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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 1.66 by root, Mon Sep 29 10:31:32 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 {
174 op->destroy (); 170 op->drop_and_destroy ();
175 return; 171 return;
176 } 172 }
177 173
178 hit_map (op, 0, op->attacktype, 1); 174 hit_map (op, 0, op->attacktype, 1);
179 175
245 else 241 else
246 { /* Create a copy of this object and put it ahead */ 242 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 243 object *tmp = op->clone ();
248 244
249 m->insert (tmp, x, y, op); 245 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 246 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 247 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 248 tmp->duration++;
253 249
254 /* New forking code. Possibly create forks of this object 250 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 251 * going off in other directions.
256 */ 252 */
257 if (rndm (0, 99) < tmp->stats.Dex) 253 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 254 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 255
262 /* In this way, the object left behind sticks on the space, but 256 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 257 * doesn't create any bolts that continue to move onward.
264 */ 258 */
265 op->range = 0; 259 op->range = 0;
289 return 0; 283 return 0;
290 284
291 /* peterm: level dependency for bolts */ 285 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 286 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 287 tmp->attacktype = spob->attacktype;
288
294 if (spob->slaying) 289 if (spob->slaying)
295 tmp->slaying = spob->slaying; 290 tmp->slaying = spob->slaying;
291
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 292 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 293 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 294 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 295 tmp->stats.Con = spob->stats.Con;
300 296
311 307
312 maptile *newmap; 308 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 309 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 310 if (mflags & P_OUT_OF_MAP)
315 { 311 {
316 tmp->destroy (); 312 tmp->drop_and_destroy ();
317 return 0; 313 return 0;
318 } 314 }
319 315
320 tmp->map = newmap; 316 tmp->map = newmap;
321 317
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 318 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 319 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 320 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 321 {
326 tmp->destroy (); 322 tmp->drop_and_destroy ();
327 return 0; 323 return 0;
328 } 324 }
329 325
330 tmp->x = op->x; 326 tmp->x = op->x;
331 tmp->y = op->y; 327 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 332 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 333 move_bolt (tmp);
338 334
339 return 1; 335 return 1;
340} 336}
341
342
343 337
344/*************************************************************************** 338/***************************************************************************
345 * 339 *
346 * BULLET/BALL CODE 340 * BULLET/BALL CODE
347 * 341 *
348 ***************************************************************************/ 342 ***************************************************************************/
349 343
350/* expands an explosion. op is a piece of the 344/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 345 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 346 * At least that is what I think this does.
353 */ 347 */
354void 348void
355explosion (object *op) 349explosion (object *op)
356{ 350{
357 maptile *m = op->map; 351 maptile *m = op->map;
358 int i; 352 int i;
359 353
360 if (--op->duration < 0) 354 if (--op->duration < 0)
361 { 355 {
362 op->destroy (); 356 op->destroy (true);
363 return; 357 return;
364 } 358 }
365 359
366 hit_map (op, 0, op->attacktype, 0); 360 hit_map (op, 0, op->attacktype, 0);
367 361
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 374 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 375 {
382 object *tmp = op->clone (); 376 object *tmp = op->clone ();
383 377
384 tmp->state = 0; 378 tmp->state = 0;
385 tmp->speed_left = -0.21; 379 tmp->speed_left = -0.21f;
386 tmp->range--; 380 tmp->range--;
387 tmp->value = 0; 381 tmp->value = 0;
388 382
389 m->insert (tmp, dx, dy, op); 383 m->insert (tmp, dx, dy, op);
390 } 384 }
391 } 385 }
392 } 386 }
393} 387}
394
395 388
396/* Causes an object to explode, eg, a firebullet, 389/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 390 * poison cloud ball, etc. op is the object to
398 * explode. 391 * explode.
399 */ 392 */
400void 393void
401explode_bullet (object *op) 394explode_bullet (object *op)
402{ 395{
403 object *tmp, *owner; 396 object *tmp, *owner;
404 397
405 if (op->other_arch == NULL) 398 if (!op->other_arch)
406 { 399 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 400 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 401 op->destroy (true);
409 return; 402 return;
410 } 403 }
411 404
412 if (op->env) 405 if (op->env)
413 { 406 {
414 object *env = object_get_env_recursive (op); 407 object *env = op->outer_env ();
408
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 409 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 410 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 411 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 412 op->destroy (true);
419 return; 413 return;
420 } 414 }
421 415
422 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 416 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
423 } 417 }
424 else if (out_of_map (op->map, op->x, op->y)) 418 else if (out_of_map (op->map, op->x, op->y))
425 { 419 {
426 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 420 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
427 op->destroy (); 421 op->destroy (true);
428 return; 422 return;
429 } 423 }
430 424
431 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 425 // 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 426 // NOTE: If this breaks something important: remove this. I can't think of anything
433 // bad at the moment that might happen from this. 427 // 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) 428 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
435 { 429 {
436 op->destroy (); 430 op->destroy (true);
437 return; 431 return;
438 } 432 }
439 433
440 if (op->attacktype) 434 if (op->attacktype)
441 { 435 {
442 hit_map (op, 0, op->attacktype, 1); 436 hit_map (op, 0, op->attacktype, 1);
437
443 if (op->destroyed ()) 438 if (op->destroyed ())
444 return; 439 return;
445 } 440 }
446 441
447 /* other_arch contains what this explodes into */ 442 /* other_arch contains what this explodes into */
450 tmp->set_owner (op); 445 tmp->set_owner (op);
451 tmp->skill = op->skill; 446 tmp->skill = op->skill;
452 447
453 owner = op->owner; 448 owner = op->owner;
454 449
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 450 if ((tmp->attacktype & AT_HOLYWORD
451 || tmp->attacktype & AT_GODPOWER)
452 && owner
453 && !tailor_god_spell (tmp, owner))
456 { 454 {
457 op->destroy (); 455 op->destroy (true);
458 return; 456 return;
459 } 457 }
460 458
461 /* special for bombs - it actually has sane values for these */ 459 /* special for bombs - it actually has sane values for these */
462 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 460 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
487 485
488 /* Prevent recursion */ 486 /* Prevent recursion */
489 op->move_on = 0; 487 op->move_on = 0;
490 488
491 tmp->insert_at (op, op); 489 tmp->insert_at (op, op);
490 tmp->play_sound (tmp->sound);
491
492 /* remove the firebullet */ 492 /* remove the firebullet */
493 op->destroy (); 493 op->destroy (true);
494} 494}
495 495
496/* checks to see what op should do, given the space it is on 496/* checks to see what op should do, given the space it is on
497 * (eg, explode, damage player, etc) 497 * (eg, explode, damage player, etc)
498 */ 498 */
518 518
519 /* If nothing alive on this space, no reason to do anything further */ 519 /* If nothing alive on this space, no reason to do anything further */
520 if (!(mflags & P_IS_ALIVE)) 520 if (!(mflags & P_IS_ALIVE))
521 return; 521 return;
522 522
523 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 524 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 526 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
528
529 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 530 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 531 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 532 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 533 {
532 op->destroy (); 534 op->destroy (true);
533 return; 535 return;
534 } 536 }
535 } 537 }
536 } 538 }
537 } 539 }
566 if (--op->range <= 0) 568 if (--op->range <= 0)
567 { 569 {
568 if (op->other_arch) 570 if (op->other_arch)
569 explode_bullet (op); 571 explode_bullet (op);
570 else 572 else
571 op->destroy (); 573 op->destroy (true);
572 574
573 return; 575 return;
574 } 576 }
575 577
576 new_x = op->x + DIRX (op); 578 new_x = op->x + DIRX (op);
578 m = op->map; 580 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 581 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 582
581 if (mflags & P_OUT_OF_MAP) 583 if (mflags & P_OUT_OF_MAP)
582 { 584 {
583 op->destroy (); 585 op->destroy (true);
584 return; 586 return;
585 } 587 }
586 588
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 589 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
588 { 590 {
589 if (op->other_arch) 591 if (op->other_arch)
590 explode_bullet (op); 592 explode_bullet (op);
591 else 593 else
592 op->destroy (); 594 op->destroy (true);
593 595
594 return; 596 return;
595 } 597 }
596 598
597 if (!(op = m->insert (op, new_x, new_y, op))) 599 if (!(op = m->insert (op, new_x, new_y, op)))
603 update_turn_face (op); 605 update_turn_face (op);
604 } 606 }
605 else 607 else
606 check_bullet (op); 608 check_bullet (op);
607} 609}
608
609
610
611 610
612/* fire_bullet 611/* fire_bullet
613 * object op (cast from caster) files a bolt in dir. 612 * object op (cast from caster) files a bolt in dir.
614 * spob is the spell object for the bolt. 613 * spob is the spell object for the bolt.
615 * we remove the magic flag - that can be derived from 614 * we remove the magic flag - that can be derived from
616 * spob->attacktype. 615 * spob->attacktype.
617 * This function sets up the appropriate owner and skill 616 * This function sets up the appropriate owner and skill
618 * pointers. 617 * pointers.
619 */ 618 */
620
621int 619int
622fire_bullet (object *op, object *caster, int dir, object *spob) 620fire_bullet (object *op, object *caster, int dir, object *spob)
623{ 621{
624 object *tmp = NULL; 622 object *tmp = NULL;
625 int mflags; 623 int mflags;
626 624
627 if (!spob->other_arch) 625 if (!spob->other_arch)
628 return 0; 626 return 0;
629 627
630 tmp = arch_to_object (spob->other_arch); 628 tmp = spob->other_arch->instance ();
631 if (tmp == NULL) 629 if (!tmp)
632 return 0; 630 return 0;
633 631
634 /* peterm: level dependency for bolts */ 632 /* peterm: level dependency for bolts */
635 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 633 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
636 tmp->attacktype = spob->attacktype; 634 tmp->attacktype = spob->attacktype;
637 if (spob->slaying) 635 if (spob->slaying)
638 tmp->slaying = spob->slaying; 636 tmp->slaying = spob->slaying;
639 637
649 SET_ANIMATION (tmp, dir); 647 SET_ANIMATION (tmp, dir);
650 648
651 tmp->set_owner (op); 649 tmp->set_owner (op);
652 set_spell_skill (op, caster, spob, tmp); 650 set_spell_skill (op, caster, spob, tmp);
653 651
654 tmp->x = op->x + freearr_x[dir]; 652 tmp->x = op->x + freearr_x[dir];
655 tmp->y = op->y + freearr_y[dir]; 653 tmp->y = op->y + freearr_y[dir];
656 tmp->map = op->map; 654 tmp->map = op->map;
657 655
658 maptile *newmap; 656 maptile *newmap;
659 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 657 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
660 if (mflags & P_OUT_OF_MAP) 658 if (mflags & P_OUT_OF_MAP)
661 { 659 {
662 tmp->destroy (); 660 tmp->destroy (true);
663 return 0; 661 return 0;
664 } 662 }
665 663
666 tmp->map = newmap; 664 tmp->map = newmap;
667 665
668 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 666 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
669 { 667 {
670 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 668 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
671 { 669 {
672 tmp->destroy (); 670 tmp->destroy (true);
673 return 0; 671 return 0;
674 } 672 }
675 673
676 tmp->x = op->x; 674 tmp->x = op->x;
677 tmp->y = op->y; 675 tmp->y = op->y;
682 if ((tmp = tmp->insert_at (tmp, op))) 680 if ((tmp = tmp->insert_at (tmp, op)))
683 check_bullet (tmp); 681 check_bullet (tmp);
684 682
685 return 1; 683 return 1;
686} 684}
687
688
689
690 685
691/***************************************************************************** 686/*****************************************************************************
692 * 687 *
693 * CONE RELATED FUNCTIONS 688 * CONE RELATED FUNCTIONS
694 * 689 *
695 *****************************************************************************/ 690 *****************************************************************************/
696 691
697
698/* drops an object based on what is in the cone's "other_arch" */ 692/* drops an object based on what is in the cone's "other_arch" */
699void 693void
700cone_drop (object *op) 694cone_drop (object *op)
701{ 695{
702 object *new_ob = arch_to_object (op->other_arch); 696 object *new_ob = arch_to_object (op->other_arch);
714/* move_cone: causes cone object 'op' to move a space/hit creatures */ 708/* move_cone: causes cone object 'op' to move a space/hit creatures */
715 709
716void 710void
717move_cone (object *op) 711move_cone (object *op)
718{ 712{
719 int i;
720
721 /* if no map then hit_map will crash so just ignore object */ 713 /* if no map then hit_map will crash so just ignore object */
722 if (!op->map) 714 if (!op->map)
723 { 715 {
724 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 716 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
725 op->set_speed (0); 717 op->set_speed (0);
738 * when their cone dies when they die. 730 * when their cone dies when they die.
739 */ 731 */
740 /* If no owner left, the spell dies out. */ 732 /* If no owner left, the spell dies out. */
741 if (op->owner == NULL) 733 if (op->owner == NULL)
742 { 734 {
743 op->destroy (); 735 op->destroy (true);
744 return; 736 return;
745 } 737 }
746#endif 738#endif
747 739
748 hit_map (op, 0, op->attacktype, 0); 740 hit_map (op, 0, op->attacktype, 0);
755 check_spell_knockback (op); 747 check_spell_knockback (op);
756 748
757 if (op->destroyed ()) 749 if (op->destroyed ())
758 return; 750 return;
759 751
760 if ((op->duration--) < 0) 752 if (op->duration-- < 0)
761 { 753 {
762 op->destroy (); 754 op->destroy (true);
763 return; 755 return;
764 } 756 }
765 /* Object has hit maximum range, so don't have it move 757 /* Object has hit maximum range, so don't have it move
766 * any further. When the duration above expires, 758 * any further. When the duration above expires,
767 * then the object will get removed. 759 * then the object will get removed.
770 { 762 {
771 op->range = 0; /* just so it doesn't wrap */ 763 op->range = 0; /* just so it doesn't wrap */
772 return; 764 return;
773 } 765 }
774 766
775 for (i = -1; i < 2; i++) 767 for (int i = -1; i <= 1; i++)
776 { 768 {
777 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 769 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
778 770
779 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 771 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
780 { 772 {
827 819
828 /* Need to know what the movetype of the object we are about 820 /* 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 821 * to create is, so we can know if the space we are about to
830 * insert it into is blocked. 822 * insert it into is blocked.
831 */ 823 */
832 movetype = spell->other_arch->clone.move_type; 824 movetype = spell->other_arch->move_type;
833 825
834 for (i = range_min; i <= range_max; i++) 826 for (i = range_min; i <= range_max; i++)
835 { 827 {
836 sint16 x, y, d; 828 sint16 x, y, d;
837 829
872 864
873 success = 1; 865 success = 1;
874 tmp = arch_to_object (spell->other_arch); 866 tmp = arch_to_object (spell->other_arch);
875 tmp->set_owner (op); 867 tmp->set_owner (op);
876 set_spell_skill (op, caster, spell, tmp); 868 set_spell_skill (op, caster, spell, tmp);
877 tmp->level = caster_level (caster, spell); 869 tmp->level = casting_level (caster, spell);
878 tmp->attacktype = spell->attacktype; 870 tmp->attacktype = spell->attacktype;
879 871
880 /* holy word stuff */ 872 /* holy word stuff */
881 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 873 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
882 if (!tailor_god_spell (tmp, op)) 874 if (!tailor_god_spell (tmp, op))
916 else 908 else
917 tmp->duration += caster->level / 3; 909 tmp->duration += caster->level / 3;
918 } 910 }
919 911
920 if (!(tmp->move_type & MOVE_FLY_LOW)) 912 if (!(tmp->move_type & MOVE_FLY_LOW))
921 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
922 914
923 if (!tmp->move_on && tmp->stats.dam) 915 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); 916 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
925 917
926 m->insert (tmp, sx, sy, op); 918 m->insert (tmp, sx, sy, op);
927 919
928 /* This is used for tracking spells so that one effect doesn't hit 920 /* This is used for tracking spells so that one effect doesn't hit
929 * a single space too many times. 921 * a single space too many times.
941 * 933 *
942 * BOMB related code 934 * BOMB related code
943 * 935 *
944 ****************************************************************************/ 936 ****************************************************************************/
945 937
946
947/* This handles an exploding bomb. 938/* This handles an exploding bomb.
948 * op is the original bomb object. 939 * op is the original bomb object.
949 */ 940 */
950void 941void
951animate_bomb (object *op) 942animate_bomb (object *op)
952{ 943{
953 int i;
954 object *env, *tmp;
955
956 if (op->state != NUM_ANIMATIONS (op) - 1) 944 if (op->state != NUM_ANIMATIONS (op) - 1)
957 return; 945 return;
958 946
959 env = object_get_env_recursive (op); 947 object *env = op->outer_env ();
960 948
961 if (op->env) 949 if (op->env)
962 { 950 {
963 if (env->map == NULL) 951 if (env->map == NULL)
964 return; 952 return;
965
966 if (env->type == PLAYER)
967 esrv_del_item (env->contr, op->count);
968 953
969 if (!(op = op->insert_at (env, op))) 954 if (!(op = op->insert_at (env, op)))
970 return; 955 return;
971 } 956 }
972 957
973 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 958 // 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 959 // on a safe map. I don't like this special casing, but it seems to be neccessary
975 // as bombs can be carried. 960 // as bombs can be carried.
976 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 961 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
977 { 962 {
978 op->destroy (); 963 op->destroy (true);
979 return; 964 return;
980 } 965 }
981 966
982 /* This copies a lot of the code from the fire bullet, 967 /* This copies a lot of the code from the fire bullet,
983 * but using the cast_bullet isn't really feasible, 968 * but using the cast_bullet isn't really feasible,
984 * so just set up the appropriate values. 969 * so just set up the appropriate values.
985 */ 970 */
986 if (archetype *at = archetype::find (SPLINT)) 971 if (archetype *at = archetype::find (SPLINT))
987 { 972 {
988 for (i = 1; i < 9; i++) 973 for (int i = 1; i < 9; i++)
989 { 974 {
990 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 975 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
991 continue; 976 continue;
992 977
993 tmp = arch_to_object (at); 978 object *tmp = arch_to_object (at);
994 tmp->direction = i; 979 tmp->direction = i;
995 tmp->range = op->range; 980 tmp->range = op->range;
996 tmp->stats.dam = op->stats.dam; 981 tmp->stats.dam = op->stats.dam;
997 tmp->duration = op->duration; 982 tmp->duration = op->duration;
998 tmp->attacktype = op->attacktype; 983 tmp->attacktype = op->attacktype;
1012} 997}
1013 998
1014int 999int
1015create_bomb (object *op, object *caster, int dir, object *spell) 1000create_bomb (object *op, object *caster, int dir, object *spell)
1016{ 1001{
1017
1018 object *tmp; 1002 object *tmp;
1019 int mflags; 1003 int mflags;
1020 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1004 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1021 maptile *m; 1005 maptile *m;
1022 1006
1024 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1008 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1025 { 1009 {
1026 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1010 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1027 return 0; 1011 return 0;
1028 } 1012 }
1013
1029 tmp = arch_to_object (spell->other_arch); 1014 tmp = arch_to_object (spell->other_arch);
1030 1015
1031 /* level dependencies for bomb */ 1016 /* level dependencies for bomb */
1032 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1017 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1033 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1018 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1054 * dir is the direction to look in. 1039 * dir is the direction to look in.
1055 * range is how far out to look. 1040 * range is how far out to look.
1056 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1041 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1057 * this info is used for blocked magic/unholy spaces. 1042 * this info is used for blocked magic/unholy spaces.
1058 */ 1043 */
1059
1060object * 1044object *
1061get_pointed_target (object *op, int dir, int range, int type) 1045get_pointed_target (object *op, int dir, int range, int type)
1062{ 1046{
1063 object *target; 1047 object *target;
1064 sint16 x, y; 1048 sint16 x, y;
1083 return NULL; 1067 return NULL;
1084 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1068 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1085 return NULL; 1069 return NULL;
1086 1070
1087 if (mflags & P_IS_ALIVE) 1071 if (mflags & P_IS_ALIVE)
1088 {
1089 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1072 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1090 { 1073 if (QUERY_FLAG (target, FLAG_MONSTER))
1091 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1092 {
1093 return target; 1074 return target;
1094 }
1095 }
1096 }
1097 } 1075 }
1076
1098 return NULL; 1077 return NULL;
1099} 1078}
1100
1101 1079
1102/* cast_smite_arch() - the priest points to a creature and causes 1080/* cast_smite_arch() - the priest points to a creature and causes
1103 * a 'godly curse' to decend. 1081 * a 'godly curse' to decend.
1104 * usual params - 1082 * usual params -
1105 * op = player 1083 * op = player
1106 * caster = object casting the spell. 1084 * caster = object casting the spell.
1107 * dir = direction being cast 1085 * dir = direction being cast
1108 * spell = spell object 1086 * spell = spell object
1109 */ 1087 */
1110
1111int 1088int
1112cast_smite_spell (object *op, object *caster, int dir, object *spell) 1089cast_smite_spell (object *op, object *caster, int dir, object *spell)
1113{ 1090{
1114 object *effect, *target; 1091 object *effect, *target;
1115 object *god = find_god (determine_god (op)); 1092 object *god = find_god (determine_god (op));
1139 effect = arch_to_object (spell->other_arch); 1116 effect = arch_to_object (spell->other_arch);
1140 else 1117 else
1141 return 0; 1118 return 0;
1142 1119
1143 /* tailor the effect by priest level and worshipped God */ 1120 /* tailor the effect by priest level and worshipped God */
1144 effect->level = caster_level (caster, spell); 1121 effect->level = casting_level (caster, spell);
1145 effect->attacktype = spell->attacktype; 1122 effect->attacktype = spell->attacktype;
1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1123 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1147 { 1124 {
1148 if (tailor_god_spell (effect, op)) 1125 if (tailor_god_spell (effect, op))
1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1126 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1173 } 1150 }
1174 else 1151 else
1175 { 1152 {
1176 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1153 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1177 target->stats.hp = target->stats.maxhp * 2; 1154 target->stats.hp = target->stats.maxhp * 2;
1178 effect->destroy (); 1155 effect->destroy (true);
1179 return 0; 1156 return 0;
1180 } 1157 }
1181 } 1158 }
1182 } 1159 }
1183 else 1160 else
1192 /* ok, tell it where to be, and insert! */ 1169 /* ok, tell it where to be, and insert! */
1193 effect->insert_at (target, op); 1170 effect->insert_at (target, op);
1194 1171
1195 return 1; 1172 return 1;
1196} 1173}
1197
1198 1174
1199/**************************************************************************** 1175/****************************************************************************
1200 * 1176 *
1201 * MAGIC MISSILE code. 1177 * MAGIC MISSILE code.
1202 * note that the fire_bullet is used to fire the missile. The 1178 * note that the fire_bullet is used to fire the missile. The
1205 1181
1206/* op is a missile that needs to be moved */ 1182/* op is a missile that needs to be moved */
1207void 1183void
1208move_missile (object *op) 1184move_missile (object *op)
1209{ 1185{
1210 int i, mflags;
1211 object *owner;
1212 sint16 new_x, new_y;
1213 maptile *m;
1214
1215 if (op->range-- <= 0) 1186 if (op->range-- <= 0)
1216 { 1187 {
1188 op->drop_and_destroy ();
1189 return;
1190 }
1191
1192 mapxy pos (op);
1193 pos.move (op->direction);
1194
1195 if (!pos.normalise ())
1196 {
1217 op->destroy (); 1197 op->destroy (true);
1218 return; 1198 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 { 1199 }
1228 op->destroy ();
1229 return;
1230 }
1231#endif
1232 1200
1233 new_x = op->x + DIRX (op); 1201 mapspace &ms = pos.ms ();
1234 new_y = op->y + DIRY (op);
1235 1202
1236 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1203 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 { 1204 {
1240 hit_map (op, op->direction, AT_MAGIC, 1); 1205 hit_map (op, op->direction, AT_MAGIC, 1);
1241 /* Basically, missile only hits one thing then goes away. 1206 /* Basically, missile only hits one thing then goes away.
1242 * we need to remove it if someone hasn't already done so. 1207 * we need to remove it if someone hasn't already done so.
1243 */ 1208 */
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 (); 1209 op->destroy (true);
1255 return; 1210 return;
1211 }
1212
1213 if (!op->direction)
1256 } 1214 {
1215 op->destroy (true);
1216 return;
1217 }
1257 1218
1258 i = spell_find_dir (m, new_x, new_y, op->owner); 1219 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1259 if (i > 0 && i != op->direction) 1220 if (i > 0 && i != op->direction)
1260 { 1221 {
1261 op->direction = i; 1222 op->direction = i;
1262 SET_ANIMATION (op, op->direction); 1223 SET_ANIMATION (op, op->direction);
1263 } 1224 }
1264 1225
1265 m->insert (op, new_x, new_y, op); 1226 pos.insert (op, op);
1266} 1227}
1267 1228
1268/**************************************************************************** 1229/****************************************************************************
1269 * Destruction 1230 * Destruction
1270 ****************************************************************************/ 1231 ****************************************************************************/
1273 * we do this by creating a force and inserting it in the 1234 * we do this by creating a force and inserting it in the
1274 * object. if time is 0, the object glows permanently. To truely 1235 * object. if time is 0, the object glows permanently. To truely
1275 * make this work for non-living objects, we would have to 1236 * make this work for non-living objects, we would have to
1276 * give them the capability to have an inventory. b.t. 1237 * give them the capability to have an inventory. b.t.
1277 */ 1238 */
1278
1279int 1239int
1280make_object_glow (object *op, int radius, int time) 1240make_object_glow (object *op, int radius, int time)
1281{ 1241{
1282 object *tmp;
1283
1284 /* some things are unaffected... */ 1242 /* some things are unaffected... */
1285 if (op->path_denied & PATH_LIGHT) 1243 if (op->path_denied & PATH_LIGHT)
1286 return 0; 1244 return 0;
1287 1245
1288 tmp = get_archetype (FORCE_NAME); 1246 object *tmp = get_archetype (FORCE_NAME);
1289 tmp->speed = 0.01; 1247 tmp->speed = 0.01;
1290 tmp->stats.food = time; 1248 tmp->stats.food = time;
1291 SET_FLAG (tmp, FLAG_IS_USED_UP); 1249 SET_FLAG (tmp, FLAG_IS_USED_UP);
1292 tmp->glow_radius = radius; 1250 tmp->glow_radius = radius;
1293 if (tmp->glow_radius > MAX_LIGHT_RADII) 1251 if (tmp->glow_radius > MAX_LIGHT_RADII)
1294 tmp->glow_radius = MAX_LIGHT_RADII; 1252 tmp->glow_radius = MAX_LIGHT_RADII;
1295 1253
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); 1254 tmp = insert_ob_in_ob (tmp, op);
1255
1301 if (tmp->glow_radius > op->glow_radius) 1256 if (tmp->glow_radius > op->glow_radius)
1302 op->glow_radius = tmp->glow_radius; 1257 op->glow_radius = tmp->glow_radius;
1303 1258
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; 1259 return 1;
1310} 1260}
1311
1312
1313
1314 1261
1315int 1262int
1316cast_destruction (object *op, object *caster, object *spell_ob) 1263cast_destruction (object *op, object *caster, object *spell_ob)
1317{ 1264{
1318 int i, j, range, mflags, friendly = 0, dam, dur; 1265 int i, j, range, mflags, friendly = 0, dam, dur;
1339 else if (caster->skill) 1286 else if (caster->skill)
1340 op->skill = caster->skill; 1287 op->skill = caster->skill;
1341 else 1288 else
1342 op->skill = NULL; 1289 op->skill = NULL;
1343 1290
1344 change_skill (op, find_skill_by_name (op, op->skill), 1); 1291 op->change_skill (find_skill_by_name (op, op->skill));
1345 1292
1346 for (i = -range; i < range; i++) 1293 for (i = -range; i <= range; i++)
1347 { 1294 {
1348 for (j = -range; j < range; j++) 1295 for (j = -range; j <= range; j++)
1349 { 1296 {
1350 m = op->map; 1297 m = op->map;
1351 sx = op->x + i; 1298 sx = op->x + i;
1352 sy = op->y + j; 1299 sy = op->y + j;
1353 1300
1370 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1317 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1371 { 1318 {
1372 if (spell_ob->subtype == SP_DESTRUCTION) 1319 if (spell_ob->subtype == SP_DESTRUCTION)
1373 { 1320 {
1374 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1321 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1322
1375 if (spell_ob->other_arch) 1323 if (spell_ob->other_arch)
1376 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1324 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1377 } 1325 }
1378 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1326 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1379 { 1327 {
1407 { 1355 {
1408 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1409 return 0; 1357 return 0;
1410 } 1358 }
1411 1359
1360 tmp = tmp->head_ ();
1361
1412 /* If we've already got a force of this type, don't add a new one. */ 1362 /* 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) 1363 for (force = tmp->inv; force; force = force->below)
1414 { 1364 {
1415 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1416 { 1366 {
1417 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1418 { 1368 {
1424 return 0; 1374 return 0;
1425 } 1375 }
1426 } 1376 }
1427 } 1377 }
1428 1378
1429 if (force == NULL) 1379 if (!force)
1430 { 1380 {
1431 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1432 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1433 if (spell_ob->race) 1384 if (spell_ob->race)
1434 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1435 else 1386 else
1436 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1437 1388
1447 { 1398 {
1448 force->duration = duration; 1399 force->duration = duration;
1449 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1450 } 1401 }
1451 else 1402 else
1452 {
1453 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1454 } 1404
1455 return 1; 1405 return 1;
1456 } 1406 }
1407
1457 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1458 force->speed = 1.0; 1409 force->speed = 1.f;
1459 force->speed_left = -1.0; 1410 force->speed_left = -1.f;
1460 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1461 1412
1462 if (god) 1413 if (god)
1463 { 1414 {
1464 if (spell_ob->last_grace) 1415 if (spell_ob->last_grace)
1504 1455
1505 /* We precompute some values here so that we don't have to keep 1456 /* We precompute some values here so that we don't have to keep
1506 * doing it over and over again. 1457 * doing it over and over again.
1507 */ 1458 */
1508 god = find_god (determine_god (op)); 1459 god = find_god (determine_god (op));
1509 level = caster_level (caster, spell); 1460 level = casting_level (caster, spell);
1510 range = spell->range + SP_level_range_adjust (caster, spell); 1461 range = spell->range + SP_level_range_adjust (caster, spell);
1511 1462
1512 /* On the bright side, no monster should ever have a race of GOD_... 1463 /* 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 1464 * so even if the player doesn't worship a god, if race=GOD_.., it
1514 * won't ever match anything. 1465 * won't ever match anything.
1584 at -= level / 5; 1535 at -= level / 5;
1585 if (did_make_save (head, head->level, at)) 1536 if (did_make_save (head, head->level, at))
1586 continue; 1537 continue;
1587 } 1538 }
1588 else /* spell->attacktype */ 1539 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 { 1540 {
1541 /*
1542 Spell has no attacktype (charm & such), so we'll have a specific saving:
1543 * if spell level < monster level, no go
1544 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1545
1546 The chance will then be in the range [20-70] percent, not too bad.
1547
1548 This is required to fix the 'charm monster' abuse, where a player level 1 can
1549 charm a level 125 monster...
1550
1551 Ryo, august 14th
1552 */
1602 if (head->level > level) 1553 if (head->level > level)
1603 continue; 1554 continue;
1555
1604 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1556 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1605 /* Failed, no effect */ 1557 /* Failed, no effect */
1606 continue; 1558 continue;
1607 } 1559 }
1608 1560
1610 1562
1611 /* aggravation */ 1563 /* aggravation */
1612 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1564 if (QUERY_FLAG (spell, FLAG_MONSTER))
1613 { 1565 {
1614 CLEAR_FLAG (head, FLAG_SLEEP); 1566 CLEAR_FLAG (head, FLAG_SLEEP);
1615 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1616 remove_friendly_object (head); 1567 remove_friendly_object (head);
1617
1618 done_one = 1; 1568 done_one = 1;
1619 head->enemy = op; 1569 head->enemy = op;
1620 } 1570 }
1621 1571
1622 /* calm monsters */ 1572 /* calm monsters */
1635 } 1585 }
1636 1586
1637 /* charm */ 1587 /* charm */
1638 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1588 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1639 { 1589 {
1590 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1591
1640 /* Prevent uncontolled outbreaks of self replicating monsters. 1592 /* Prevent uncontrolled outbreaks of self replicating monsters.
1641 Typical use case is charm, go somwhere, use aggravation to make hostile. 1593 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. */ 1594 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1643 CLEAR_FLAG (head, FLAG_GENERATOR); 1595 CLEAR_FLAG (head, FLAG_GENERATOR);
1644 head->set_owner (op); 1596 head->set_owner (op);
1645 set_spell_skill (op, caster, spell, head); 1597 set_spell_skill (op, caster, spell, head);
1663 * about. was called move_ball_lightning, but since more than the ball 1615 * about. was called move_ball_lightning, but since more than the ball
1664 * lightning spell used it, that seemed misnamed. 1616 * lightning spell used it, that seemed misnamed.
1665 * op is the spell effect. 1617 * op is the spell effect.
1666 * note that duration is handled by process_object() in time.c 1618 * note that duration is handled by process_object() in time.c
1667 */ 1619 */
1668
1669void 1620void
1670move_ball_spell (object *op) 1621move_ball_spell (object *op)
1671{ 1622{
1672 int i, j, dam_save, dir, mflags; 1623 int i, j, dam_save, dir, mflags;
1673 sint16 nx, ny, hx, hy; 1624 sint16 nx, ny, hx, hy;
1739 1690
1740 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1691 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1741 { 1692 {
1742 if (j) 1693 if (j)
1743 op->stats.dam = dam_save / 2; 1694 op->stats.dam = dam_save / 2;
1695
1744 hit_map (op, j, op->attacktype, 1); 1696 hit_map (op, j, op->attacktype, 1);
1745
1746 } 1697 }
1747 1698
1748 /* insert the other arch */ 1699 /* insert the other arch */
1749 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1700 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); 1701 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1764 1715
1765 op->direction = i; 1716 op->direction = i;
1766 } 1717 }
1767} 1718}
1768 1719
1769
1770/* move_swarm_spell: peterm 1720/* move_swarm_spell: peterm
1771 * This is an implementation of the swarm spell. It was written for 1721 * 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 1722 * 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 1723 * 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 1724 * 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. 1725 * from a set of squares surrounding the caster, in a given direction.
1776 */ 1726 */
1777
1778void 1727void
1779move_swarm_spell (object *op) 1728move_swarm_spell (object *op)
1780{ 1729{
1781#if 0 1730#if 0
1782 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1731 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 }; 1732 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; 1733 sint16 target_x, target_y, origin_x, origin_y;
1785 int adjustdir; 1734 int adjustdir;
1786 maptile *m; 1735 maptile *m;
1787#endif 1736#endif
1788 int basedir;
1789 object *owner; 1737 object *owner = op->env;
1790 1738
1791 owner = op->owner; 1739 if (!owner) // MUST not happen, remove when true TODO
1792 if (op->duration == 0 || owner == NULL)
1793 { 1740 {
1741 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1794 op->destroy (); 1742 op->destroy (true);
1743 return;
1744 }
1745
1746 if (!op->duration || !owner->is_on_map ())
1747 {
1748 op->drop_and_destroy ();
1795 return; 1749 return;
1796 } 1750 }
1797 1751
1798 op->duration--; 1752 op->duration--;
1799 1753
1800 basedir = op->direction; 1754 int basedir = op->direction;
1801 if (basedir == 0) 1755 if (!basedir)
1802 { 1756 {
1803 /* spray in all directions! 8) */ 1757 /* spray in all directions! 8) */
1804 basedir = rndm (1, 8); 1758 op->facing = (op->facing + op->state) & 7;
1759 basedir = op->facing + 1;
1805 } 1760 }
1806 1761
1807#if 0 1762#if 0
1808 // this is bogus: it causes wrong places to be checked below 1763 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1764 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1765 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1766 // space.
1812 // should be fixed later, but correctness before featurs... 1767 // should be fixed later, but correctness before features...
1813 // (schmorp) 1768 // (schmorp)
1814 1769
1815 /* new offset calculation to make swarm element distribution 1770 /* new offset calculation to make swarm element distribution
1816 * more uniform 1771 * more uniform
1817 */ 1772 */
1870 { 1825 {
1871 /* Bullet spells have a bunch more customization that needs to be done */ 1826 /* Bullet spells have a bunch more customization that needs to be done */
1872 if (op->spell->subtype == SP_BULLET) 1827 if (op->spell->subtype == SP_BULLET)
1873 fire_bullet (owner, op, basedir, op->spell); 1828 fire_bullet (owner, op, basedir, op->spell);
1874 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1829 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1875 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1830 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1876 } 1831 }
1877} 1832}
1878
1879
1880
1881 1833
1882/* fire_swarm: 1834/* fire_swarm:
1883 * The following routine creates a swarm of objects. It actually 1835 * The following routine creates a swarm of objects. It actually
1884 * sets up a specific swarm object, which then fires off all 1836 * sets up a specific swarm object, which then fires off all
1885 * the parts of the swarm. 1837 * the parts of the swarm.
1888 * caster: the caster (owner, wand, rod, scroll) 1840 * caster: the caster (owner, wand, rod, scroll)
1889 * dir: the direction everything will be fired in 1841 * dir: the direction everything will be fired in
1890 * spell - the spell that is this spell. 1842 * spell - the spell that is this spell.
1891 * n: the number to be fired. 1843 * n: the number to be fired.
1892 */ 1844 */
1893
1894int 1845int
1895fire_swarm (object *op, object *caster, object *spell, int dir) 1846fire_swarm (object *op, object *caster, object *spell, int dir)
1896{ 1847{
1897 object *tmp;
1898 int i;
1899
1900 if (!spell->other_arch) 1848 if (!spell->other_arch)
1901 return 0; 1849 return 0;
1902 1850
1903 tmp = get_archetype (SWARM_SPELL); 1851 object *tmp = archetype::get (SWARM_SPELL);
1904 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1852
1905 set_spell_skill (op, caster, spell, tmp); 1853 set_spell_skill (op, caster, spell, tmp);
1906
1907 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1854 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1908 tmp->spell = arch_to_object (spell->other_arch); 1855 tmp->spell = spell->other_arch->instance ();
1909
1910 tmp->attacktype = tmp->spell->attacktype; 1856 tmp->attacktype = tmp->spell->attacktype;
1911 1857
1912 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1858 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1913 if (!tailor_god_spell (tmp, op)) 1859 if (!tailor_god_spell (tmp, op))
1914 return 1; 1860 return 1;
1915 1861
1916 tmp->duration = SP_level_duration_adjust (caster, spell); 1862 tmp->duration = SP_level_duration_adjust (caster, spell);
1917 for (i = 0; i < spell->duration; i++) 1863 for (int i = 0; i < spell->duration; i++)
1918 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1864 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1919 1865
1866 tmp->invisible = 1;
1867 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1920 tmp->direction = dir; 1868 tmp->direction = dir;
1921 tmp->invisible = 1; 1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1922 1871
1923 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1924 return 1; 1874 return 1;
1925} 1875}
1926
1927 1876
1928/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1929 * function. 1878 * function.
1930 */ 1879 */
1931int 1880int
1962 if (QUERY_FLAG (target, FLAG_MONSTER)) 1911 if (QUERY_FLAG (target, FLAG_MONSTER))
1963 { 1912 {
1964 /* oky doky. got a target monster. Lets make a blinding attack */ 1913 /* oky doky. got a target monster. Lets make a blinding attack */
1965 if (target->head) 1914 if (target->head)
1966 target = target->head; 1915 target = target->head;
1916
1967 (void) hit_player (target, dam, op, spell->attacktype, 1); 1917 hit_player (target, dam, op, spell->attacktype, 1);
1968 return 1; /* one success only! */ 1918 return 1; /* one success only! */
1969 } 1919 }
1970 } 1920 }
1971 1921
1972 /* no live target, perhaps a wall is in the way? */ 1922 /* no live target, perhaps a wall is in the way? */
1992 } 1942 }
1993 1943
1994 m->insert (tmp, x, y, op); 1944 m->insert (tmp, x, y, op);
1995 return 1; 1945 return 1;
1996} 1946}
1997
1998
1999
2000 1947
2001/* cast_cause_disease: this spell looks along <dir> from the 1948/* cast_cause_disease: this spell looks along <dir> from the
2002 * player and infects someone. 1949 * player and infects someone.
2003 * op is the player/monster, caster is the object, dir is the direction 1950 * 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 1951 * to cast, disease_arch is the specific disease, and type is the spell number
2005 * perhaps this should actually be in disease.c? 1952 * perhaps this should actually be in disease.c?
2006 */ 1953 */
2007
2008int 1954int
2009cast_cause_disease (object *op, object *caster, object *spell, int dir) 1955cast_cause_disease (object *op, object *caster, object *spell, int dir)
2010{ 1956{
2011 sint16 x, y; 1957 sint16 x, y;
2012 int i, mflags, range, dam_mod, dur_mod; 1958 int i, mflags, range, dam_mod, dur_mod;
2019 /* If casting from a scroll, no direction will be available, so refer to the 1965 /* If casting from a scroll, no direction will be available, so refer to the
2020 * direction the player is pointing. 1966 * direction the player is pointing.
2021 */ 1967 */
2022 if (!dir) 1968 if (!dir)
2023 dir = op->facing; 1969 dir = op->facing;
1970
2024 if (!dir) 1971 if (!dir)
2025 return 0; /* won't find anything if casting on ourself, so just return */ 1972 return 0; /* won't find anything if casting on ourself, so just return */
2026 1973
2027 /* Calculate these once here */ 1974 /* Calculate these once here */
2028 range = spell->range + SP_level_range_adjust (caster, spell); 1975 range = spell->range + SP_level_range_adjust (caster, spell);
2055 object *disease = arch_to_object (spell->other_arch); 2002 object *disease = arch_to_object (spell->other_arch);
2056 2003
2057 disease->set_owner (op); 2004 disease->set_owner (op);
2058 set_spell_skill (op, caster, spell, disease); 2005 set_spell_skill (op, caster, spell, disease);
2059 disease->stats.exp = 0; 2006 disease->stats.exp = 0;
2060 disease->level = caster_level (caster, spell); 2007 disease->level = casting_level (caster, spell);
2061 2008
2062 /* do level adjustments */ 2009 /* do level adjustments */
2063 if (disease->stats.wc) 2010 if (disease->stats.wc)
2064 disease->stats.wc += dur_mod / 2; 2011 disease->stats.wc += dur_mod / 2;
2065 2012
2066 if (disease->magic > 0) 2013 if (disease->magic > 0)
2067 disease->magic += dur_mod / 4; 2014 disease->magic += dur_mod / 8;
2068 2015
2069 if (disease->stats.maxhp > 0) 2016 if (disease->stats.maxhp > 0)
2070 disease->stats.maxhp += dur_mod; 2017 disease->stats.maxhp += dur_mod;
2071 2018
2072 if (disease->stats.maxgrace > 0) 2019 if (disease->stats.maxgrace > 0)
2109 2056
2110 if (infect_object (walk, disease, 1)) 2057 if (infect_object (walk, disease, 1))
2111 { 2058 {
2112 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2059 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2113 2060
2114 disease->destroy (); /* don't need this one anymore */ 2061 disease->destroy (true); /* don't need this one anymore */
2115 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2062 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2116 return 1; 2063 return 1;
2117 } 2064 }
2118 2065
2119 disease->destroy (); 2066 disease->destroy (true);
2120 } 2067 }
2121 } /* if living creature */ 2068 } /* if living creature */
2122 } /* for range of spaces */ 2069 } /* for range of spaces */
2123 2070
2124 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!"); 2071 new_draw_info (NDI_UNIQUE, 0, op, "No one caught anything!");

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