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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.46 by root, Wed Aug 1 00:52:38 2007 UTC vs.
Revision 1.65 by root, Mon Sep 29 10:20:49 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
36/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 44 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 46
49 if (!op->weight) 47 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
55 { 53 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 56 }
59 57
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 59 {
62 int num_sections = 1; 60 int num_sections = 1;
63 61
64 /* don't move DM */ 62 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 72 continue;
75 73
76 /* count the object's sections */ 74 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 76 num_sections++;
79 77
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
106 * 104 *
107 * BOLT CODE 105 * BOLT CODE
108 * 106 *
109 ***************************************************************************/ 107 ***************************************************************************/
110 108
111/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 110 * is the first piece of the fork.
113 */ 111 */
114
115void 112void
116forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
117{ 114{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
151 new_bolt->duration++; 148 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 149 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 150 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 151 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 152 tmp->stats.dam++;
153
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 154 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 155 update_turn_face (new_bolt);
158} 156}
159 157
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 158/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 159 * and checks for various things that may stop it.
162 */ 160 */
163
164void 161void
165move_bolt (object *op) 162move_bolt (object *op)
166{ 163{
167 int mflags; 164 int mflags;
168 sint16 x, y; 165 sint16 x, y;
169 maptile *m; 166 maptile *m;
170 167
171 if (--op->duration < 0) 168 if (--op->duration < 0)
172 { 169 {
170 op->destroy_inv (true); // be explicit about dropping
173 op->destroy (); 171 op->destroy (true);
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
313 tmp->destroy_inv (true); // be explicit about dropping
315 tmp->destroy (); 314 tmp->destroy (true);
316 return 0; 315 return 0;
317 } 316 }
318 317
319 tmp->map = newmap; 318 tmp->map = newmap;
320 319
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 320 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 321 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 322 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 323 {
324 tmp->destroy_inv (true); // be explicit about dropping
325 tmp->destroy (); 325 tmp->destroy (true);
326 return 0; 326 return 0;
327 } 327 }
328 328
329 tmp->x = op->x; 329 tmp->x = op->x;
330 tmp->y = op->y; 330 tmp->y = op->y;
354 maptile *m = op->map; 354 maptile *m = op->map;
355 int i; 355 int i;
356 356
357 if (--op->duration < 0) 357 if (--op->duration < 0)
358 { 358 {
359 op->destroy (); 359 op->destroy (true);
360 return; 360 return;
361 } 361 }
362 362
363 hit_map (op, 0, op->attacktype, 0); 363 hit_map (op, 0, op->attacktype, 0);
364 364
396void 396void
397explode_bullet (object *op) 397explode_bullet (object *op)
398{ 398{
399 object *tmp, *owner; 399 object *tmp, *owner;
400 400
401 if (op->other_arch == NULL) 401 if (!op->other_arch)
402 { 402 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 404 op->destroy (true);
405 return; 405 return;
406 } 406 }
407 407
408 if (op->env) 408 if (op->env)
409 { 409 {
410 object *env = object_get_env_recursive (op); 410 object *env = op->outer_env ();
411
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 412 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 413 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 414 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 415 op->destroy (true);
415 return; 416 return;
416 } 417 }
417 418
418 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON); 419 op->insert_at (env, op, INS_NO_MERGE | INS_NO_WALK_ON);
419 } 420 }
420 else if (out_of_map (op->map, op->x, op->y)) 421 else if (out_of_map (op->map, op->x, op->y))
421 { 422 {
422 LOG (llevError, "BUG: explode_bullet(): op out of map\n"); 423 LOG (llevError, "BUG: explode_bullet(): op out of map\n");
423 op->destroy (); 424 op->destroy (true);
424 return; 425 return;
425 } 426 }
426 427
427 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps 428 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent explosions of any kind on safe maps
428 // NOTE: If this breaks something important: remove this. I can't think of anything 429 // NOTE: If this breaks something important: remove this. I can't think of anything
429 // bad at the moment that might happen from this. 430 // bad at the moment that might happen from this.
430 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 431 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
431 { 432 {
432 op->destroy (); 433 op->destroy (true);
433 return; 434 return;
434 } 435 }
435 436
436 if (op->attacktype) 437 if (op->attacktype)
437 { 438 {
438 hit_map (op, 0, op->attacktype, 1); 439 hit_map (op, 0, op->attacktype, 1);
440
439 if (op->destroyed ()) 441 if (op->destroyed ())
440 return; 442 return;
441 } 443 }
442 444
443 /* other_arch contains what this explodes into */ 445 /* other_arch contains what this explodes into */
446 tmp->set_owner (op); 448 tmp->set_owner (op);
447 tmp->skill = op->skill; 449 tmp->skill = op->skill;
448 450
449 owner = op->owner; 451 owner = op->owner;
450 452
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 453 if ((tmp->attacktype & AT_HOLYWORD
454 || tmp->attacktype & AT_GODPOWER)
455 && owner
456 && !tailor_god_spell (tmp, owner))
452 { 457 {
453 op->destroy (); 458 op->destroy (true);
454 return; 459 return;
455 } 460 }
456 461
457 /* special for bombs - it actually has sane values for these */ 462 /* special for bombs - it actually has sane values for these */
458 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB) 463 if (op->type == SPELL_EFFECT && op->subtype == SP_BOMB)
486 491
487 tmp->insert_at (op, op); 492 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound); 493 tmp->play_sound (tmp->sound);
489 494
490 /* remove the firebullet */ 495 /* remove the firebullet */
491 op->destroy (); 496 op->destroy (true);
492} 497}
493 498
494/* checks to see what op should do, given the space it is on 499/* checks to see what op should do, given the space it is on
495 * (eg, explode, damage player, etc) 500 * (eg, explode, damage player, etc)
496 */ 501 */
521 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 526 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
522 { 527 {
523 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
524 { 529 {
525 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 530 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
531
532 // TODO: can't understand the following if's
526 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 533 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
527 { 534 {
528 if (!QUERY_FLAG (op, FLAG_REMOVED)) 535 if (!QUERY_FLAG (op, FLAG_REMOVED))
529 { 536 {
530 op->destroy (); 537 op->destroy (true);
531 return; 538 return;
532 } 539 }
533 } 540 }
534 } 541 }
535 } 542 }
564 if (--op->range <= 0) 571 if (--op->range <= 0)
565 { 572 {
566 if (op->other_arch) 573 if (op->other_arch)
567 explode_bullet (op); 574 explode_bullet (op);
568 else 575 else
569 op->destroy (); 576 op->destroy (true);
570 577
571 return; 578 return;
572 } 579 }
573 580
574 new_x = op->x + DIRX (op); 581 new_x = op->x + DIRX (op);
576 m = op->map; 583 m = op->map;
577 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y); 584 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
578 585
579 if (mflags & P_OUT_OF_MAP) 586 if (mflags & P_OUT_OF_MAP)
580 { 587 {
581 op->destroy (); 588 op->destroy (true);
582 return; 589 return;
583 } 590 }
584 591
585 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 592 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y)))
586 { 593 {
587 if (op->other_arch) 594 if (op->other_arch)
588 explode_bullet (op); 595 explode_bullet (op);
589 else 596 else
590 op->destroy (); 597 op->destroy (true);
591 598
592 return; 599 return;
593 } 600 }
594 601
595 if (!(op = m->insert (op, new_x, new_y, op))) 602 if (!(op = m->insert (op, new_x, new_y, op)))
619 int mflags; 626 int mflags;
620 627
621 if (!spob->other_arch) 628 if (!spob->other_arch)
622 return 0; 629 return 0;
623 630
624 tmp = arch_to_object (spob->other_arch); 631 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 632 if (!tmp)
626 return 0; 633 return 0;
627 634
628 /* peterm: level dependency for bolts */ 635 /* peterm: level dependency for bolts */
629 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 636 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
630 tmp->attacktype = spob->attacktype; 637 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 638 if (spob->slaying)
632 tmp->slaying = spob->slaying; 639 tmp->slaying = spob->slaying;
633 640
643 SET_ANIMATION (tmp, dir); 650 SET_ANIMATION (tmp, dir);
644 651
645 tmp->set_owner (op); 652 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 653 set_spell_skill (op, caster, spob, tmp);
647 654
648 tmp->x = op->x + freearr_x[dir]; 655 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 656 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 657 tmp->map = op->map;
651 658
652 maptile *newmap; 659 maptile *newmap;
653 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 660 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
654 if (mflags & P_OUT_OF_MAP) 661 if (mflags & P_OUT_OF_MAP)
655 { 662 {
656 tmp->destroy (); 663 tmp->destroy (true);
657 return 0; 664 return 0;
658 } 665 }
659 666
660 tmp->map = newmap; 667 tmp->map = newmap;
661 668
662 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 669 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
663 { 670 {
664 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 671 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
665 { 672 {
666 tmp->destroy (); 673 tmp->destroy (true);
667 return 0; 674 return 0;
668 } 675 }
669 676
670 tmp->x = op->x; 677 tmp->x = op->x;
671 tmp->y = op->y; 678 tmp->y = op->y;
704/* move_cone: causes cone object 'op' to move a space/hit creatures */ 711/* move_cone: causes cone object 'op' to move a space/hit creatures */
705 712
706void 713void
707move_cone (object *op) 714move_cone (object *op)
708{ 715{
709 int i;
710
711 /* if no map then hit_map will crash so just ignore object */ 716 /* if no map then hit_map will crash so just ignore object */
712 if (!op->map) 717 if (!op->map)
713 { 718 {
714 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 719 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
715 op->set_speed (0); 720 op->set_speed (0);
728 * when their cone dies when they die. 733 * when their cone dies when they die.
729 */ 734 */
730 /* If no owner left, the spell dies out. */ 735 /* If no owner left, the spell dies out. */
731 if (op->owner == NULL) 736 if (op->owner == NULL)
732 { 737 {
733 op->destroy (); 738 op->destroy (true);
734 return; 739 return;
735 } 740 }
736#endif 741#endif
737 742
738 hit_map (op, 0, op->attacktype, 0); 743 hit_map (op, 0, op->attacktype, 0);
745 check_spell_knockback (op); 750 check_spell_knockback (op);
746 751
747 if (op->destroyed ()) 752 if (op->destroyed ())
748 return; 753 return;
749 754
750 if ((op->duration--) < 0) 755 if (op->duration-- < 0)
751 { 756 {
752 op->destroy (); 757 op->destroy (true);
753 return; 758 return;
754 } 759 }
755 /* Object has hit maximum range, so don't have it move 760 /* Object has hit maximum range, so don't have it move
756 * any further. When the duration above expires, 761 * any further. When the duration above expires,
757 * then the object will get removed. 762 * then the object will get removed.
760 { 765 {
761 op->range = 0; /* just so it doesn't wrap */ 766 op->range = 0; /* just so it doesn't wrap */
762 return; 767 return;
763 } 768 }
764 769
765 for (i = -1; i < 2; i++) 770 for (int i = -1; i <= 1; i++)
766 { 771 {
767 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 772 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
768 773
769 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 774 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
770 { 775 {
862 867
863 success = 1; 868 success = 1;
864 tmp = arch_to_object (spell->other_arch); 869 tmp = arch_to_object (spell->other_arch);
865 tmp->set_owner (op); 870 tmp->set_owner (op);
866 set_spell_skill (op, caster, spell, tmp); 871 set_spell_skill (op, caster, spell, tmp);
867 tmp->level = caster_level (caster, spell); 872 tmp->level = casting_level (caster, spell);
868 tmp->attacktype = spell->attacktype; 873 tmp->attacktype = spell->attacktype;
869 874
870 /* holy word stuff */ 875 /* holy word stuff */
871 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 876 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
872 if (!tailor_god_spell (tmp, op)) 877 if (!tailor_god_spell (tmp, op))
937 * op is the original bomb object. 942 * op is the original bomb object.
938 */ 943 */
939void 944void
940animate_bomb (object *op) 945animate_bomb (object *op)
941{ 946{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 947 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 948 return;
947 949
948 env = object_get_env_recursive (op); 950 object *env = op->outer_env ();
949 951
950 if (op->env) 952 if (op->env)
951 { 953 {
952 if (env->map == NULL) 954 if (env->map == NULL)
953 return; 955 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 956
958 if (!(op = op->insert_at (env, op))) 957 if (!(op = op->insert_at (env, op)))
959 return; 958 return;
960 } 959 }
961 960
962 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 961 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
963 // on a safe map. I don't like this special casing, but it seems to be neccessary 962 // on a safe map. I don't like this special casing, but it seems to be neccessary
964 // as bombs can be carried. 963 // as bombs can be carried.
965 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 964 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
966 { 965 {
967 op->destroy (); 966 op->destroy (true);
968 return; 967 return;
969 } 968 }
970 969
971 /* This copies a lot of the code from the fire bullet, 970 /* This copies a lot of the code from the fire bullet,
972 * but using the cast_bullet isn't really feasible, 971 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 972 * so just set up the appropriate values.
974 */ 973 */
975 if (archetype *at = archetype::find (SPLINT)) 974 if (archetype *at = archetype::find (SPLINT))
976 { 975 {
977 for (i = 1; i < 9; i++) 976 for (int i = 1; i < 9; i++)
978 { 977 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 978 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 979 continue;
981 980
982 tmp = arch_to_object (at); 981 object *tmp = arch_to_object (at);
983 tmp->direction = i; 982 tmp->direction = i;
984 tmp->range = op->range; 983 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 984 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 985 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 986 tmp->attacktype = op->attacktype;
1001} 1000}
1002 1001
1003int 1002int
1004create_bomb (object *op, object *caster, int dir, object *spell) 1003create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 1004{
1006
1007 object *tmp; 1005 object *tmp;
1008 int mflags; 1006 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1008 maptile *m;
1011 1009
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1012 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1014 return 0;
1017 } 1015 }
1016
1018 tmp = arch_to_object (spell->other_arch); 1017 tmp = arch_to_object (spell->other_arch);
1019 1018
1020 /* level dependencies for bomb */ 1019 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1020 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1021 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1120 effect = arch_to_object (spell->other_arch); 1119 effect = arch_to_object (spell->other_arch);
1121 else 1120 else
1122 return 0; 1121 return 0;
1123 1122
1124 /* tailor the effect by priest level and worshipped God */ 1123 /* tailor the effect by priest level and worshipped God */
1125 effect->level = caster_level (caster, spell); 1124 effect->level = casting_level (caster, spell);
1126 effect->attacktype = spell->attacktype; 1125 effect->attacktype = spell->attacktype;
1127 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1128 { 1127 {
1129 if (tailor_god_spell (effect, op)) 1128 if (tailor_god_spell (effect, op))
1130 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op));
1154 } 1153 }
1155 else 1154 else
1156 { 1155 {
1157 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target)); 1156 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s looks stronger!", query_name (target));
1158 target->stats.hp = target->stats.maxhp * 2; 1157 target->stats.hp = target->stats.maxhp * 2;
1159 effect->destroy (); 1158 effect->destroy (true);
1160 return 0; 1159 return 0;
1161 } 1160 }
1162 } 1161 }
1163 } 1162 }
1164 else 1163 else
1185 1184
1186/* op is a missile that needs to be moved */ 1185/* op is a missile that needs to be moved */
1187void 1186void
1188move_missile (object *op) 1187move_missile (object *op)
1189{ 1188{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1189 if (op->range-- <= 0)
1196 { 1190 {
1191 op->destroy_inv (true); // be explicit about dropping
1197 op->destroy (); 1192 op->destroy (true);
1198 return; 1193 return;
1199 }
1200
1201 owner = op->owner;
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 { 1194 }
1195
1196 mapxy pos (op);
1197 pos.move (op->direction);
1198
1199 if (!pos.normalise ())
1200 {
1208 op->destroy (); 1201 op->destroy (true);
1209 return; 1202 return;
1210 } 1203 }
1211#endif
1212 1204
1213 new_x = op->x + DIRX (op); 1205 mapspace &ms = pos.ms ();
1214 new_y = op->y + DIRY (op);
1215 1206
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1207 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1208 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1209 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1210 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1211 * we need to remove it if someone hasn't already done so.
1223 */ 1212 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1213 op->destroy (true);
1235 return; 1214 return;
1215 }
1216
1217 if (!op->direction)
1236 } 1218 {
1219 op->destroy (true);
1220 return;
1221 }
1237 1222
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1223 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1224 if (i > 0 && i != op->direction)
1240 { 1225 {
1241 op->direction = i; 1226 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1227 SET_ANIMATION (op, op->direction);
1243 } 1228 }
1244 1229
1245 m->insert (op, new_x, new_y, op); 1230 pos.insert (op, op);
1246} 1231}
1247 1232
1248/**************************************************************************** 1233/****************************************************************************
1249 * Destruction 1234 * Destruction
1250 ****************************************************************************/ 1235 ****************************************************************************/
1307 else 1292 else
1308 op->skill = NULL; 1293 op->skill = NULL;
1309 1294
1310 op->change_skill (find_skill_by_name (op, op->skill)); 1295 op->change_skill (find_skill_by_name (op, op->skill));
1311 1296
1312 for (i = -range; i < range; i++) 1297 for (i = -range; i <= range; i++)
1313 { 1298 {
1314 for (j = -range; j < range; j++) 1299 for (j = -range; j <= range; j++)
1315 { 1300 {
1316 m = op->map; 1301 m = op->map;
1317 sx = op->x + i; 1302 sx = op->x + i;
1318 sy = op->y + j; 1303 sy = op->y + j;
1319 1304
1336 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1321 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1337 { 1322 {
1338 if (spell_ob->subtype == SP_DESTRUCTION) 1323 if (spell_ob->subtype == SP_DESTRUCTION)
1339 { 1324 {
1340 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1325 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1326
1341 if (spell_ob->other_arch) 1327 if (spell_ob->other_arch)
1342 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);
1343 } 1329 }
1344 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)
1345 { 1331 {
1373 { 1359 {
1374 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.");
1375 return 0; 1361 return 0;
1376 } 1362 }
1377 1363
1364 tmp = tmp->head_ ();
1365
1378 /* 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. */
1379 for (force = tmp->inv; force != NULL; force = force->below) 1367 for (force = tmp->inv; force; force = force->below)
1380 { 1368 {
1381 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1369 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1382 { 1370 {
1383 if (force->name == spell_ob->name) 1371 if (force->name == spell_ob->name)
1384 { 1372 {
1390 return 0; 1378 return 0;
1391 } 1379 }
1392 } 1380 }
1393 } 1381 }
1394 1382
1395 if (force == NULL) 1383 if (!force)
1396 { 1384 {
1397 force = get_archetype (FORCE_NAME); 1385 force = get_archetype (FORCE_NAME);
1398 force->subtype = FORCE_CHANGE_ABILITY; 1386 force->subtype = FORCE_CHANGE_ABILITY;
1387
1399 if (spell_ob->race) 1388 if (spell_ob->race)
1400 force->name = spell_ob->race; 1389 force->name = spell_ob->race;
1401 else 1390 else
1402 force->name = spell_ob->name; 1391 force->name = spell_ob->name;
1403 1392
1413 { 1402 {
1414 force->duration = duration; 1403 force->duration = duration;
1415 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.");
1416 } 1405 }
1417 else 1406 else
1418 {
1419 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.");
1420 } 1408
1421 return 1; 1409 return 1;
1422 } 1410 }
1411
1423 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;
1424 force->speed = 1.f; 1413 force->speed = 1.f;
1425 force->speed_left = -1.f; 1414 force->speed_left = -1.f;
1426 SET_FLAG (force, FLAG_APPLIED); 1415 SET_FLAG (force, FLAG_APPLIED);
1427 1416
1470 1459
1471 /* 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
1472 * doing it over and over again. 1461 * doing it over and over again.
1473 */ 1462 */
1474 god = find_god (determine_god (op)); 1463 god = find_god (determine_god (op));
1475 level = caster_level (caster, spell); 1464 level = casting_level (caster, spell);
1476 range = spell->range + SP_level_range_adjust (caster, spell); 1465 range = spell->range + SP_level_range_adjust (caster, spell);
1477 1466
1478 /* 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_...
1479 * 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
1480 * won't ever match anything. 1469 * won't ever match anything.
1600 } 1589 }
1601 1590
1602 /* charm */ 1591 /* charm */
1603 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))
1604 { 1593 {
1594 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1595
1605 /* Prevent uncontolled outbreaks of self replicating monsters. 1596 /* Prevent uncontrolled outbreaks of self replicating monsters.
1606 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.
1607 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. */
1608 CLEAR_FLAG (head, FLAG_GENERATOR); 1599 CLEAR_FLAG (head, FLAG_GENERATOR);
1609 head->set_owner (op); 1600 head->set_owner (op);
1610 set_spell_skill (op, caster, spell, head); 1601 set_spell_skill (op, caster, spell, head);
1628 * 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
1629 * lightning spell used it, that seemed misnamed. 1620 * lightning spell used it, that seemed misnamed.
1630 * op is the spell effect. 1621 * op is the spell effect.
1631 * note that duration is handled by process_object() in time.c 1622 * note that duration is handled by process_object() in time.c
1632 */ 1623 */
1633
1634void 1624void
1635move_ball_spell (object *op) 1625move_ball_spell (object *op)
1636{ 1626{
1637 int i, j, dam_save, dir, mflags; 1627 int i, j, dam_save, dir, mflags;
1638 sint16 nx, ny, hx, hy; 1628 sint16 nx, ny, hx, hy;
1704 1694
1705 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)))
1706 { 1696 {
1707 if (j) 1697 if (j)
1708 op->stats.dam = dam_save / 2; 1698 op->stats.dam = dam_save / 2;
1699
1709 hit_map (op, j, op->attacktype, 1); 1700 hit_map (op, j, op->attacktype, 1);
1710
1711 } 1701 }
1712 1702
1713 /* insert the other arch */ 1703 /* insert the other arch */
1714 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))))
1715 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1705 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1729 1719
1730 op->direction = i; 1720 op->direction = i;
1731 } 1721 }
1732} 1722}
1733 1723
1734
1735/* move_swarm_spell: peterm 1724/* move_swarm_spell: peterm
1736 * 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
1737 * 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
1738 * 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
1739 * 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
1740 * 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.
1741 */ 1730 */
1742
1743void 1731void
1744move_swarm_spell (object *op) 1732move_swarm_spell (object *op)
1745{ 1733{
1746#if 0 1734#if 0
1747 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 };
1748 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 };
1749 sint16 target_x, target_y, origin_x, origin_y; 1737 sint16 target_x, target_y, origin_x, origin_y;
1750 int adjustdir; 1738 int adjustdir;
1751 maptile *m; 1739 maptile *m;
1752#endif 1740#endif
1753 int basedir;
1754 object *owner; 1741 object *owner = op->env;
1755 1742
1756 owner = op->owner; 1743 if (!owner) // MUST not happen, remove when true TODO
1757 if (op->duration == 0 || owner == NULL)
1758 { 1744 {
1745 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1759 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);
1760 return; 1754 return;
1761 } 1755 }
1762 1756
1763 op->duration--; 1757 op->duration--;
1764 1758
1765 basedir = op->direction; 1759 int basedir = op->direction;
1766 if (basedir == 0) 1760 if (!basedir)
1767 { 1761 {
1768 /* spray in all directions! 8) */ 1762 /* spray in all directions! 8) */
1769 basedir = rndm (1, 8); 1763 op->facing = (op->facing + op->state) & 7;
1764 basedir = op->facing + 1;
1770 } 1765 }
1771 1766
1772#if 0 1767#if 0
1773 // this is bogus: it causes wrong places to be checked below 1768 // this is bogus: it causes wrong places to be checked below
1774 // (a wall 2 cells away will block the effect...) and 1769 // (a wall 2 cells away will block the effect...) and
1835 { 1830 {
1836 /* 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 */
1837 if (op->spell->subtype == SP_BULLET) 1832 if (op->spell->subtype == SP_BULLET)
1838 fire_bullet (owner, op, basedir, op->spell); 1833 fire_bullet (owner, op, basedir, op->spell);
1839 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1834 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1840 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);
1841 } 1836 }
1842} 1837}
1843
1844
1845
1846 1838
1847/* fire_swarm: 1839/* fire_swarm:
1848 * The following routine creates a swarm of objects. It actually 1840 * The following routine creates a swarm of objects. It actually
1849 * sets up a specific swarm object, which then fires off all 1841 * sets up a specific swarm object, which then fires off all
1850 * the parts of the swarm. 1842 * the parts of the swarm.
1853 * caster: the caster (owner, wand, rod, scroll) 1845 * caster: the caster (owner, wand, rod, scroll)
1854 * dir: the direction everything will be fired in 1846 * dir: the direction everything will be fired in
1855 * spell - the spell that is this spell. 1847 * spell - the spell that is this spell.
1856 * n: the number to be fired. 1848 * n: the number to be fired.
1857 */ 1849 */
1858
1859int 1850int
1860fire_swarm (object *op, object *caster, object *spell, int dir) 1851fire_swarm (object *op, object *caster, object *spell, int dir)
1861{ 1852{
1862 object *tmp;
1863 int i;
1864
1865 if (!spell->other_arch) 1853 if (!spell->other_arch)
1866 return 0; 1854 return 0;
1867 1855
1868 tmp = get_archetype (SWARM_SPELL); 1856 object *tmp = archetype::get (SWARM_SPELL);
1869 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1857
1870 set_spell_skill (op, caster, spell, tmp); 1858 set_spell_skill (op, caster, spell, tmp);
1871
1872 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. */
1873 tmp->spell = arch_to_object (spell->other_arch); 1860 tmp->spell = spell->other_arch->instance ();
1874
1875 tmp->attacktype = tmp->spell->attacktype; 1861 tmp->attacktype = tmp->spell->attacktype;
1876 1862
1877 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1863 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1878 if (!tailor_god_spell (tmp, op)) 1864 if (!tailor_god_spell (tmp, op))
1879 return 1; 1865 return 1;
1880 1866
1881 tmp->duration = SP_level_duration_adjust (caster, spell); 1867 tmp->duration = SP_level_duration_adjust (caster, spell);
1882 for (i = 0; i < spell->duration; i++) 1868 for (int i = 0; i < spell->duration; i++)
1883 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1869 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1884 1870
1871 tmp->invisible = 1;
1872 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1885 tmp->direction = dir; 1873 tmp->direction = dir;
1886 tmp->invisible = 1; 1874 tmp->facing = rndm (1, 8); // initial firing direction
1875 tmp->state = rndm (4) * 2 + 1; // direction increment
1887 1876
1888 tmp->insert_at (op, op); 1877 op->insert (tmp);
1878
1889 return 1; 1879 return 1;
1890} 1880}
1891
1892 1881
1893/* See the spells documentation file for why this is its own 1882/* See the spells documentation file for why this is its own
1894 * function. 1883 * function.
1895 */ 1884 */
1896int 1885int
1927 if (QUERY_FLAG (target, FLAG_MONSTER)) 1916 if (QUERY_FLAG (target, FLAG_MONSTER))
1928 { 1917 {
1929 /* oky doky. got a target monster. Lets make a blinding attack */ 1918 /* oky doky. got a target monster. Lets make a blinding attack */
1930 if (target->head) 1919 if (target->head)
1931 target = target->head; 1920 target = target->head;
1921
1932 (void) hit_player (target, dam, op, spell->attacktype, 1); 1922 hit_player (target, dam, op, spell->attacktype, 1);
1933 return 1; /* one success only! */ 1923 return 1; /* one success only! */
1934 } 1924 }
1935 } 1925 }
1936 1926
1937 /* no live target, perhaps a wall is in the way? */ 1927 /* no live target, perhaps a wall is in the way? */
1957 } 1947 }
1958 1948
1959 m->insert (tmp, x, y, op); 1949 m->insert (tmp, x, y, op);
1960 return 1; 1950 return 1;
1961} 1951}
1962
1963
1964
1965 1952
1966/* cast_cause_disease: this spell looks along <dir> from the 1953/* cast_cause_disease: this spell looks along <dir> from the
1967 * player and infects someone. 1954 * player and infects someone.
1968 * 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
1969 * 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
1970 * perhaps this should actually be in disease.c? 1957 * perhaps this should actually be in disease.c?
1971 */ 1958 */
1972
1973int 1959int
1974cast_cause_disease (object *op, object *caster, object *spell, int dir) 1960cast_cause_disease (object *op, object *caster, object *spell, int dir)
1975{ 1961{
1976 sint16 x, y; 1962 sint16 x, y;
1977 int i, mflags, range, dam_mod, dur_mod; 1963 int i, mflags, range, dam_mod, dur_mod;
1984 /* 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
1985 * direction the player is pointing. 1971 * direction the player is pointing.
1986 */ 1972 */
1987 if (!dir) 1973 if (!dir)
1988 dir = op->facing; 1974 dir = op->facing;
1975
1989 if (!dir) 1976 if (!dir)
1990 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 */
1991 1978
1992 /* Calculate these once here */ 1979 /* Calculate these once here */
1993 range = spell->range + SP_level_range_adjust (caster, spell); 1980 range = spell->range + SP_level_range_adjust (caster, spell);
2020 object *disease = arch_to_object (spell->other_arch); 2007 object *disease = arch_to_object (spell->other_arch);
2021 2008
2022 disease->set_owner (op); 2009 disease->set_owner (op);
2023 set_spell_skill (op, caster, spell, disease); 2010 set_spell_skill (op, caster, spell, disease);
2024 disease->stats.exp = 0; 2011 disease->stats.exp = 0;
2025 disease->level = caster_level (caster, spell); 2012 disease->level = casting_level (caster, spell);
2026 2013
2027 /* do level adjustments */ 2014 /* do level adjustments */
2028 if (disease->stats.wc) 2015 if (disease->stats.wc)
2029 disease->stats.wc += dur_mod / 2; 2016 disease->stats.wc += dur_mod / 2;
2030 2017
2031 if (disease->magic > 0) 2018 if (disease->magic > 0)
2032 disease->magic += dur_mod / 4; 2019 disease->magic += dur_mod / 8;
2033 2020
2034 if (disease->stats.maxhp > 0) 2021 if (disease->stats.maxhp > 0)
2035 disease->stats.maxhp += dur_mod; 2022 disease->stats.maxhp += dur_mod;
2036 2023
2037 if (disease->stats.maxgrace > 0) 2024 if (disease->stats.maxgrace > 0)
2074 2061
2075 if (infect_object (walk, disease, 1)) 2062 if (infect_object (walk, disease, 1))
2076 { 2063 {
2077 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);
2078 2065
2079 disease->destroy (); /* don't need this one anymore */ 2066 disease->destroy (true); /* don't need this one anymore */
2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2067 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2081 return 1; 2068 return 1;
2082 } 2069 }
2083 2070
2084 disease->destroy (); 2071 disease->destroy (true);
2085 } 2072 }
2086 } /* if living creature */ 2073 } /* if living creature */
2087 } /* for range of spaces */ 2074 } /* for range of spaces */
2088 2075
2089 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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