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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.30 by pippijn, Thu Mar 1 12:28:16 2007 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* 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
38 * 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)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 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 */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*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 */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*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); */
59 } 56 }
60 57
61 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)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 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)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* 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
82 * 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
83 * 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.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 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 */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
145 141
146 /* reduce chances of subsequent forking */ 142 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 143 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 144 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 145 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 146 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 147 new_bolt->direction = t_dir;
152 new_bolt->duration++; 148 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 152 tmp->stats.dam++;
153
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
159} 156}
160 157
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
163 */ 160 */
164
165void 161void
166move_bolt (object *op) 162move_bolt (object *op)
167{ 163{
168 int mflags; 164 int mflags;
169 sint16 x, y; 165 sint16 x, y;
170 maptile *m; 166 maptile *m;
171 167
172 if (--op->duration < 0) 168 if (--op->duration < 0)
173 { 169 {
170 op->destroy_inv (true); // be explicit about dropping
174 op->destroy (); 171 op->destroy (true);
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
245 else 242 else
246 { /* Create a copy of this object and put it ahead */ 243 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 244 object *tmp = op->clone ();
248 245
249 m->insert (tmp, x, y, op); 246 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 247 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 248 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* 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
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 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);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
311 308
312 maptile *newmap; 309 maptile *newmap;
313 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);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
316 tmp->destroy (); 314 tmp->destroy (true);
317 return 0; 315 return 0;
318 } 316 }
319 317
320 tmp->map = newmap; 318 tmp->map = newmap;
321 319
322 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)))
323 { 321 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
326 tmp->destroy (); 325 tmp->destroy (true);
327 return 0; 326 return 0;
328 } 327 }
329 328
330 tmp->x = op->x; 329 tmp->x = op->x;
331 tmp->y = op->y; 330 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 335 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 336 move_bolt (tmp);
338 337
339 return 1; 338 return 1;
340} 339}
341
342
343 340
344/*************************************************************************** 341/***************************************************************************
345 * 342 *
346 * BULLET/BALL CODE 343 * BULLET/BALL CODE
347 * 344 *
348 ***************************************************************************/ 345 ***************************************************************************/
349 346
350/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 349 * At least that is what I think this does.
353 */ 350 */
354void 351void
355explosion (object *op) 352explosion (object *op)
356{ 353{
357 maptile *m = op->map; 354 maptile *m = op->map;
358 int i; 355 int i;
359 356
360 if (--op->duration < 0) 357 if (--op->duration < 0)
361 { 358 {
362 op->destroy (); 359 op->destroy (true);
363 return; 360 return;
364 } 361 }
365 362
366 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
367 364
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 378 {
382 object *tmp = op->clone (); 379 object *tmp = op->clone ();
383 380
384 tmp->state = 0; 381 tmp->state = 0;
385 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
386 tmp->range--; 383 tmp->range--;
387 tmp->value = 0; 384 tmp->value = 0;
388 385
389 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
390 } 387 }
391 } 388 }
392 } 389 }
393} 390}
394
395 391
396/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
398 * explode. 394 * explode.
399 */ 395 */
400void 396void
401explode_bullet (object *op) 397explode_bullet (object *op)
402{ 398{
403 object *tmp, *owner; 399 object *tmp, *owner;
404 400
405 if (op->other_arch == NULL) 401 if (!op->other_arch)
406 { 402 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 404 op->destroy (true);
409 return; 405 return;
410 } 406 }
411 407
412 if (op->env) 408 if (op->env)
413 { 409 {
414 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
415 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))
416 { 413 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 415 op->destroy (true);
419 return; 416 return;
420 } 417 }
421 418
422 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);
423 } 420 }
424 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
425 { 422 {
426 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
427 op->destroy (); 424 op->destroy (true);
428 return; 425 return;
429 } 426 }
430 427
431 // 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
432 // 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
433 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
434 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)
435 { 432 {
436 op->destroy (); 433 op->destroy (true);
437 return; 434 return;
438 } 435 }
439 436
440 if (op->attacktype) 437 if (op->attacktype)
441 { 438 {
442 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
443 if (op->destroyed ()) 441 if (op->destroyed ())
444 return; 442 return;
445 } 443 }
446 444
447 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 448 tmp->set_owner (op);
451 tmp->skill = op->skill; 449 tmp->skill = op->skill;
452 450
453 owner = op->owner; 451 owner = op->owner;
454 452
455 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))
456 { 457 {
457 op->destroy (); 458 op->destroy (true);
458 return; 459 return;
459 } 460 }
460 461
461 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 488
488 /* Prevent recursion */ 489 /* Prevent recursion */
489 op->move_on = 0; 490 op->move_on = 0;
490 491
491 tmp->insert_at (op, op); 492 tmp->insert_at (op, op);
493 tmp->play_sound (tmp->sound);
494
492 /* remove the firebullet */ 495 /* remove the firebullet */
493 op->destroy (); 496 op->destroy (true);
494} 497}
495 498
496/* 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
497 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
498 */ 501 */
518 521
519 /* If nothing alive on this space, no reason to do anything further */ 522 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 523 if (!(mflags & P_IS_ALIVE))
521 return; 524 return;
522 525
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 527 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 529 {
527 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
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 534 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 536 {
532 op->destroy (); 537 op->destroy (true);
533 return; 538 return;
534 } 539 }
535 } 540 }
536 } 541 }
537 } 542 }
566 if (--op->range <= 0) 571 if (--op->range <= 0)
567 { 572 {
568 if (op->other_arch) 573 if (op->other_arch)
569 explode_bullet (op); 574 explode_bullet (op);
570 else 575 else
571 op->destroy (); 576 op->destroy (true);
572 577
573 return; 578 return;
574 } 579 }
575 580
576 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
578 m = op->map; 583 m = op->map;
579 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);
580 585
581 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
582 { 587 {
583 op->destroy (); 588 op->destroy (true);
584 return; 589 return;
585 } 590 }
586 591
587 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)))
588 { 593 {
589 if (op->other_arch) 594 if (op->other_arch)
590 explode_bullet (op); 595 explode_bullet (op);
591 else 596 else
592 op->destroy (); 597 op->destroy (true);
593 598
594 return; 599 return;
595 } 600 }
596 601
597 if (!(op = m->insert (op, new_x, new_y, op))) 602 if (!(op = m->insert (op, new_x, new_y, op)))
603 update_turn_face (op); 608 update_turn_face (op);
604 } 609 }
605 else 610 else
606 check_bullet (op); 611 check_bullet (op);
607} 612}
608
609
610
611 613
612/* fire_bullet 614/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 615 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 616 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 617 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 618 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 619 * This function sets up the appropriate owner and skill
618 * pointers. 620 * pointers.
619 */ 621 */
620
621int 622int
622fire_bullet (object *op, object *caster, int dir, object *spob) 623fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 624{
624 object *tmp = NULL; 625 object *tmp = NULL;
625 int mflags; 626 int mflags;
626 627
627 if (!spob->other_arch) 628 if (!spob->other_arch)
628 return 0; 629 return 0;
629 630
630 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 632 if (!tmp)
632 return 0; 633 return 0;
633 634
634 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
635 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);
636 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 638 if (spob->slaying)
638 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
639 640
649 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
650 651
651 tmp->set_owner (op); 652 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
653 654
654 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 657 tmp->map = op->map;
657 658
658 maptile *newmap; 659 maptile *newmap;
659 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);
660 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
661 { 662 {
662 tmp->destroy (); 663 tmp->destroy (true);
663 return 0; 664 return 0;
664 } 665 }
665 666
666 tmp->map = newmap; 667 tmp->map = newmap;
667 668
668 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)))
669 { 670 {
670 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
671 { 672 {
672 tmp->destroy (); 673 tmp->destroy (true);
673 return 0; 674 return 0;
674 } 675 }
675 676
676 tmp->x = op->x; 677 tmp->x = op->x;
677 tmp->y = op->y; 678 tmp->y = op->y;
682 if ((tmp = tmp->insert_at (tmp, op))) 683 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 684 check_bullet (tmp);
684 685
685 return 1; 686 return 1;
686} 687}
687
688
689
690 688
691/***************************************************************************** 689/*****************************************************************************
692 * 690 *
693 * CONE RELATED FUNCTIONS 691 * CONE RELATED FUNCTIONS
694 * 692 *
695 *****************************************************************************/ 693 *****************************************************************************/
696 694
697
698/* drops an object based on what is in the cone's "other_arch" */ 695/* drops an object based on what is in the cone's "other_arch" */
699void 696void
700cone_drop (object *op) 697cone_drop (object *op)
701{ 698{
702 object *new_ob = arch_to_object (op->other_arch); 699 object *new_ob = arch_to_object (op->other_arch);
714/* 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 */
715 712
716void 713void
717move_cone (object *op) 714move_cone (object *op)
718{ 715{
719 int i;
720
721 /* 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 */
722 if (!op->map) 717 if (!op->map)
723 { 718 {
724 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");
725 op->set_speed (0); 720 op->set_speed (0);
738 * when their cone dies when they die. 733 * when their cone dies when they die.
739 */ 734 */
740 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
741 if (op->owner == NULL) 736 if (op->owner == NULL)
742 { 737 {
743 op->destroy (); 738 op->destroy (true);
744 return; 739 return;
745 } 740 }
746#endif 741#endif
747 742
748 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
755 check_spell_knockback (op); 750 check_spell_knockback (op);
756 751
757 if (op->destroyed ()) 752 if (op->destroyed ())
758 return; 753 return;
759 754
760 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
761 { 756 {
762 op->destroy (); 757 op->destroy (true);
763 return; 758 return;
764 } 759 }
765 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
766 * any further. When the duration above expires, 761 * any further. When the duration above expires,
767 * then the object will get removed. 762 * then the object will get removed.
770 { 765 {
771 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
772 return; 767 return;
773 } 768 }
774 769
775 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
776 { 771 {
777 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)];
778 773
779 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))
780 { 775 {
827 822
828 /* Need to know what the movetype of the object we are about 823 /* Need to know what the movetype of the object we are about
829 * to create is, so we can know if the space we are about to 824 * to create is, so we can know if the space we are about to
830 * insert it into is blocked. 825 * insert it into is blocked.
831 */ 826 */
832 movetype = spell->other_arch->clone.move_type; 827 movetype = spell->other_arch->move_type;
833 828
834 for (i = range_min; i <= range_max; i++) 829 for (i = range_min; i <= range_max; i++)
835 { 830 {
836 sint16 x, y, d; 831 sint16 x, y, d;
837 832
872 867
873 success = 1; 868 success = 1;
874 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
875 tmp->set_owner (op); 870 tmp->set_owner (op);
876 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
877 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
878 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
879 874
880 /* holy word stuff */ 875 /* holy word stuff */
881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
882 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
916 else 911 else
917 tmp->duration += caster->level / 3; 912 tmp->duration += caster->level / 3;
918 } 913 }
919 914
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 915 if (!(tmp->move_type & MOVE_FLY_LOW))
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
922 917
923 if (!tmp->move_on && tmp->stats.dam) 918 if (!tmp->move_on && tmp->stats.dam)
924 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 919 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 920
926 m->insert (tmp, sx, sy, op); 921 m->insert (tmp, sx, sy, op);
927 922
928 /* This is used for tracking spells so that one effect doesn't hit 923 /* This is used for tracking spells so that one effect doesn't hit
929 * a single space too many times. 924 * a single space too many times.
941 * 936 *
942 * BOMB related code 937 * BOMB related code
943 * 938 *
944 ****************************************************************************/ 939 ****************************************************************************/
945 940
946
947/* This handles an exploding bomb. 941/* This handles an exploding bomb.
948 * op is the original bomb object. 942 * op is the original bomb object.
949 */ 943 */
950void 944void
951animate_bomb (object *op) 945animate_bomb (object *op)
952{ 946{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 948 return;
958 949
959 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
960 951
961 if (op->env) 952 if (op->env)
962 { 953 {
963 if (env->map == NULL) 954 if (env->map == NULL)
964 return; 955 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 956
969 if (!(op = op->insert_at (env, op))) 957 if (!(op = op->insert_at (env, op)))
970 return; 958 return;
971 } 959 }
972 960
973 // 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
974 // 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
975 // as bombs can be carried. 963 // as bombs can be carried.
976 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)
977 { 965 {
978 op->destroy (); 966 op->destroy (true);
979 return; 967 return;
980 } 968 }
981 969
982 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
983 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 972 * so just set up the appropriate values.
985 */ 973 */
986 if (archetype *at = archetype::find (SPLINT)) 974 if (archetype *at = archetype::find (SPLINT))
987 { 975 {
988 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
989 { 977 {
990 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]))
991 continue; 979 continue;
992 980
993 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
994 tmp->direction = i; 982 tmp->direction = i;
995 tmp->range = op->range; 983 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 985 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1012} 1000}
1013 1001
1014int 1002int
1015create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1004{
1017
1018 object *tmp; 1005 object *tmp;
1019 int mflags; 1006 int mflags;
1020 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];
1021 maptile *m; 1008 maptile *m;
1022 1009
1024 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))
1025 { 1012 {
1026 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.");
1027 return 0; 1014 return 0;
1028 } 1015 }
1016
1029 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1030 1018
1031 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 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);
1054 * dir is the direction to look in. 1042 * dir is the direction to look in.
1055 * range is how far out to look. 1043 * range is how far out to look.
1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1057 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1058 */ 1046 */
1059
1060object * 1047object *
1061get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1062{ 1049{
1063 object *target; 1050 object *target;
1064 sint16 x, y; 1051 sint16 x, y;
1083 return NULL; 1070 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1072 return NULL;
1086 1073
1087 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1077 return target;
1094 }
1095 }
1096 }
1097 } 1078 }
1079
1098 return NULL; 1080 return NULL;
1099} 1081}
1100
1101 1082
1102/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1104 * usual params - 1085 * usual params -
1105 * op = player 1086 * op = player
1106 * caster = object casting the spell. 1087 * caster = object casting the spell.
1107 * dir = direction being cast 1088 * dir = direction being cast
1108 * spell = spell object 1089 * spell = spell object
1109 */ 1090 */
1110
1111int 1091int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1092cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1093{
1114 object *effect, *target; 1094 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1095 object *god = find_god (determine_god (op));
1139 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1140 else 1120 else
1141 return 0; 1121 return 0;
1142 1122
1143 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1144 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1145 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 { 1127 {
1148 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1149 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));
1173 } 1153 }
1174 else 1154 else
1175 { 1155 {
1176 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));
1177 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1178 effect->destroy (); 1158 effect->destroy (true);
1179 return 0; 1159 return 0;
1180 } 1160 }
1181 } 1161 }
1182 } 1162 }
1183 else 1163 else
1192 /* ok, tell it where to be, and insert! */ 1172 /* ok, tell it where to be, and insert! */
1193 effect->insert_at (target, op); 1173 effect->insert_at (target, op);
1194 1174
1195 return 1; 1175 return 1;
1196} 1176}
1197
1198 1177
1199/**************************************************************************** 1178/****************************************************************************
1200 * 1179 *
1201 * MAGIC MISSILE code. 1180 * MAGIC MISSILE code.
1202 * 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
1205 1184
1206/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1207void 1186void
1208move_missile (object *op) 1187move_missile (object *op)
1209{ 1188{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1216 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1217 op->destroy (); 1192 op->destroy (true);
1218 return; 1193 return;
1219 }
1220
1221 owner = op->owner;
1222#if 0
1223 /* It'd make things nastier if this wasn't here - spells cast by
1224 * monster that are then killed would continue to survive
1225 */
1226 if (owner == NULL)
1227 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1228 op->destroy (); 1201 op->destroy (true);
1229 return; 1202 return;
1230 } 1203 }
1231#endif
1232 1204
1233 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1234 new_y = op->y + DIRY (op);
1235 1206
1236 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))
1237
1238 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1239 { 1208 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1242 * 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.
1243 */ 1212 */
1244 if (!op->destroyed ())
1245 op->destroy ();
1246
1247 return;
1248 }
1249
1250 op->remove ();
1251
1252 if (!op->direction || (mflags & P_OUT_OF_MAP))
1253 {
1254 op->destroy (); 1213 op->destroy (true);
1255 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1256 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1257 1222
1258 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);
1259 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1260 { 1225 {
1261 op->direction = i; 1226 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1263 } 1228 }
1264 1229
1265 m->insert (op, new_x, new_y, op); 1230 pos.insert (op, op);
1266} 1231}
1267 1232
1268/**************************************************************************** 1233/****************************************************************************
1269 * Destruction 1234 * Destruction
1270 ****************************************************************************/ 1235 ****************************************************************************/
1273 * 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
1274 * object. if time is 0, the object glows permanently. To truely 1239 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1240 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1241 * give them the capability to have an inventory. b.t.
1277 */ 1242 */
1278
1279int 1243int
1280make_object_glow (object *op, int radius, int time) 1244make_object_glow (object *op, int radius, int time)
1281{ 1245{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1246 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1247 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1248 return 0;
1287 1249
1288 tmp = get_archetype (FORCE_NAME); 1250 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1251 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1252 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1253 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1254 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1255 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1256 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1257
1296 tmp->x = op->x;
1297 tmp->y = op->y;
1298 if (tmp->speed < MIN_ACTIVE_SPEED)
1299 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1300 tmp = insert_ob_in_ob (tmp, op); 1258 tmp = insert_ob_in_ob (tmp, op);
1259
1301 if (tmp->glow_radius > op->glow_radius) 1260 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1261 op->glow_radius = tmp->glow_radius;
1303 1262
1304 if (!tmp->env || op != tmp->env)
1305 {
1306 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1307 return 0;
1308 }
1309 return 1; 1263 return 1;
1310} 1264}
1311
1312
1313
1314 1265
1315int 1266int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1267cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1268{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1269 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1290 else if (caster->skill)
1340 op->skill = caster->skill; 1291 op->skill = caster->skill;
1341 else 1292 else
1342 op->skill = NULL; 1293 op->skill = NULL;
1343 1294
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1345 1296
1346 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1347 { 1298 {
1348 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1349 { 1300 {
1350 m = op->map; 1301 m = op->map;
1351 sx = op->x + i; 1302 sx = op->x + i;
1352 sy = op->y + j; 1303 sy = op->y + j;
1353 1304
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1322 {
1372 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1373 { 1324 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1375 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1376 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);
1377 } 1329 }
1378 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)
1379 { 1331 {
1407 { 1359 {
1408 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.");
1409 return 0; 1361 return 0;
1410 } 1362 }
1411 1363
1364 tmp = tmp->head_ ();
1365
1412 /* 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. */
1413 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1414 { 1368 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1370 {
1417 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1418 { 1372 {
1424 return 0; 1378 return 0;
1425 } 1379 }
1426 } 1380 }
1427 } 1381 }
1428 1382
1429 if (force == NULL) 1383 if (!force)
1430 { 1384 {
1431 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1433 if (spell_ob->race) 1388 if (spell_ob->race)
1434 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1435 else 1390 else
1436 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1437 1392
1447 { 1402 {
1448 force->duration = duration; 1403 force->duration = duration;
1449 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.");
1450 } 1405 }
1451 else 1406 else
1452 {
1453 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.");
1454 } 1408
1455 return 1; 1409 return 1;
1456 } 1410 }
1411
1457 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;
1458 force->speed = 1.0; 1413 force->speed = 1.f;
1459 force->speed_left = -1.0; 1414 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1461 1416
1462 if (god) 1417 if (god)
1463 { 1418 {
1464 if (spell_ob->last_grace) 1419 if (spell_ob->last_grace)
1504 1459
1505 /* 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
1506 * doing it over and over again. 1461 * doing it over and over again.
1507 */ 1462 */
1508 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1509 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1510 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1511 1466
1512 /* 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_...
1513 * 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
1514 * won't ever match anything. 1469 * won't ever match anything.
1584 at -= level / 5; 1539 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1540 if (did_make_save (head, head->level, at))
1586 continue; 1541 continue;
1587 } 1542 }
1588 else /* spell->attacktype */ 1543 else /* spell->attacktype */
1589 /*
1590 Spell has no attacktype (charm & such), so we'll have a specific saving:
1591 * if spell level < monster level, no go
1592 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1593
1594 The chance will then be in the range [20-70] percent, not too bad.
1595
1596 This is required to fix the 'charm monster' abuse, where a player level 1 can
1597 charm a level 125 monster...
1598
1599 Ryo, august 14th
1600 */
1601 { 1544 {
1545 /*
1546 Spell has no attacktype (charm & such), so we'll have a specific saving:
1547 * if spell level < monster level, no go
1548 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1549
1550 The chance will then be in the range [20-70] percent, not too bad.
1551
1552 This is required to fix the 'charm monster' abuse, where a player level 1 can
1553 charm a level 125 monster...
1554
1555 Ryo, august 14th
1556 */
1602 if (head->level > level) 1557 if (head->level > level)
1603 continue; 1558 continue;
1559
1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1560 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1605 /* Failed, no effect */ 1561 /* Failed, no effect */
1606 continue; 1562 continue;
1607 } 1563 }
1608 1564
1610 1566
1611 /* aggravation */ 1567 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1568 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1569 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1570 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1571 remove_friendly_object (head);
1617
1618 done_one = 1; 1572 done_one = 1;
1619 head->enemy = op; 1573 head->enemy = op;
1620 } 1574 }
1621 1575
1622 /* calm monsters */ 1576 /* calm monsters */
1635 } 1589 }
1636 1590
1637 /* charm */ 1591 /* charm */
1638 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))
1639 { 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1640 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1641 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.
1642 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. */
1643 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1644 head->set_owner (op); 1600 head->set_owner (op);
1645 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1663 * 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
1664 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1665 * op is the spell effect. 1621 * op is the spell effect.
1666 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1667 */ 1623 */
1668
1669void 1624void
1670move_ball_spell (object *op) 1625move_ball_spell (object *op)
1671{ 1626{
1672 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1673 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1739 1694
1740 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)))
1741 { 1696 {
1742 if (j) 1697 if (j)
1743 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1744 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1701 }
1747 1702
1748 /* insert the other arch */ 1703 /* insert the other arch */
1749 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))))
1750 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1764 1719
1765 op->direction = i; 1720 op->direction = i;
1766 } 1721 }
1767} 1722}
1768 1723
1769
1770/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1771 * 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
1772 * 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
1773 * 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
1774 * 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
1775 * 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.
1776 */ 1730 */
1777
1778void 1731void
1779move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1780{ 1733{
1781#if 0 1734#if 0
1782 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 };
1783 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 };
1784 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1738 int adjustdir;
1786 maptile *m; 1739 maptile *m;
1787#endif 1740#endif
1788 int basedir;
1789 object *owner; 1741 object *owner = op->env;
1790 1742
1791 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 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);
1795 return; 1754 return;
1796 } 1755 }
1797 1756
1798 op->duration--; 1757 op->duration--;
1799 1758
1800 basedir = op->direction; 1759 int basedir = op->direction;
1801 if (basedir == 0) 1760 if (!basedir)
1802 { 1761 {
1803 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1805 } 1765 }
1806 1766
1807#if 0 1767#if 0
1808 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1770 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1771 // space.
1812 // should be fixed later, but correctness before featurs... 1772 // should be fixed later, but correctness before features...
1813 // (schmorp) 1773 // (schmorp)
1814 1774
1815 /* new offset calculation to make swarm element distribution 1775 /* new offset calculation to make swarm element distribution
1816 * more uniform 1776 * more uniform
1817 */ 1777 */
1870 { 1830 {
1871 /* 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 */
1872 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 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);
1876 } 1836 }
1877} 1837}
1878
1879
1880
1881 1838
1882/* fire_swarm: 1839/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1842 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1848 * n: the number to be fired.
1892 */ 1849 */
1893
1894int 1850int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1852{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1853 if (!spell->other_arch)
1901 return 0; 1854 return 0;
1902 1855
1903 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1905 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1906
1907 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. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1911 1862
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1914 return 1; 1865 return 1;
1915 1866
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1873 tmp->direction = dir;
1921 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1876
1923 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1924 return 1; 1879 return 1;
1925} 1880}
1926
1927 1881
1928/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1929 * function. 1883 * function.
1930 */ 1884 */
1931int 1885int
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1917 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1919 if (target->head)
1966 target = target->head; 1920 target = target->head;
1921
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1969 } 1924 }
1970 } 1925 }
1971 1926
1972 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1992 } 1947 }
1993 1948
1994 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1995 return 1; 1950 return 1;
1996} 1951}
1997
1998
1999
2000 1952
2001/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1954 * player and infects someone.
2003 * 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
2004 * 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
2005 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
2006 */ 1958 */
2007
2008int 1959int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1961{
2011 sint16 x, y; 1962 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
2019 /* 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
2020 * direction the player is pointing. 1971 * direction the player is pointing.
2021 */ 1972 */
2022 if (!dir) 1973 if (!dir)
2023 dir = op->facing; 1974 dir = op->facing;
1975
2024 if (!dir) 1976 if (!dir)
2025 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 */
2026 1978
2027 /* Calculate these once here */ 1979 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2055 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2056 2008
2057 disease->set_owner (op); 2009 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2061 2013
2062 /* do level adjustments */ 2014 /* do level adjustments */
2063 if (disease->stats.wc) 2015 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2065 2017
2066 if (disease->magic > 0) 2018 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2068 2020
2069 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2071 2023
2072 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2109 2061
2110 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2111 { 2063 {
2112 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);
2113 2065
2114 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2116 return 1; 2068 return 1;
2117 } 2069 }
2118 2070
2119 disease->destroy (); 2071 disease->destroy (true);
2120 } 2072 }
2121 } /* if living creature */ 2073 } /* if living creature */
2122 } /* for range of spaces */ 2074 } /* for range of spaces */
2123 2075
2124 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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