp->set_owner (op);
447 tmp->skill = op->skill; 449 tmp->skill = op->skill;
448 450
449 owner = op->owner; 451 owner = op->owner;
450 452
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
456 && !tailor_god_spell (tmp, owner))
452 { 457 {
453 op->destroy (); 458 op->destroy (true);
454 return; 459 return;
455 } 460 }
456 461
457 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 491
487 tmp->insert_at (op, op); 492 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound); 493 tmp->play_sound (tmp->sound);
489 494
490 /* remove the firebullet */ 495 /* remove the firebullet */
491 op->destroy (); 496 op->destroy (true);
492} 497}
493 498
494/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
495 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
496 */ 501 */
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 527 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 529 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 534 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 536 {
530 op->destroy (); 537 op->destroy (true);
531 return; 538 return;
532 } 539 }
533 } 540 }
534 } 541 }
535 } 542 }
564 if (--op->range <= 0) 571 if (--op->range <= 0)
565 { 572 {
566 if (op->other_arch) 573 if (op->other_arch)
567 explode_bullet (op); 574 explode_bullet (op);
568 else 575 else
569 op->destroy (); 576 op->destroy (true);
570 577
571 return; 578 return;
572 } 579 }
573 580
574 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
576 m = op->map; 583 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 585
579 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
580 { 587 {
581 op->destroy (); 588 op->destroy (true);
582 return; 589 return;
583 } 590 }
584 591
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
586 { 593 {
587 if (op->other_arch) 594 if (op->other_arch)
588 explode_bullet (op); 595 explode_bullet (op);
589 else 596 else
590 op->destroy (); 597 op->destroy (true);
591 598
592 return; 599 return;
593 } 600 }
594 601
595 if (!(op = m->insert (op, new_x, new_y, op))) 602 if (!(op = m->insert (op, new_x, new_y, op)))
619 int mflags; 626 int mflags;
620 627
621 if (!spob->other_arch) 628 if (!spob->other_arch)
622 return 0; 629 return 0;
623 630
624 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 632 if (!tmp)
626 return 0; 633 return 0;
627 634
628 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 638 if (spob->slaying)
632 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
633 640
643 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
644 651
645 tmp->set_owner (op); 652 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
647 654
648 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 657 tmp->map = op->map;
651 658
652 maptile *newmap; 659 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
655 { 662 {
656 tmp->destroy (); 663 tmp->destroy (true);
657 return 0; 664 return 0;
658 } 665 }
659 666
660 tmp->map = newmap; 667 tmp->map = newmap;
661 668
662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 { 670 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
665 { 672 {
666 tmp->destroy (); 673 tmp->destroy (true);
667 return 0; 674 return 0;
668 } 675 }
669 676
670 tmp->x = op->x; 677 tmp->x = op->x;
671 tmp->y = op->y; 678 tmp->y = op->y;
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 712
706void 713void
707move_cone (object *op) 714move_cone (object *op)
708{ 715{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 717 if (!op->map)
713 { 718 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 720 op->set_speed (0);
728 * when their cone dies when they die. 733 * when their cone dies when they die.
729 */ 734 */
730 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
731 if (op->owner == NULL) 736 if (op->owner == NULL)
732 { 737 {
733 op->destroy (); 738 op->destroy (true);
734 return; 739 return;
735 } 740 }
736#endif 741#endif
737 742
738 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
745 check_spell_knockback (op); 750 check_spell_knockback (op);
746 751
747 if (op->destroyed ()) 752 if (op->destroyed ())
748 return; 753 return;
749 754
750 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
751 { 756 {
752 op->destroy (); 757 op->destroy (true);
753 return; 758 return;
754 } 759 }
755 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
756 * any further. When the duration above expires, 761 * any further. When the duration above expires,
757 * then the object will get removed. 762 * then the object will get removed.
760 { 765 {
761 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
762 return; 767 return;
763 } 768 }
764 769
765 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
766 { 771 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 773
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 775 {
862 867
863 success = 1; 868 success = 1;
864 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 870 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
869 874
870 /* holy word stuff */ 875 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 942 * op is the original bomb object.
938 */ 943 */
939void 944void
940animate_bomb (object *op) 945animate_bomb (object *op)
941{ 946{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 948 return;
947 949
948 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
949 951
950 if (op->env) 952 if (op->env)
951 { 953 {
952 if (env->map == NULL) 954 if (env->map == NULL)
953 return; 955 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 956
958 if (!(op = op->insert_at (env, op))) 957 if (!(op = op->insert_at (env, op)))
959 return; 958 return;
960 } 959 }
961 960
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried. 963 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
966 { 965 {
967 op->destroy (); 966 op->destroy (true);
968 return; 967 return;
969 } 968 }
970 969
971 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
972 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 972 * so just set up the appropriate values.
974 */ 973 */
975 if (archetype *at = archetype::find (SPLINT)) 974 if (archetype *at = archetype::find (SPLINT))
976 { 975 {
977 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
978 { 977 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 979 continue;
981 980
982 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
983 tmp->direction = i; 982 tmp->direction = i;
984 tmp->range = op->range; 983 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 985 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1001} 1000}
1002 1001
1003int 1002int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1004{
1006
1007 object *tmp; 1005 object *tmp;
1008 int mflags; 1006 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1008 maptile *m;
1011 1009
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1012 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1014 return 0;
1017 } 1015 }
1016
1018 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1019 1018
1020 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1120 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1121 else 1120 else
1122 return 0; 1121 return 0;
1123 1122
1124 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1127 {
1129 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1154 } 1153 }
1155 else 1154 else
1156 { 1155 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1158 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1159 effect->destroy (); 1158 effect->destroy (true);
1160 return 0; 1159 return 0;
1161 } 1160 }
1162 } 1161 }
1163 } 1162 }
1164 else 1163 else
1173 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1174 effect->insert_at (target, op); 1173 effect->insert_at (target, op);
1175 1174
1176 return 1; 1175 return 1;
1177} 1176}
1178
1179 1177
1180/**************************************************************************** 1178/****************************************************************************
1181 * 1179 *
1182 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1181 * note that the fire_bullet is used to fire the missile. The
1186 1184
1187/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1188void 1186void
1189move_missile (object *op) 1187move_missile (object *op)
1190{ 1188{
1191 int i, mflags;
1192 object *owner;
1193 sint16 new_x, new_y;
1194 maptile *m;
1195
1196 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1197 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1198 op->destroy (); 1192 op->destroy (true);
1199 return; 1193 return;
1200 }
1201
1202 owner = op->owner;
1203#if 0
1204 /* It'd make things nastier if this wasn't here - spells cast by
1205 * monster that are then killed would continue to survive
1206 */
1207 if (owner == NULL)
1208 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1209 op->destroy (); 1201 op->destroy (true);
1210 return; 1202 return;
1211 } 1203 }
1212#endif
1213 1204
1214 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1215 new_y = op->y + DIRY (op);
1216 1206
1217 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1218
1219 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1220 { 1208 {
1221 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1222 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1223 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1224 */ 1212 */
1225 if (!op->destroyed ())
1226 op->destroy ();
1227
1228 return;
1229 }
1230
1231 op->remove ();
1232
1233 if (!op->direction || (mflags & P_OUT_OF_MAP))
1234 {
1235 op->destroy (); 1213 op->destroy (true);
1236 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1237 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1238 1222
1239 i = spell_find_dir (m, new_x, new_y, op->owner); 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1240 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1241 { 1225 {
1242 op->direction = i; 1226 op->direction = i;
1243 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1244 } 1228 }
1245 1229
1246 m->insert (op, new_x, new_y, op); 1230 pos.insert (op, op);
1247} 1231}
1248 1232
1249/**************************************************************************** 1233/****************************************************************************
1250 * Destruction 1234 * Destruction
1251 ****************************************************************************/ 1235 ****************************************************************************/
1308 else 1292 else
1309 op->skill = NULL; 1293 op->skill = NULL;
1310 1294
1311 op->change_skill (find_skill_by_name (op, op->skill)); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1312 1296
1313 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1314 { 1298 {
1315 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1316 { 1300 {
1317 m = op->map; 1301 m = op->map;
1318 sx = op->x + i; 1302 sx = op->x + i;
1319 sy = op->y + j; 1303 sy = op->y + j;
1320 1304
1337 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1338 { 1322 {
1339 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1340 { 1324 {
1341 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1342 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1343 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1328 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1344 } 1329 }
1345 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1330 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1346 { 1331 {
1374 { 1359 {
1375 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1360 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1376 return 0; 1361 return 0;
1377 } 1362 }
1378 1363
1364 tmp = tmp->head_ ();
1365
1379 /* If we've already got a force of this type, don't add a new one. */ 1366 /* If we've already got a force of this type, don't add a new one. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1381 { 1368 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1370 {
1384 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1385 { 1372 {
1391 return 0; 1378 return 0;
1392 } 1379 }
1393 } 1380 }
1394 } 1381 }
1395 1382
1396 if (force == NULL) 1383 if (!force)
1397 { 1384 {
1398 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1400 if (spell_ob->race) 1388 if (spell_ob->race)
1401 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1402 else 1390 else
1403 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1404 1392
1414 { 1402 {
1415 force->duration = duration; 1403 force->duration = duration;
1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1417 } 1405 }
1418 else 1406 else
1419 {
1420 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1407 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1421 } 1408
1422 return 1; 1409 return 1;
1423 } 1410 }
1411
1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1412 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1425 force->speed = 1.f; 1413 force->speed = 1.f;
1426 force->speed_left = -1.f; 1414 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1428 1416
1471 1459
1472 /* We precompute some values here so that we don't have to keep 1460 /* We precompute some values here so that we don't have to keep
1473 * doing it over and over again. 1461 * doing it over and over again.
1474 */ 1462 */
1475 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1476 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1477 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1478 1466
1479 /* On the bright side, no monster should ever have a race of GOD_... 1467 /* On the bright side, no monster should ever have a race of GOD_...
1480 * so even if the player doesn't worship a god, if race=GOD_.., it 1468 * so even if the player doesn't worship a god, if race=GOD_.., it
1481 * won't ever match anything. 1469 * won't ever match anything.
1601 } 1589 }
1602 1590
1603 /* charm */ 1591 /* charm */
1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1592 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1605 { 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 Typical use case is charm, go somwhere, use aggravation to make hostile. 1597 Typical use case is charm, go somwhere, use aggravation to make hostile.
1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1598 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1600 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1629 * about. was called move_ball_lightning, but since more than the ball 1619 * about. was called move_ball_lightning, but since more than the ball
1630 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1631 * op is the spell effect. 1621 * op is the spell effect.
1632 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1633 */ 1623 */
1634
1635void 1624void
1636move_ball_spell (object *op) 1625move_ball_spell (object *op)
1637{ 1626{
1638 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1639 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1705 1694
1706 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1695 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1707 { 1696 {
1708 if (j) 1697 if (j)
1709 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1710 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1711
1712 } 1701 }
1713 1702
1714 /* insert the other arch */ 1703 /* insert the other arch */
1715 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1704 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1716 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1730 1719
1731 op->direction = i; 1720 op->direction = i;
1732 } 1721 }
1733} 1722}
1734 1723
1735
1736/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1737 * This is an implementation of the swarm spell. It was written for 1725 * This is an implementation of the swarm spell. It was written for
1738 * meteor swarm, but it could be used for any swarm. A swarm spell 1726 * meteor swarm, but it could be used for any swarm. A swarm spell
1739 * is a special type of object that casts swarms of other types 1727 * is a special type of object that casts swarms of other types
1740 * of spells. Which spell it casts is flexible. It fires the spells 1728 * of spells. Which spell it casts is flexible. It fires the spells
1741 * from a set of squares surrounding the caster, in a given direction. 1729 * from a set of squares surrounding the caster, in a given direction.
1742 */ 1730 */
1743
1744void 1731void
1745move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1746{ 1733{
1747#if 0 1734#if 0
1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1735 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1749 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1736 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1738 int adjustdir;
1752 maptile *m; 1739 maptile *m;
1753#endif 1740#endif
1754 int basedir;
1755 object *owner; 1741 object *owner = op->env;
1756 1742
1757 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1758 if (op->duration == 0 || owner == NULL)
1759 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1760 op->destroy (); 1746 op->destroy (true);
1747 return;
1748 }
1749
1750 if (!op->duration || !owner->is_on_map ())
1751 {
1752 op->destroy_inv (true); // be explicit about dropping
1753 op->destroy (true);
1761 return; 1754 return;
1762 } 1755 }
1763 1756
1764 op->duration--; 1757 op->duration--;
1765 1758
1766 basedir = op->direction; 1759 int basedir = op->direction;
1767 if (basedir == 0) 1760 if (!basedir)
1768 { 1761 {
1769 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1771 } 1765 }
1772 1766
1773#if 0 1767#if 0
1774 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1836 { 1830 {
1837 /* 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 */
1838 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 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);
1842 } 1836 }
1843} 1837}
1844
1845
1846
1847 1838
1848/* fire_swarm: 1839/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1842 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1848 * n: the number to be fired.
1858 */ 1849 */
1859
1860int 1850int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1852{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1853 if (!spell->other_arch)
1867 return 0; 1854 return 0;
1868 1855
1869 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1871 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1872
1873 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. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1877 1862
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1880 return 1; 1865 return 1;
1881 1866
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1886 tmp->direction = dir; 1873 tmp->direction = dir;
1887 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1876
1889 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1890 return 1; 1879 return 1;
1891} 1880}
1892
1893 1881
1894/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1895 * function. 1883 * function.
1896 */ 1884 */
1897int 1885int
1928 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1929 { 1917 {
1930 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1931 if (target->head) 1919 if (target->head)
1932 target = target->head; 1920 target = target->head;
1921
1933 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1934 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1935 } 1924 }
1936 } 1925 }
1937 1926
1938 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1958 } 1947 }
1959 1948
1960 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1961 return 1; 1950 return 1;
1962} 1951}
1963
1964
1965
1966 1952
1967/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1954 * player and infects someone.
1969 * 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
1970 * 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
1971 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1972 */ 1958 */
1973
1974int 1959int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1961{
1977 sint16 x, y; 1962 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1985 /* 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
1986 * direction the player is pointing. 1971 * direction the player is pointing.
1987 */ 1972 */
1988 if (!dir) 1973 if (!dir)
1989 dir = op->facing; 1974 dir = op->facing;
1975
1990 if (!dir) 1976 if (!dir)
1991 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 */
1992 1978
1993 /* Calculate these once here */ 1979 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2021 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2022 2008
2023 disease->set_owner (op); 2009 disease->set_owner (op);
2024 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2025 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2026 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2027 2013
2028 /* do level adjustments */ 2014 /* do level adjustments */
2029 if (disease->stats.wc) 2015 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2031 2017
2032 if (disease->magic > 0) 2018 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2034 2020
2035 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2037 2023
2038 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2075 2061
2076 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2077 { 2063 {
2078 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);
2079 2065
2080 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2081 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2082 return 1; 2068 return 1;
2083 } 2069 }
2084 2070
2085 disease->destroy (); 2071 disease->destroy (true);
2086 } 2072 }
2087 } /* if living creature */ 2073 } /* if living creature */
2088 } /* for range of spaces */ 2074 } /* for range of spaces */
2089 2075
2090 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2076 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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