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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 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)
483 488
484 /* Prevent recursion */ 489 /* Prevent recursion */
485 op->move_on = 0; 490 op->move_on = 0;
486 491
487 tmp->insert_at (op, op); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
488 /* remove the firebullet */ 495 /* remove the firebullet */
489 op->destroy (); 496 op->destroy (true);
490} 497}
491 498
492/* 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
493 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
494 */ 501 */
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 527 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 529 {
523 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
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 534 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 536 {
528 op->destroy (); 537 op->destroy (true);
529 return; 538 return;
530 } 539 }
531 } 540 }
532 } 541 }
533 } 542 }
562 if (--op->range <= 0) 571 if (--op->range <= 0)
563 { 572 {
564 if (op->other_arch) 573 if (op->other_arch)
565 explode_bullet (op); 574 explode_bullet (op);
566 else 575 else
567 op->destroy (); 576 op->destroy (true);
568 577
569 return; 578 return;
570 } 579 }
571 580
572 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
574 m = op->map; 583 m = op->map;
575 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);
576 585
577 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
578 { 587 {
579 op->destroy (); 588 op->destroy (true);
580 return; 589 return;
581 } 590 }
582 591
583 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)))
584 { 593 {
585 if (op->other_arch) 594 if (op->other_arch)
586 explode_bullet (op); 595 explode_bullet (op);
587 else 596 else
588 op->destroy (); 597 op->destroy (true);
589 598
590 return; 599 return;
591 } 600 }
592 601
593 if (!(op = m->insert (op, new_x, new_y, op))) 602 if (!(op = m->insert (op, new_x, new_y, op)))
617 int mflags; 626 int mflags;
618 627
619 if (!spob->other_arch) 628 if (!spob->other_arch)
620 return 0; 629 return 0;
621 630
622 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 632 if (!tmp)
624 return 0; 633 return 0;
625 634
626 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
627 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);
628 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 638 if (spob->slaying)
630 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
631 640
641 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
642 651
643 tmp->set_owner (op); 652 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
645 654
646 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 657 tmp->map = op->map;
649 658
650 maptile *newmap; 659 maptile *newmap;
651 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);
652 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
653 { 662 {
654 tmp->destroy (); 663 tmp->destroy (true);
655 return 0; 664 return 0;
656 } 665 }
657 666
658 tmp->map = newmap; 667 tmp->map = newmap;
659 668
660 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)))
661 { 670 {
662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
663 { 672 {
664 tmp->destroy (); 673 tmp->destroy (true);
665 return 0; 674 return 0;
666 } 675 }
667 676
668 tmp->x = op->x; 677 tmp->x = op->x;
669 tmp->y = op->y; 678 tmp->y = op->y;
702/* 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 */
703 712
704void 713void
705move_cone (object *op) 714move_cone (object *op)
706{ 715{
707 int i;
708
709 /* 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 */
710 if (!op->map) 717 if (!op->map)
711 { 718 {
712 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");
713 op->set_speed (0); 720 op->set_speed (0);
726 * when their cone dies when they die. 733 * when their cone dies when they die.
727 */ 734 */
728 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
729 if (op->owner == NULL) 736 if (op->owner == NULL)
730 { 737 {
731 op->destroy (); 738 op->destroy (true);
732 return; 739 return;
733 } 740 }
734#endif 741#endif
735 742
736 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
743 check_spell_knockback (op); 750 check_spell_knockback (op);
744 751
745 if (op->destroyed ()) 752 if (op->destroyed ())
746 return; 753 return;
747 754
748 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
749 { 756 {
750 op->destroy (); 757 op->destroy (true);
751 return; 758 return;
752 } 759 }
753 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
754 * any further. When the duration above expires, 761 * any further. When the duration above expires,
755 * then the object will get removed. 762 * then the object will get removed.
758 { 765 {
759 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
760 return; 767 return;
761 } 768 }
762 769
763 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
764 { 771 {
765 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)];
766 773
767 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))
768 { 775 {
860 867
861 success = 1; 868 success = 1;
862 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
863 tmp->set_owner (op); 870 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
867 874
868 /* holy word stuff */ 875 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 942 * op is the original bomb object.
936 */ 943 */
937void 944void
938animate_bomb (object *op) 945animate_bomb (object *op)
939{ 946{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 948 return;
945 949
946 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
947 951
948 if (op->env) 952 if (op->env)
949 { 953 {
950 if (env->map == NULL) 954 if (env->map == NULL)
951 return; 955 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 956
956 if (!(op = op->insert_at (env, op))) 957 if (!(op = op->insert_at (env, op)))
957 return; 958 return;
958 } 959 }
959 960
960 // 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
961 // 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
962 // as bombs can be carried. 963 // as bombs can be carried.
963 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)
964 { 965 {
965 op->destroy (); 966 op->destroy (true);
966 return; 967 return;
967 } 968 }
968 969
969 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
970 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 972 * so just set up the appropriate values.
972 */ 973 */
973 if (archetype *at = archetype::find (SPLINT)) 974 if (archetype *at = archetype::find (SPLINT))
974 { 975 {
975 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
976 { 977 {
977 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]))
978 continue; 979 continue;
979 980
980 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
981 tmp->direction = i; 982 tmp->direction = i;
982 tmp->range = op->range; 983 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 985 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
999} 1000}
1000 1001
1001int 1002int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1004{
1004
1005 object *tmp; 1005 object *tmp;
1006 int mflags; 1006 int mflags;
1007 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];
1008 maptile *m; 1008 maptile *m;
1009 1009
1011 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))
1012 { 1012 {
1013 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.");
1014 return 0; 1014 return 0;
1015 } 1015 }
1016
1016 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1017 1018
1018 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 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);
1085 * op = player 1086 * op = player
1086 * caster = object casting the spell. 1087 * caster = object casting the spell.
1087 * dir = direction being cast 1088 * dir = direction being cast
1088 * spell = spell object 1089 * spell = spell object
1089 */ 1090 */
1090
1091int 1091int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1093{
1094 object *effect, *target; 1094 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1119 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1120 else 1120 else
1121 return 0; 1121 return 0;
1122 1122
1123 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1124 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1127 {
1128 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1129 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));
1153 } 1153 }
1154 else 1154 else
1155 { 1155 {
1156 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));
1157 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1158 effect->destroy (); 1158 effect->destroy (true);
1159 return 0; 1159 return 0;
1160 } 1160 }
1161 } 1161 }
1162 } 1162 }
1163 else 1163 else
1172 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1173 effect->insert_at (target, op); 1173 effect->insert_at (target, op);
1174 1174
1175 return 1; 1175 return 1;
1176} 1176}
1177
1178 1177
1179/**************************************************************************** 1178/****************************************************************************
1180 * 1179 *
1181 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1182 * 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
1185 1184
1186/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1187void 1186void
1188move_missile (object *op) 1187move_missile (object *op)
1189{ 1188{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1196 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1197 op->destroy (); 1192 op->destroy (true);
1198 return; 1193 return;
1199 }
1200
1201 owner = op->owner;
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1208 op->destroy (); 1201 op->destroy (true);
1209 return; 1202 return;
1210 } 1203 }
1211#endif
1212 1204
1213 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1214 new_y = op->y + DIRY (op);
1215 1206
1216 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))
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1208 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1222 * 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.
1223 */ 1212 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1213 op->destroy (true);
1235 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1236 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1237 1222
1238 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);
1239 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1240 { 1225 {
1241 op->direction = i; 1226 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1243 } 1228 }
1244 1229
1245 m->insert (op, new_x, new_y, op); 1230 pos.insert (op, op);
1246} 1231}
1247 1232
1248/**************************************************************************** 1233/****************************************************************************
1249 * Destruction 1234 * Destruction
1250 ****************************************************************************/ 1235 ****************************************************************************/
1253 * we do this by creating a force and inserting it in the 1238 * we do this by creating a force and inserting it in the
1254 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1257 */ 1242 */
1258
1259int 1243int
1260make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1261{ 1245{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1248 return 0;
1267 1249
1268 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1252 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1273 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1275 1257
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1281 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1283 1262
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1263 return 1;
1290} 1264}
1291 1265
1292int 1266int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1318 else 1292 else
1319 op->skill = NULL; 1293 op->skill = NULL;
1320 1294
1321 op->change_skill (find_skill_by_name (op, op->skill)); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1322 1296
1323 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1324 { 1298 {
1325 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1326 { 1300 {
1327 m = op->map; 1301 m = op->map;
1328 sx = op->x + i; 1302 sx = op->x + i;
1329 sy = op->y + j; 1303 sy = op->y + j;
1330 1304
1347 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1348 { 1322 {
1349 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1350 { 1324 {
1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1352 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1353 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);
1354 } 1329 }
1355 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)
1356 { 1331 {
1384 { 1359 {
1385 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.");
1386 return 0; 1361 return 0;
1387 } 1362 }
1388 1363
1364 tmp = tmp->head_ ();
1365
1389 /* 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. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1391 { 1368 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1370 {
1394 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1395 { 1372 {
1401 return 0; 1378 return 0;
1402 } 1379 }
1403 } 1380 }
1404 } 1381 }
1405 1382
1406 if (force == NULL) 1383 if (!force)
1407 { 1384 {
1408 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1410 if (spell_ob->race) 1388 if (spell_ob->race)
1411 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1412 else 1390 else
1413 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1414 1392
1424 { 1402 {
1425 force->duration = duration; 1403 force->duration = duration;
1426 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.");
1427 } 1405 }
1428 else 1406 else
1429 {
1430 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.");
1431 } 1408
1432 return 1; 1409 return 1;
1433 } 1410 }
1411
1434 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;
1435 force->speed = 1.f; 1413 force->speed = 1.f;
1436 force->speed_left = -1.f; 1414 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1438 1416
1481 1459
1482 /* 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
1483 * doing it over and over again. 1461 * doing it over and over again.
1484 */ 1462 */
1485 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1486 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1487 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1488 1466
1489 /* 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_...
1490 * 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
1491 * won't ever match anything. 1469 * won't ever match anything.
1611 } 1589 }
1612 1590
1613 /* charm */ 1591 /* charm */
1614 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))
1615 { 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 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.
1618 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. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1600 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1639 * 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
1640 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1641 * op is the spell effect. 1621 * op is the spell effect.
1642 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1643 */ 1623 */
1644
1645void 1624void
1646move_ball_spell (object *op) 1625move_ball_spell (object *op)
1647{ 1626{
1648 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1649 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1715 1694
1716 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)))
1717 { 1696 {
1718 if (j) 1697 if (j)
1719 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1720 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1721
1722 } 1701 }
1723 1702
1724 /* insert the other arch */ 1703 /* insert the other arch */
1725 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))))
1726 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1740 1719
1741 op->direction = i; 1720 op->direction = i;
1742 } 1721 }
1743} 1722}
1744 1723
1745
1746/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1747 * 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
1748 * 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
1749 * 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
1750 * 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
1751 * 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.
1752 */ 1730 */
1753
1754void 1731void
1755move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1756{ 1733{
1757#if 0 1734#if 0
1758 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 };
1759 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 };
1760 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir; 1738 int adjustdir;
1762 maptile *m; 1739 maptile *m;
1763#endif 1740#endif
1764 int basedir;
1765 object *owner; 1741 object *owner = op->env;
1766 1742
1767 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1768 if (op->duration == 0 || owner == NULL)
1769 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1770 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);
1771 return; 1754 return;
1772 } 1755 }
1773 1756
1774 op->duration--; 1757 op->duration--;
1775 1758
1776 basedir = op->direction; 1759 int basedir = op->direction;
1777 if (basedir == 0) 1760 if (!basedir)
1778 { 1761 {
1779 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1781 } 1765 }
1782 1766
1783#if 0 1767#if 0
1784 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1846 { 1830 {
1847 /* 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 */
1848 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 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);
1852 } 1836 }
1853} 1837}
1854
1855
1856
1857 1838
1858/* fire_swarm: 1839/* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm. 1842 * the parts of the swarm.
1864 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1867 * n: the number to be fired. 1848 * n: the number to be fired.
1868 */ 1849 */
1869
1870int 1850int
1871fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1872{ 1852{
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch) 1853 if (!spell->other_arch)
1877 return 0; 1854 return 0;
1878 1855
1879 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1881 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1882
1883 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. */
1884 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1885
1886 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1887 1862
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1890 return 1; 1865 return 1;
1891 1866
1892 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1896 tmp->direction = dir; 1873 tmp->direction = dir;
1897 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1898 1876
1899 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1900 return 1; 1879 return 1;
1901} 1880}
1902
1903 1881
1904/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1905 * function. 1883 * function.
1906 */ 1884 */
1907int 1885int
1938 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1939 { 1917 {
1940 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1941 if (target->head) 1919 if (target->head)
1942 target = target->head; 1920 target = target->head;
1921
1943 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1944 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1945 } 1924 }
1946 } 1925 }
1947 1926
1948 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1968 } 1947 }
1969 1948
1970 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1971 return 1; 1950 return 1;
1972} 1951}
1973
1974
1975
1976 1952
1977/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1954 * player and infects someone.
1979 * 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
1980 * 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
1981 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1982 */ 1958 */
1983
1984int 1959int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1961{
1987 sint16 x, y; 1962 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1995 /* 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
1996 * direction the player is pointing. 1971 * direction the player is pointing.
1997 */ 1972 */
1998 if (!dir) 1973 if (!dir)
1999 dir = op->facing; 1974 dir = op->facing;
1975
2000 if (!dir) 1976 if (!dir)
2001 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 */
2002 1978
2003 /* Calculate these once here */ 1979 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2031 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2032 2008
2033 disease->set_owner (op); 2009 disease->set_owner (op);
2034 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2035 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2036 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2037 2013
2038 /* do level adjustments */ 2014 /* do level adjustments */
2039 if (disease->stats.wc) 2015 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2041 2017
2042 if (disease->magic > 0) 2018 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2044 2020
2045 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2047 2023
2048 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2085 2061
2086 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2087 { 2063 {
2088 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);
2089 2065
2090 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2091 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2092 return 1; 2068 return 1;
2093 } 2069 }
2094 2070
2095 disease->destroy (); 2071 disease->destroy (true);
2096 } 2072 }
2097 } /* if living creature */ 2073 } /* if living creature */
2098 } /* for range of spaces */ 2074 } /* for range of spaces */
2099 2075
2100 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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